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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Midwest City, OK
    Gender
    Male

    Default PrC Contest XVII: Mono e Mono

    Mono e Mono
    ---

    Two foes endlessly circling until the other is destroyed!

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

    Giant in the Playground PrC Contest XVI

    The contest begins with the posting of this thread and will run through midnight of March 15th.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of March 25th.

    Rules

    1) You will be creating an 'original' prestige class. You will be finding a partner who is also making a prestige class (and you both can help each other with the mechanics of which) and through fluff and abilities, make them enemies. If one of you makes a group of brave knights bent on the destruction of dragons, the other makes a cult of diabolical dragon worships bent on their annihilation and enslavement. The two classes made must in some form or fashion be opposing to the other. Again, feel free to work on the classes together so that way you may come up with compatible fluff and rules with which to give the classes advantages that the other does not, and draw backs as well. You may draw from any published WotC sourcebook for inspiration and rules. If you do not have a partner, try to find one in the chat thread, and if you cannot find one, then you cannot enter and will be disqualified. Link the opposing class somewhere in your entry.

    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. Only new work may submitted; no previously posted

    work will be accepted. Such entries will be disqualified. 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 helpers if you need it!

    (Fax Celestis' Prestige Class Creation Thread)
    (Djinn_In_Tonic's What to make and How to make it special!)
    Chris Bennett
    Author 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!

    Follow me on Facebook!

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Midwest City, OK
    Gender
    Male

    Default Re: PrC Contest XVII: Mono e Mono

    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
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    +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
    Chris Bennett
    Author 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!

    Follow me on Facebook!

  3. - Top - End - #3
    Halfling in the Playground
    Join Date
    Jul 2009

    Default Re: PrC Contest XVII: Mono e Mono

    I'm open for collaboration! •-•

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Aug 2008
    Location
    Midwest, not Middle East
    Gender
    Male

    Default Re: PrC Contest XVII: Mono e Mono

    Bookkeeping note: I'm partnering with Spate. His class is here.

    Scion of Awesome

    Park my bike, would you? Watch out, it bites.- Thorgrim Blazebeard, Scion of Awesome

    Some people are born to greatness. Some achieve greatness through hard work. And some ride a flaming motorcycle through flaming hoops while firing fire. These are Scions of Awesome

    Becoming A Scion of Awesome
    A Scion of Awesome undergoes a transcendent experience. He may kick a goblin through the window of a burning orphanage onto the big bad evil guy; he may ride a griffin into the eye of a kraken; he may do any of a number of suicidal actions. But he doesn't die. This teaches him that he is the central character in the story that is being told. This is, to say the least, powerful information. This belief can nudge the universe.

    ENTRY REQUIREMENTS
    -8 ranks in Intimidate
    -8 ranks in two other skills
    -One [luck] feat
    -Special: Must have done something awesome, at the DM's discretion.

    Class Skills
    The Scion of Awesome's class skills are selected by the Scion of Awesome. Choose Intimidate and seven other skills, two of which must be the skills used to qualify for this class.
    Skills Points at Each Level: 4 + Int Modifier

    Hit Dice: d8
    Level BAB Fort Ref Will Special
    1st +1 +2 +2 +0 Sweet Ride, Do the Impossible: Plot Armor
    2nd +2 +3 +3 +0 Bonus Feat, Do the Impossible: Damage
    3rd +3 +3 +3 +1 Inexhaustible Awesome, Bounce
    4th +4 +4 +4 +1 Evasion Plus, Do the Impossible: Touch the Untouchable
    5th +5 +4 +4 +1 Bonus Feat, Sweeter Ride, Practiced Protagonist, Dramatic Dive
    6th +6 +5 +5 +2 Double Impossible, Never Outnumbered, Do the Impossible: Walk it off
    7th +7 +5 +5 +2 Bonus Feat, Awesome Ball on Rubber Sheet
    8th +8 +6 +6 +2 Do the Impossible: Break the Unbreakable, Jaw Dropper
    9th +9 +6 +6 +3 Do the Impossible: Speed, Shake the Unshakable
    10th +10 +7 +7 +3 Awesome Apothesis, Do the Impossible: Heroic Durability

    Weapon Proficiencies: A Scion of Awesome gains no new proficiencies with weapons or armor, but see Awesome Apothesis.

    Sweet Ride(Ex): A Scion of Awesome selects one of three awesome mounts at first level. The options are motorcycle, zepplin, and riding bear. The creature selected has HD equal to the class level of the Scion of Awesome plus 5. Stat blocks follow after the class. A Scion of Awesome may use Intimidate instead of Ride for purposes of riding the special mount and qualifying for feats and PrC's and such. The mount also benefits from Do the Impossible, the bonuses a Scion of Awesome gets from that feature also apply to the mount.

    If the mount dies, the Scion of Awesome may acquire a new one after 24 hours.

    Do the Impossible(Ex): A first level Scion of Awesome has convinced himself he is the lead character in the story of his life. A bit of this conviction leaks out into the universe and shields him. As a free action at the beginning of an encounter, a Scion of Awesome can make an intimidate check and consult the accompanying table to see what bonus he gets to his armor class. This is a luck bonus.

    A second level level Scion of Awesome can intimidate the universe itself in to making his strikes more powerful. He may, instead of a bonus to armor class, gain a bonus on damage from all his attacks determined by an intimidate check. He may only gain one bonus from Do the Impossible (but see Double Impossible).

    A fourth level Scion of Awesome has reality so cowed that the possibility of his strikes missing diminishes. He can apply the bonus from his Do the Impossible check to increase his to-hit by the listed bonus, as a luck bonus.

    A sixth level Scion of Awesome isn't really hurt as badly by your attacks as you might think. He gains a pool of hit points equal to the bonus from the table according to his Intimidate check multiplied by his charisma modifier plus his class level. He can use some or all of this to heal himself as a swift action. The pool does not refill mid combat and it disappears at the end of combat. If this power is shared via Awesome Ball on Rubber Sheet each party member gets a separate pool of healing. The Mount also gains a separate pool if the Scion chooses this use of Do the Impossible.

    An eighth level Scion of Awesome has refined his damaging blows; he can now gain twice the listed bonus as a bonus to damage from attacks. It is still a luck bonus.

    A ninth level Scion of Awesome moves at narrative speed. He can gain a luck bonus to move speed equal to five feet times the bonus on the table.

    A tenth level Scion of Awesome has the universe convinced that he is the main character in the story, and so he is harder to injure. He gains DR /Mundane equal to the bonus provided by the intimidate check. This may not be shared with the party via Awesome Ball on a Rubber Sheet. This is a Supernatural effect.DR/Mundane is pierced by nonmagical weaponry or some special abilities of Clerks of the Mundane


    Intimidate Result Bonus
    below 0 0
    0-7 +1
    8-14 +2
    15-21 +3
    22-28 +4
    Continue the pattern of each additional +7 on intimidate check resulting in another +1 bonus.


    Bonus Feat(Ex):
    A Scion of Awesome gains a free [Luck] feat at levels 2, 5 and 7. If there are no [Luck] feats that the Scion of Awesome qualifies for and does not already have, a) what are you doing? and b) you may gain any other feat you qualify for.

    Inexhaustible Awesome(Ex): For a third level Scion of Awesome, luck is a renewable resource. Your uses of [luck] feats are now on a per encounter basis, not a per day basis. Each per day use is now one per encounter use, so if you had three [Luck] feats that each give one use per day, you now have three uses of luck feats per encounter. This also makes the not dying ability of Tempting Fate work 1/encounter.

    Bounce(Su): A Scion of Awesome can endure falls that would destroy a lesser man. When taking falling damage, he may reduce the damage taken by the result of an intimidate check he makes as a free action when he lands. This can be done after using Tumble, Jump, etc to reduce effective fall distance.

    Evasion Plus(Ex): A fourth level Scion of Awesome is so experienced with explosions and such that effects that offer a Reflex save for half damage instead result in no damage on a successful save. Unlike the Rogue ability of a similar name, this is not limited by what type of armor or encumbrance the Scion of Awesome is currently under. This counts as Evasion for qualifying for feats, PrC's, skill tricks, etc.

    Sweeter Ride(Ex): The HD of the mount is now equal to the Scion of Awesome's hit dice if this is higher than the previous hit dice of the mount.

    Practiced Protagonist(Ex): A fifth level Scion of Awesome gets his class level as a competence bonus to intimidate checks.

    Dramatic Dive(Su): The elements themselves seem to slip off of a fifth level Scion of Awesome. As an immediate action when he would take elemental damage (fire, ice, electricity, acid, or sonic), he may make an intimidate check and reduce the damage by half of the intimidate check result. For example, if Thorgrim Blazebeard is hit with a Flamestrike that does 20 fire and 20 divine damage, if he makes an intimidate check of 44, he reduces the fire damage by 20 but cannot affect the divine damage because it is not elemental; so he takes 20 damage.

    Double Impossible(Ex): A sixth level Scion of Awesome is more practiced at bending the world to tell his story. He may now gain two different bonuses from Do the Impossible. Make a separate intimidate check for each use.

    Never Outnumbered(Ex): A sixth level Scion of Awesome gains the skill trick Never Outnumbered. If he already has this skill trick, he may select a different skill trick that he qualifies for.

    Awesome Ball on Rubber Sheet(Ex): A seventh level Scion of Awesome expands his reality alteration to his brothers in arms. He may apply his Do the Impossible bonus to all his allies within line of sight by expending a luck reroll as a free action. Applying both bonuses from Double Impossible requires using two luck rerolls. This lasts for the encounter.

    Shake the Unshakable(Su): A ninth level Scion of Awesome doesn't care about whether or not his foes can feel fear. He makes them fear anyway. He can use Intimidate on foes immune to [mind affecting] abilities, though they gain a +5 on their will save to resist being intimidated.

    Jaw Dropper(Ex): A ninth level Scion of Awesome is a consummate showman. He can do the impossible with regularity and distract people with it. Once per encounter, as a standard action, a ninth level Scion of Awesome can do something completely outrageous that causes everyone who sees it to lose their next move action out of shock, Will save DC 10+Scion level+Cha mod to negate. This affects everyone who can see the scion, even party members.

    Awesome Apothesis(Ex): A tenth level Scion of Awesome has transcended what mortals can dare to dream. He becomes an Outsider with the [Awesome] subtype. This does not affect racial hit dice, but does give all the other benefits and drawbacks of being an Outsider. His natural and weapon attacks are considered Awesome for purposes of overcoming DR. He also gains immunity to two of the five elemental damage types, chosen by the Scion upon reaching level 10. He is encouraged to light himself on fire, lick the third rail, hang out on the plane of Acid, etc.

    Playing a Scion of Awesome
    You are a full BAB class with mostly personal buffs. You belong on the front line, doing something crazy.
    Combat: Hit things. Use your powers to hit things better. Don't ride your mount, use it either to run people over, crash into people, or to tear up people; depending on which mount you have at the moment.
    Advancement: Consider luck-based PrC's after finishing this class. Alternately, keep going with full BAB and take more PrC's. PrC's are good.
    Resources: You're on your own, kid. Besides your party, I hope.

    Scions of Awesome in the world
    I'm still not sure exactly what happened. One second the orcish war band was about to charge our lines, the next half of them were dead. The only clues were a line of fire through their ranks and the cackling of a dwarf. -Urist Hammerson, Dwarven Defender

    Daily Life: Not every day is full of incredible adventures. Sometimes you just drink away your earnings in the tavern while keeping an ear open for adventure hooks and an eye open for a protege.
    Notables: Orkust Bloodtusk is proof that not every Scion of Awesome is Good. He is most famous for leaping off of his zepplin to grab the archmage Zankus during the Third Battle of Bastion, a fortified mostly human city on the edge of orcish territory.
    Llellyn Whisperleaf is famous for his elimination of a marauding group of ogres that threatened an elvish city by quietly stalking each one in turn, screaming like a loon, and running them over with a Bike.
    Organizations: Scion of Awesome gravitate towards Adventurer's Guilds, special operations in military, and other high risk, high fame positions.

    NPC Reaction
    Most NPC's will view Scions of Awesome as braggarts until they see their abilities in action. Then they typically suspect magic.

    Scion of Awesome in the game
    It's not a martial adept or a spellcaster. Some of their abilities are strange and useful, but they are expected to not overshadow people any worse than a Warblade would.
    Adaptation: These could instead be divine champions, probably of Kord or a similar god. Consider changing up the special mount, and replace most of the luck bonuses with sacred bonuses.
    Encounters: A Scion of Awesome might be a useful ally, an irritating competitor for glory, or a dangerous foe.

    Sample Encounter
    EL 10: Thorgrim Blazebeard is looking for adventure. The PC's appear to be an exciting challenge. He asks to test their skills.
    Spoiler
    Show


    Thorgrim Blazebeard
    CN Dwarf Barbarian 5/ Scion of Awesome 5
    Init +2, Senses: Listen +14, Spot +1,
    Languages: Common, Dwarven
    ------------------------------------------------
    AC 20(+8 Armor, +2 Dex), touch 12, flat-footed 18
    hp 90(110 in Rage) (10 HD)
    Fort +14(16 in Rage), Ref +10, Will +8(+10 in Rage)
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +16/+11 Greataxe 1d12+8, +18/+13 for 1d12+11 in Rage
    Base Atk +10, Grp +14(16 in Rage)
    Atk Options: Attack, Full Attack
    Combat Gear: +3 Breastplate, +2 Greataxe
    Spells Prepared: Hah
    Supernatural Abilities: Do the Impossible
    -----------------------------------------------
    Abilities Str 18(22 in Rage), Dex 14, Con 16(20 in rage), Int 10, Wis 12, Cha 15
    SQ: Smite 3/encounter (+2 to hit, +5 damage), Evasion Plus,
    Feats Lucky Start, Power Attack, Iron Will, Extra Smiting, Advantageous Avoidance
    Skills: Intimidate +20 (13 ranks, 5 competence, 2 Cha), Survival +14 (13 ranks+1 Wis), Listen +14 (13 ranks+1 Wis), Jump +17 (13 ranks +4 Str)
    Possessions : +2 Greataxe, +3 Breastplate, 4 Feather Token: Tree, Vest of Resistance +3

    Do the Impossible: At the start of the encounter make an Intimidate check. On a 21, gain a +3 bonus. On 22-28, gain a +4 bonus, On 29-35, gain +5. On 36+, gain +6. Apply this to AC, to hit, or damage as a luck bonus.
    Evasion Plus: As Evasion, but in any armor.

    Include 10 HD Bike named Samson
    Bike:
    Size/Type: Large Construct (Living Construct)
    Hit Dice: 10d10+20 (75 hp)
    Initiative: +3
    Speed: 60 ft. (8 squares)
    Armor Class: 24 (-1 size, +3 Dex, +10 natural, + 2 Luck), touch 14, flat-footed 21
    Base Attack/Grapple: +7/+17
    Attack: Slam +11 melee (1d6+7)
    Full Attack: Slam +11 melee (1d6+7)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Road Rage
    Special Qualities: Doctored Fuel, Heart of Metal, Soul of Steel, Through the Fire and the Flames
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 20, Dex 16, Con 14, Int 10, Wis 10, Cha 10
    Skills: Jump +34 (13 ranks, 12 speed, 4 Run, 5 Str), Balance +16 (13 ranks, 3 Dex)
    Feats: Dodge, Mobility, Run. Endurance as a bonus feat. Ability Focus: Road Rage.
    Challenge Rating: 3
    Treasure: Standard Coins
    Alignment: Any
    Advancement: 5-30,000+ HD (Large)
    Level Adjustment: -
    Road Rage(Ex): This acts as a trample attack, so it is a full round attack that is a double move that can move over opponents and does 1d6+7 damage, can only hit each creature once per turn, and allows either an attack of opportunity or a Reflex save (DC 10 + Str + half Hit Dice+Ability Focus, or 22) for half damage. The difference is the Bike does +1 damage for every five feet it will be away from where it started its movement at the end of its movement as a result of moving, not from falling off of a cliff or teleporting or similar. This means driving in a circle is not as helpful as long straight passes through the enemy.

    Doctored Fuel(Ex): Each hit die the Bike has above six hit dice increase its move speed by 5'.

    Heart of Metal(Ex): Each hit die the Bike has above six hit dice increase its natural armor by 1.

    Soul of Steel(Ex): Each two hit dice the Bike has above six hit dice give it a +1 luck bonus to Armor Class.

    Through the Fire and the Flames(Su): A eight hit die Bike has Fire resist 10. A twelve hit die bike has Fire Resist 20. A fifteen hit die Bike is immune to fire.

    A Bike appears as a motorcycle with fire shooting out of the tailpipe. The fire is only cosmetic. It is a large sized Construct with the Living Construct subtype, so it can talk. It has hit dice determined by the class level of the Scion of Awesome that owns it, called its master. It is loyal to the master, similar to a familiar or a special mount of a paladin.


    Mount Choices

    Bike:
    Spoiler
    Show

    Size/Type: Large Construct (Living Construct)
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +4/+12
    Attack: Slam +7 melee (1d6+6)
    Full Attack: Slam +7 melee (1d6+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Road Rage
    Special Qualities: Doctored Fuel, Heart of Metal, Soul of Steel, Through the Fire and the Flames, War Training
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 19, Dex 16, Con 14, Int 10, Wis 10, Cha 10
    Skills: selected by master, class skills are Jump, Spot, Listen, Balance. Gets 18 skill points, and two more each hit die.
    Feats: Dodge, Mobility, Run. Endurance as a bonus feat. Future feats selected by master.
    Challenge Rating: 3
    Treasure: Standard Coins
    Alignment: Any
    Advancement: 5-30,000+ HD (Large)
    Level Adjustment: -

    Road Rage(Ex): This acts as a trample attack, so it is a full round attack that is a double move that can move over opponents and does 1d6+6 damage, can only hit each creature once per turn, and allows either an attack of opportunity or a Reflex save (DC 10 + Str + half Hit Dice, or 17) for half damage. The difference is the Bike does +1 damage for every five feet it will be away from where it started its movement at the end of its movement as a result of moving, not from falling off of a cliff or teleporting or similar. This means driving in a circle is not as helpful as long straight passes through the enemy.

    Doctored Fuel(Ex): Each hit die the Bike has above six hit dice increase its move speed by 5'.

    Heart of Metal(Ex): Each hit die the Bike has above six hit dice increase its natural armor by 1.

    Soul of Steel(Ex): Each two hit dice the Bike has above six hit dice give it a +1 luck bonus to Armor Class.

    Through the Fire and the Flames(Su): A eight hit die Bike has Fire resist 10. A twelve hit die bike has Fire Resist 20. A fifteen hit die Bike is immune to fire.

    War Training(Ex): A Bike is proficient in light and medium armor, but counts as an unusual shape for armor buying concerns.

    A Bike appears as a motorcycle with fire shooting out of the tailpipe. The fire is only cosmetic. It is a large sized Construct with the Living Construct subtype, so it can talk. It has hit dice determined by the class level of the Scion of Awesome that owns it, called its master. It is loyal to the master, similar to a familiar or a special mount of a paladin.

    Zepplin:
    Spoiler
    Show

    Size/Type: Gargantuan Construct (Living Construct)
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), 20 feet fly (poor)
    Armor Class: 16 (-4 size, +2 Dex, +8 natural), touch 8, flat-footed 14
    Base Attack/Grapple: +4/+24*
    Attack: Slam +5 melee (1d6+4)
    Full Attack: Slam +5 melee (1d6+4)
    Space/Reach: 20 ft./5 ft.
    Special Attacks: Crash
    Special Qualities: Fire Vulnerable, Overclocked Engines, Cupola
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 10
    Skills: selected by master, class skills are Spot, Listen, Knowledge(Geography), Knowledge (Architecture) . Gets 18 skill points, and two more each hit die.
    Feats: Hover, Endurance, Run. Weapon Focus: Slam as bonus feat. Future feats selected by master.
    Challenge Rating: 4
    Treasure: Standard Coins
    Alignment: Any
    Advancement: 5-30,000+ HD (Gargantuan)
    Level Adjustment: -
    *A zepplin is unable to initiate grapples because what are you thinking? It doesn't have arms! It can't wield weapons either... unless you graft comically oversized arms on to it. See grafting rules.

    Crash(Ex): A dead, dying, or desperate Zepplin is still dangerous. A Zepplin may as a free action set its hit points to -10. A Zepplin at -10 hit points or lower does not die... immediately. On its next turns, it may take only move actions. After its turn, it falls 150 feet. This pattern continues until it runs in to or falls on to something. Then whatever it landed on or ran in to takes 1d6 each of fire and bludgeoning damage for each hit die the Zepplin had, with a Reflex save for half. The DC is 10+half Zepplin Hit Dice+Zepplin Con Modifier. The area affected by the Crash ability is the space the Zepplin was in when it crashed, i.e. generally a 20'x20' square. Then the Zepplin is destroyed. Death effects and Disintegrate and other things that destroy the body prevent Crash from activating. After a Crash a Zepplin can only be raised via True Resurrection, or via Wish or Miracle to get a viable body to raise and then standard resurrection methods.

    Fire Vulnerable(Ex): A zepplin takes 50% more damage from fire.

    Overclocked Engines(Ex): Each two hit dice a Zepplin gains above six hit dice increases its fly speed by five feet .

    Cupola(Ex): There is a cupola on the underside of the Zepplin. Passengers can ride here and not have line of effect to the outside. There is a door on the cupola which must be closed to block line of effect. The door is part of the zepplin, so it cannot be damaged seperately. Passengers in the cupola when the Zepplin crashes take the full Crash damage, but a Reflex save is still allowed for half.

    A Zepplin is a giant gas bag in the sky, with engines and a cupola. It is a Construct with the Living Construct subtype, so it can talk. It has hit dice determined by the class level of the Scion of Awesome that owns it, called its master. It is loyal to the master, similar to a familiar or a special mount of a paladin.



    Bear with a Fez
    Spoiler
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    Size/Type: Large Magical Beast
    Hit Dice: 6d10+24 (57 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
    Base Attack/Grapple: +6/+24*
    Attack: Claw +11 melee (1d8+6) or Bite +11 (2d6+6)
    Full Attack: 2 Claws +11 melee (1d8+6), Bite +9 (2d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab
    Special Qualities: Fez, War Training
    Saves: Fort +8, Ref +7, Will +4
    Abilities: Str 22, Dex 14, Con 16, Int 10, Wis 10, Cha 10
    Skills: selected by master, class skills are Spot, Listen, Balance, Climb. Gets 18 skill points, and two more each hit die.
    Feats: Improved Toughness, Iron Will, Multiattack. Bonus:Improved Unarmed Strike. Future feats chosen by master
    Challenge Rating: 4
    Treasure: Standard Coins
    Alignment: Any
    Advancement: 5-30,000+ HD (Large)
    Level Adjustment: -:

    Improved Grab (Ex)
    To use this ability, a Bear with a Fez must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    Fez(Su): A Bear with a Fez is wearing a fez. If the fez is removed for any reason, it crumbles to dust and another one appears on the Bear with a Fez's head. This fez has two effects. One, it cannot wear a magical item in its head slot. Two, it gains a +1 Luck bonus to AC for every hit die it gains above 6th level.

    War Training(Ex): Bear with a Fez is proficient in light and medium armor.

    A Bear with a Fez is a bear of any color that is wearing a bright red fez. They typically choose not to talk, but can speak and understand common. They are loyal to the Scion of Awesome that they are a mount for.
    Last edited by Glimbur; 2014-04-06 at 06:22 PM.

  5. - Top - End - #5
    Halfling in the Playground
     
    Zombie

    Join Date
    Oct 2009

    Default Re: PrC Contest XVII: Mono e Mono

    the clerks of the mundane



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

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

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

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


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

    Hit Dice: d8

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

  6. - Top - End - #6
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: PrC Contest XVII: Mono e Mono

    Lord-Wardens of the Silent Cage

    "No one is coming to help you. No one is going to save you. You're under arrest."
    - Lord Gregory Bastion, a Lord-Warden of the Silent Cage


    Only the greatest of the great speak of them, and even then, only in whispers; those who wear the badge of the shattered castle. They stride through the multiverse on paths unknown to others, appearing only fulfill one of their dread charges. Rumors say they cage mages in cells that not even magic can penetrate; legends speak of their agents shackling gods to mountains at the edge of eternity, there to be bound until the end of days, but precious little is actually known about them, these Lord-Wardens, or their fortress, the Hollow Bastion.

    Perhaps they prefer it that way.

    Becoming a Lord-Warden of the Silent Cage
    You do not find the Lord-Wardens. The Lord-Wardens find you.

    A potential candidate, at first, does not even know that they are being recruited. A party of the Wardens ambush the potential recruit out of nowhere, attacking to incapacitate and using underhanded tactics and approaches. Many recruits fail this test, which is one of survival and instinct; they must evade capture while attempting to assess the situation as well as possible and find out who is after them. Successfully evading capture without killing a Warden is a surefire way to pass, as is managing to successfully capture a Warden to interrogate them; there are, of course, other ways to pass, all of which are determined by the Wardens administering the test. Either way, the next stage is to inform the recruit of the nature of their test and invite them to the Hollow Bastion, where they will speak to the current Lord (or Lady) of Chains; those who accept the Lord's offer become Wardens, while those who refuse become prisoners.

    Occasionally, the Wardens attempt to recruit someone who does not actually qualify for their pussiant position; in this case, the recruit's training is done in the Hollow Bastion. Escape attempts are not reccomended.

    Entry Requirements
    Base Attack Bonus: +15
    Alignment: Any non-chaotic
    Skills: Knowledge (The Planes) 12 ranks, Craft (Metalworking) 24 ranks
    Feats: Exotic Weapon Proficiency (Manacles)*, Any one Epic feat
    Special: Must be able to use sixth-level or higher invocations, manuevers, powers, or spells.
    Special: Must pass the Hollow Gauntlet (see Becoming a Lord-Warden of the Silent Cage, above)

    * Indicates a new use for a published feat

    Exotic Weapon Proficiency: Manacles
    Spoiler
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    A character with this feat may use manacles and masterwork manacles as one-handed weapons that deal 1d8 points of bludgeoning damage, threatening a critical hit on a roll of 20 with a x3 modifier. Furthermore, they may choose to forgo a critical threat to instead grapple their opponent with the manacles, shackling them with a successful check.

    A character with the Improved Grapple feat may choose to grapple with their manacles, substituting their normal grapple check with an attack roll made with the manacles opposed by their target's grapple check. They may, of course, also attack normally.


    Class Skills
    The Lord-Warden of the Silent Cage retains the class skill list of one base class he possessed before attaining levels in this class. Once chosen, this cannot be changed.
    Skills Points at Each Level: 6 + intelligence modifier

    Hit Dice: D10

    {table=head]Level|Special|Class Feature

    1st|Empty Pathways, Take 'Em Alive, Ward of the Bastion (1-3)|+1 level of Existing Class

    2nd|Warden Sight|-

    3rd|Curse of Hounds, Ignore Wards (Damage Reduction)|+1 Level of Existing Class

    4th|Solitary Confinement|-

    5th|Ward of the Bastion (4-6), Oppressive Aura|+1 Level of Existing Class

    6th|Ignore Wards (Spells)|-

    7th|Lord-Warden's Stride, Incarcerate|+1 Level of Existing Class

    8th|Warden's Decree|-

    9th|Ward of the Bastion (7-9), Ignore Wards (Supernatural Abilities)|+1 Level of Existing Class

    10th|Defy Divnity|-[/table]

    Weapon Proficiencies: The Lord-Warden of the Silent Cage does not gain any new weapon or armor proficiencies.

    Class Features (Ex): At first level, and every two levels thereafter (so again at third, fifth, seventh, and ninth levels), the Lord-Warden of the Silent Cage gains features just as if he had advanced a level in a class he possessed before taking this one. Obviously, as an epic level character, the Lord-Warden does not increase his base attack bonus or saving throws, but he otherwise gains all special class abilities, spells known, spells per day, manuevers, power points, et cetera just as if he had gained a level in a class he possessed before he began taking levels in this one.

    The Lord-Warden may choose a different class to gain features from each time he gains this class feature, but is under no obligation to do so. This ability does not affect the Lord-Warden's character level, though it might affect his caster level, initiator level, manifester level, et cetera.

    Empty Pathways (Su): All Lord-Wardens, upon receiving their badge of office, gain free access to the Hollow Bastion and the pathways which connect it to the rest of the multiverse. As a full-round action, the Lord-Warden may transport himself, all of his possessions, and anything he is holding in his hands (or restrained in a pair of manacles he is holding) to any plane within one "step" of the one the Hollow Bastion is attached to. For example, if the Hollow Bastion is currently attached to the Prime Material Plane of Oerth, the Warden could transport himself to the Ethereal Plane, the Astral Plane, or any of the Inner Planes, but not to the Nine Hells.

    No matter where the Lord-Warden is, he may always transport himself to the Hollow Bastion as long as he is a member of the Wardens in good standing. Technically, he can transport himself there even if he is no longer a member in good standing, but his fate upon arrival would be both horrific and eternal, and thus most of those who fall out of the Warden's graces wisely choose not to do so.

    Take 'Em Alive (Ex): There is always a way to incapacitate a being without doing permanent or irreprable harm to it; a Lord-Warden recieves no penalties for dealing nonlethal damage with a weapon, and may always deal nonlethal damage, even to beings who would otherwise be immune to it.

    Fast healing, regeneration, and natural healing do not affect nonlethal damage dealt by a Lord-Warden of the Silent Cage, though magical healing will still recover it just fine.

    Ward of the Bastion (Ex): The powerful protections of the Hollow Bastion reach out to shield its Lord-Wardens, allowing them to defend themselves against even the most insidious attacks. At level one, a Lord-Warden is entitled to a Fortitude save to resist spells or supernatural abilities that do not normally allow for one (DC = 10 + 1/2 the ability user's hit dice + the user's relevant ability score [primary casting/manifesting ability, constitution for extraordinary abilities, strength for manuevers, and charisma for miscellaneous supernatural or spell-like abilities]), and is entitled to spell and/or power resistance if he possesses any, even against spells and/or powers that do not allow for them.

    At level one, these benefits only apply to spells, invocations, manuevers, and/or powers of levels one through three (though it applies to all other supernatural abilities). At level five, this ability applies to spells, invocations, manuevers and/or powers of levels four through six, and then applies to levels seven through nine once the Warden gains his ninth class level.

    Additionally, the Lord-Warden eventually gains the ability to completely ignore certain supernatural effects. At level one, he ignores all spells, invocations, supernatural manuevers and/or powers of level one or two. At level five, this increases to include those of levels three and four, and at level six it increases to include those of levels five and six. The Lord-Warden is completely immune to those spells, invocations, supernatural manuevers and/or powers unless he chooses to be affected.

    Warden Sight (Su): Starting at second level, a Warden's sight sharpens and becomes infused with the power of stolen divinity and pure law; he is treated as though constantly under the effect of true seeing, with a few changes. The Warden percieves not only what is true, but also what deceptive magic wishes him to see, allowing him to react as though he has been fooled. Furthermore, the Lord-Warden can always tell if a being is disguised mundanely, even if they don't necessarily know who they actually are.

    A Lord-Warden wishing to lock a being in his memory may make a Will save (DC = 10 + 1/2 the being's hit dice + the being's charisma modifier) as a free action to do so. The Lord-Warden may have a total number of beings memorized at any given time equal to his intelligence modifier. Once the Lord-Warden has memorized a being, he will recognize that being upon sight, no matter what attempts the being makes to disguise itself (including, but not limited to, magic, divine intervention, surgery, sex changes, and being reincarnated). A Lord-Warden may "forget" a being as a free action, freeing up a use of this ability in the process.

    Curse of Hounds (Su): A Lord-Warden of third level or higher can call upon the services of the Hollow Bastion's hounds; once per day, as a swift action, the Lord-Warden can call a pack of twelve chain-hounds into being. This pack acts as a single magical entity, chasing down a single being that the Warden can clearly imagine or name upon their summoning. These hounds chase that being down, tracking them as though they had the Track and Epic Track feats, the Scent special quality, and a Survival modifier of +65, using the fastest movement mode available to their summoner. Attempts to flee to other planes of existence won't avail the hounds' prey; they automatically move to whatever plane of existence their target is currently on. The Lord-Warden is always aware of the exact position of his hounds, and may freely percieve anything within a thirty-foot sphere of the pack.

    Though the hounds are ethereal and cannot be damaged or otherwise harmed, it is possible to outrun them; evading the pack for a number of weeks equal to the Warden's character level causes the hounds to dissapate and renders their target immune to this ability for a year and a day. However, if the hounds catch up to their target, they attempt to grapple with them, using the Lord-Warden's grapple modifier to do so (the pack is treated as being the Lord-Warden's size); immunity to grappling (such as that granted by a freedom of movement spell) avails the hounds prey nothing. Failing their opposed grapple check against the hounds causes the unfortunate victim to be subject to a targeted greater dispel magic as cast by a sorcerer of the Lord-Warden's character level, as well as a dimensional anchor effect (no save).

    Despite their ferocity, it should be noted that the Curse of Hounds is still a supernatural ability, and thus winks out within an antimagic field. However, unless their target is actually in such a field, they will simply detour around antimagic or wild magic obstacles, taking the shortest possible route.

    Ignore Wards (Ex): The Lord-Wardens recognize that they fight, oftentimes, at a distinct disadvantage; they battle foes with incredible protections, deific fortitude, powerful magics, and other methods of evading capture. To combat this, the Lord-Wardens have developed methods by which they may ignore the protections of their enemies. At third level, they ignore an amount of damage reduction equal to their character level plus their charisma modifier. At sixth level, they ignore any bonuses to armor class their targets recieve from spells, as well as any magical concealment less than total concealment and energy resistances granted by spells. At ninth level, they ignore deflection bonuses to armor class, and all energy resistances. Additionally, when attacking a being immune to a certain kind of damage (such as fire, or slashing), the Lord-Warden instead treats that being as taking 50% less damage, rounded up, rather than no damage at all.

    Solitary Confinement (Su): Perhaps the most feared of the Lord-Warden's powers, a Warden of fourth level or higher may cut off his victim from all attempts at help or aid. Once per day, as a swift action, the Lord-Warden lays his curse upon a sentient being, which is entitled to a Will save (DC = 10 + 1/2 the Lord-Warden's character level + the Lord-Warden's charisma modifier) to evade it. Those who fail their saves are struck incapable of meaningful communication, unable to even write or mime their intent. Furthermore, their friends contrive to be absent from them, and any character they encounter and attempt to entreat for help instantly turns hostile to them, attacking them as viciously and lethally as possible. Solitary Confinement lasts a number of weeks equal to the Lord-Warden's character level, or until he chooses to revoke his curse as a free action, whatever comes first.

    It should be noted that Solitary Confinement does not interfere with the casting of spells or other abilities that contain verbal components. However, it does interfere with spells or other abilities that require language in order to achieve their effects, as well as magical attempts to communicate; magic mouths sputter gibberish, illusions intended to communicate turn into horrific scenes of bloodshed and chaos, et cetera. Similarly, spells or other abilities whose power are entwined with the concept of language and communication, such as symbol or power word kill are rendered wholly useless, though all attempts to cast them do, of course, expend spell slots, ability uses per day, et cetera.

    Lord-Wardens of the Silent Cage are immune to Solitary Confinement, and never have their attitudes towards a being changed because of it.

    Oppressive Aura (Su): A Lord-Warden of fifth level or higher radiates an aura of hostility towards chaos and criminals; all beings hostile to the Lord-Warden receive a -4 sacred penalty to armor class and all rolls while within sixty feet of him. This penalty increases to -8 if said beings are nuetral on the law-chaos alignment axis, and -12 if said beings are chaotic.

    Lord-Warden's Stride (Ex): The Lord-Wardens are nothing if not a puissant organization, and the very fabric of reality recognizes and aids its guardians; Lord-Wardens of seventh level or higher are never subject to difficult or dangerous terrain, and never take environmental damage, such as that inflicted by the Elemental Plane of Fire. A Lord-Warden can even walk on surfaces that would not normally support his weight, such as water, acid, lava, or mud, without suffering penalties or taking damage. The Lord-Warden may, of course, choose to swim or utilize any other form of movement he wishes. Furthermore, the Lord-Warden enjoys the benefit of a constant Freedom of Movement spell (though it should be noted that, as an extraordinary ability, this benefit cannot be dispelled).

    Incarcerate (Sp): A Lord-Warden of seventh level or higher may cast plane shift as a spell-like ability once per encounter as a swift action. They pay no material cost for this ability, but they may only transport themselves or the victim they touch to the prison cells of the Hollow Bastion, where the Keepers of the Cage then proceed to incarcerate the unfortunate scum.

    Warden's Decree (Su): A Lord-Warden of eighth level or higher may issue forth a decree to hinder his enemies and make them easier to bring to justice. Once every three days, as a standard action, the Lord-Warden loudly decrees that a specific being surrender or face the consequences. Unless the being immediately (upon its first available action) throws down any weapons in hand and earnestly surrenders, it must succeed at a Will save (DC 10 + 1/2 the Warden's character level + the Warden's charisma modifier) or gain twelve negative levels. Furthermore, its speed is reduced by half for all movement forms, and it suffers a -4 sacred penalty to armor class against the Warden's attacks. These penalties last a number of rounds equal to the Warden's class level, or until the being throws down its weapons and allows itself to be incarcerated within the Hollow Bastion, whatever comes first.

    Defy Divinity (Ex): A Lord-Warden of tenth level or higher has access to the most potent protections of the Hollow Bastion, gaining the ability to defy divnity. The Lord-Warden ignores damage reduction and spell resistance of divine origin, and is always considered to be a deity of one divine rank above any and all divine beings present for the purposes of calculating initiative. Furthermore, the Lord-Warden is completely immune to any salient divine ability which does not allow a saving throw.

    The Lord-Warden's protections extend even through time; a deity may not use their precognition to track the movements of a Lord-Warden of tenth level or higher, even if the Warden's actions directly relate to or affect their portfolios. Any attempts to travel back in time in order to murder the Warden before he has acquired this ability result in the deity (or other being) being transported to a random plane of existence and recieving 4d4 points of permanent wisdom drain as the threads of time snap and lash at their minds. This ability drain ignores any immunity the creature might otherwise have to ability drain, though it is, of course, useless against a being that does not have a wisdom score in the first place.

    Lastly, a deity that would be immune to any of the Warden's abilities or their effects is instead entitled to a saving throw with a +6 sacred bonus. If the ability or effect in question does not have a saving throw, the deity in question may make a fortitude save (DC 10 + the Warden's character level + the Warden's charisma modifier) to negate the effects, and is still entitled to the bonus.

    Sidebar: Why Extraordinary?
    Spoiler
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    Mostly, to prevent the Wardens from being turned into bitches by a simple anitmagic field. Honestly, that crap is annoying, and it certainly detracts from the epic feel of an encounter when someone just drops one and proceeds to beat the living hell out of all the other characters. So certain key Warden abilities are Extraordinary, to make them a threat no matter what.


    Playing a Lord-Warden of the Silent Cage
    Lord-Wardens play a lot like members of whatever classes they were beforehand, with some handy little extras; don't fight fair and try to eke every drop you can out of your abilities. You know your character best, but you're also fighting enemies of literally deific power - not the time to joke around.
    Combat: Lord-Wardens don't like dealing lethal damage, and try to incapacitate their enemies whenever possible to take them alive. Many of them take Improved Grapple so that they can clap their enemies in irons (see Resources, below) and several more invest in incapacitating spells to help do the same.
    Advancement: Lord-Wardens typically continue advancing as members of their former base classes, though some of them grab prestige classes such as Kensai, Justicar, Assassin, et cetera. Whatever their choice, most Lord-Wardens specialize in a certain form of "target", and advance accordingly.
    Resources: The Lord-Wardens of the Silent Cage possess a serious armory of magical items, especially defensive items, which they loan out to their membership for specific missions and targets. Additionally, the Lord-Wardens keep several mage-smiths on retainer to forge or repair magical manacles. The Hollow Bastion contains several powerful artifacts which help to erect its defenses, in addition to those used to restrain deities, Illustrious Ones, and other highly dangerous prisoners. The current Lord of Chains is always found weilding a great chain known as Omenwrath; the chain was forged in time immemorial out of lead links, each one inscribed with a promise a man had died to keep. Rumor has it that the chain is, in fact, a captive god, bound by oath to serve the Lord-Wardens until the end of time.

    Chainer's Shackles
    Spoiler
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    Chainer's Shackles are ordinary-looking manacles forged with a combination of mechanical and magical prowess; when clapped onto a being, spikes shoot deep into their limbs, preventing the victim from escaping with the Escape Artist Skill, freedom of movement, and similar effects. Chainer's Shackles may be made by any being with Craft Magical Arms and Armor and a caster (or manifester) level of twelfth or higher. Market Price: 2,000 gold.


    The Lord-Wardens of the Silent Cage in the World
    "The Wardens? Madmen all, I know that of which I speak. They would keep the universe in chains, and claim that this is progress. I once believed this to be true, but now? Now it is the Wardens who must be taken from this world."

    --Lord Cassius Adeun, Illustrious One and one-time Lord of Chains.


    The Lord-Wardens of the Silent Cage are barely percieved at all; only the mightiest of beings have even heard of them, and most of those beings are afraid. The Cagers attack from ambush, immune to even deific perception, and drag their victims into the Hollow Bastion for their own inscrutable purposes. That said, deities of law are almost never the targets for the Lord-Wardens, and other lawful beings often see them as a positive force which removes chaos and disorder from the multiverse.
    Daily Life: Hunt. Train. Capture. Incarcerate. The Lord-Wardens are all business, all the time. Their enemies circle them constantly, and they cannot afford to be lax or stop moving. An astounding number of things threaten the multiverse, the fabric of reality, and their lives on a nearly hourly basis - vigilance, it seems, is the price of justice.
    Notables: Lord Gregory Bastion is not the leader of the Lord-Wardens, but he is one of their greatest champions. Bitter and battle-hardened, Lord Bastion has seen millennia of conflict and incarcerations, and is a fanatical supporter of the Wardens. Neophyte Wardens are given to him to train, when he is not busy on a mission. Currently, he is attempting to hunt down the rogue Wardens who travel the multiverse with the traitorous Lord Cassius.

    The Lady Miralla Vain, on the other hand, is the Lady of Chains, and a more vicious and determined one the Lord-Wardens have not had in some time. Dedicated, ruthless, and cunning, the Lady Miralla's leadership has already devastated the population of powerful mortals, chaotic deities, demon princes, and even Illustrious Ones in the multiverse; she has personally had a hand in incarcerating two Illustrious Ones, which they successfully held for two centuries until slain by their own hands. The Lady Miralla Vain brooks no argument to her rule and no challenge to her leadership; obey, or be caged. There are no alternatives.
    Organizations: The Lord-Wardens are their own organization; they gather together within the Hollow Bastion under the badge of the shattered castle, acting together to remove chaos and disorder from the multiverse. Together, they operate to preserve the fabric of existence, remove destabalizing influences, and expand their own power; the Lord-Wardens cooperate with all kinds of lawful beings to further the cause of order and to keep themselves well-armed and well-supplied. Leaving the order is not reccomended - the punishment for treachery is incarceration, which is very often far worse than death.

    NPC Reaction
    The most immediate reactions most NPCs have to the Lord-Wardens is fear, because most of those who encounter them are their targets. They lead into encounters with their Curse of Hounds, followed by cries of, "You are under arrest! Throw down your weapons!" Anger, resentment, and hostility are other common reactions; the Lord-Wardens are not a popular lot.

    The Lord-Wardens of the Silent Cage in the Game
    The Lord-Wardens of the Silent Cage play much like members of their previous class(es), with an emphasis on hitting their opposition hard and fast while they're weak. However, they do increase the sheer amount of grappling and other incapacitating manuevers used, and shift the game more towards hunting, tracking, and defending, which may not suit all games.
    Adaptation: The Lord-Wardens may be somewhat hard to adapt; the easiest method, of course, is to give them more defining flavor and turn them into allies or antagonists to the PCs. The Hollow Bastion could make a great dungeon, and the Lady of Chains a villain to end all others, if done properly.
    Encounters: Most encounters will, alas, be hostile, with the Lord-Wardens attacking dangerously epic player characters in an attempt to prevent them from destabalizing the fabric of existence. It is possible that the PCs are instead contracted by the Lord-Wardens to aid them in bringing in a dangerous enemy, and this is actually much more common than one might think.

    The Lord-Wardens of the Silent Cage and the Illustrious Ones

    The Lord-Wardens of the Silent Cage hate and fear the Illustrious One phenomenon; these powerful beings strain the fabric of time, fate, destiny, and existence merely by existing, and the Cagers put their incarceration as a number one priority. When they hear of an Illustrious One, they begin tracking the nascent godling's movements, hoping to bring it in before its power grows out of control. Once the Illustrious One has achieved apotheosis, however, it is time to create a Coven of Chains and hope for the best. Those Wardens who succeed at incarcerating an Illustrious One are afforded much respect and rewards, as well as a very significant honor; a fragment of divinity, enough to raise them to Divine Rank 0. Only six living Wardens have ever recieved this honor, but all of them strive to eliminate these dangerous threats to existence.
    Last edited by Lord_Gareth; 2010-03-15 at 08:26 PM.


    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.
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    The Illustrious Ones

    "Take me if you will, my Lord. Yet you must know that your bars will not hold me forever, for no steel you forge nor enchantment you place can resist the will of the universe...MY will."
    - Domonic Arrel, an Illustrious One, to Lord Gregory Bastion



    An age of Illustrious Ones, captured in a single moment in time...
    Image by GENZOMAN on DeviantArt

    Every generation there are born those who will change the world. For better or worse, these are the thinkers, the dreamers, and the doers of reality, and it is they who shape the world for those who will come after them. Once or twice with each generation come those who will alter the path of the future: these are the individuals who are remembered in song and story throughout the ages, and whose deeds reshape the entire course of history...

    And once, just once, within hundreds of thousands of such individuals, comes one for whom the world has waited. These are the Illustrious Ones: men and women of such cosmic importance that reality bends around them, and the destiny of lesser creatures is thrust aside. Their presence signifies universal change, as an Illustrious One is incapable of remaining unnoticed: even their smallest deed alters the course of history forever.

    Becoming an Illustrious One

    Entry Requirements
    Alignment: Any non-neutral.
    Skills: Any two (43 ranks).
    Feats: Enduring Life, Epic Leadership, Force of Personality, Leadership, any other five Epic feats.
    Special: Must have had a leading hand in at least one major, world-changing event of unprecedented magnitude.
    Special [Out of Character]: Must have been given express permission by the DM to take this class.

    Class Skills
    The Illustrious One's class skills (and the key ability for each skill) are any skill the Illustrious One previously had ranks in, regardless of the number of these ranks or the possession of a skill as a class skill.
    Skills Points at Each Level: 4 + Intelligence

    Hit Dice: D8

    {table=head]Level|Special|Class Feature

    1st|Step Through Song, Unfettered Destiny, Karmic Backlash (1-3)|+1 level of Existing Class

    2nd|Fate's Chosen|

    3rd|Boon of Earth, Illustrious Presence (Salience)|+1 Level of Existing Class

    4th|Universum Ex Machina|-

    5th|Aura of Glory, Karmic Backlash (4-6)|+1 Level of Existing Class

    6th|Illustrious Presence (Inspiration)|-

    7th|Unimpeded Step, Fate's Gift|+1 Level of Existing Class

    8th|Voice of Destiny|-

    9th|Illustrious Presence (Dominion), Karmic Backlash (7-9)|+1 Level of Existing Class

    10th|Transcend Mortality|-[/table]

    Weapon Proficiencies: An Illustrious One gains no proficiencies in weapons or armor.

    Class Features [Ex]: At first level, and every two levels thereafter (so again at third, fifth, seventh, and ninth levels), the Illustrious One gains features just as if she had advanced a level in a class she possessed before taking this one. Obviously, as an epic level character, the Illustrious One does not increase her base attack bonus or saving throws, but she otherwise gains all special class abilities, spells known, spells per day, manuevers, power points, et cetera just as if she had gained a level in a class he possessed before she began taking levels in this one.

    The Illustrious One may choose a different class to gain features from each time he gains this class feature, but is under no obligation to do so. This ability does not affect the Illustrious One's character level, though it might affect his caster level, initiator level, manifester level, et cetera.

    Step through Song [Ex]: An Illustrious One lives both in the mortal world and in the world of legend and myth. Each moment a creature thinks or speaks of an Illustrious One, the Illustrious One's presence gains strength, and her pull on the world strengthens in that vicinity, to the point where the Illustrious One can bend the laws of physics and travel on paths of legend and belief. Whenever a creature speaks the Illustrious One's name, the Illustrious One is aware of the situation and circumstance, and may choose, as an immediate action, to teleport to that creature’s side.

    Unfettered Destiny [Ex]: The world relies on the presence of Illustrious Ones to determine its course, and it does not take kindly to those who do not take action, whether as a fault of their own doing, or because of the actions of another being. An Illustrious One is always placed in a position of choice and action, regardless of the circumstances surrounding them. The exact specifics of this ability are left up to the DM, but the ability is straightforward: no matter the situation, an Illustrious One will somehow be given potential courses of action. For example: an Illustrious One imprisoned in the Hollow Bastion might receive a telepathic missive from representatives of both Celestia and the Nine Hells, each offering her a chance of freedom…for something in exchange. An Illustrious One who dallies to much and accomplishes nothing has such situations forced upon her: the Illustrious One in the above example, if she chooses to merely languish in prison, might find her section of the Bastion assaulted by the armies of Hell, or find her guards have inexplicably left the door of her cell unlocked, allowing her into the hallways of the Bastion.

    Note that this ability doesn’t always work to the Illustrious One’s advantage, nor is it constant. Opportunities do not always arise, although they may be frequent (alternatively, it may be days or weeks before a chance arises, but arise it will), and an inattentive Illustrious One may miss many chances.
    If the player of an Illustrious One is flat out refusing to follow any avenues offered, the DM is free to either force the player’s hand, or strip the player of his Illustrious One class features: an Illustrious One should not sit idle through his own doing, and a player who does so should not gain the benefits of a class so crucial to a campaign world.

    Karmic Backlash [Su]: Illustrious Ones are inextricably linked to the fabric of the universe, and turning your hand against one of the world's chosen brings the threads of karma back upon you. Any time a being (other than the Illustrious One herself) targets the Illustrious One with a spell, invocation, spell-like ability, martial maneuver, psionic power, or supernatural ability, the initiator of the effect suffers the same effects that the Illustrious One would suffer (in the case of beneficial effects, the initiator receives the benefits in addition to the Illustrious One). In the case of spells or abilities that require a saving throw, the initiator of the effect replaces any required saving throw with a Will saving throw against a DC of (10 + 1/2 the Illustrious One's Character Level + the Illustrious One's Charisma modifier).

    At level one, these benefits only apply to spells, invocations, maneuvers, and/or powers of levels one through three (though it applies to all other supernatural abilities). At level five, this ability applies to spells, invocations, manuevers and/or powers of levels four through six, and then applies to levels seven through nine once the Illustrious One gains her ninth class level.

    Fate's Chosen [Ex]: The destiny of an Illustrious One is protected by fate itself, and, as such, fate weighs in on her actions, turning failure into success and success into perfection. Whenever the Illustrious One rolls a d20, she may instead roll two d20s, and choose whichever one she desires.

    Boon of Earth [Su]: An Illustrious One can draw power from the world itself, channeling her pain and suffering into the immutable planet. Once per day, as a Swift action, an Illustrious One can bring the forces of the universe to bear. When this ability is active, the Illustrious One cannot be affected by any outside mortal attack, whether helpful or harmful (as the psionic power timeless body), although she may move and interact with things as normal. This ability lasts for 1 round per class level the Illustrious One possesses.

    Illustrious Presence (Salience) [Ex]: It is impossible for an Illustrious One to be overlooked or ignored, as their presence is felt as a physical weight in the world. More to the point, ordinary mortals cannot help for feel strongly towards the Illustrious One, no matter their outlook. Any creature not already unfriendly or hostile to an Illustrious One is immediately treated as being helpful. This can be reverted through the actions of the Illustrious One: a Chaotic Evil Illustrious One (who does not immediately sow hostility through her choice of dress or companions) will initially be held in high regard even by Lawful Good citizens who have not heard of her deeds, but this opinion will most likely change within a few short minutes of conversation. Still, properly used, a single good first impression can serve the Illustrious One well.

    A side effect of this ability is that the Illustrious One becomes incapable of using mundane disguises, although magical disguises continue to function as normal.

    Universum Ex Machina [Su]: When an Illustrious One is in danger, the universe intervenes, twisting the laws of reality to protect its charge. Once per day, as a Swift action, an Illustrious One can bring the forces of the universe to bear. Each round this ability is active, any enemy within one hundred feet of the Illustrious One must succeed on a Will save (DC 10 + 1/2 the Illustrious One's Hit Dice + the Illustrious One's Charisma modifier) or turn against their own allies, striving to destroy them to the best of their abilities. A creature who successfully saves against this ability is immune to further domination effects of this power for 24 hours, although even creatures who successfully save against this ability are turned for a single round (after which their immunity kicks in for the rest of the duration). This ability lasts for 1 round per class level the Illustrious One possesses, and enemies who turn upon their allies through the use of this ability do not return to their normal state for 1 week per character level the Illustrious One possesses.

    Aura of Glory [Su]: An Illustrious One exudes an aura of intense personal glory that spreads out of her body and invigorates her allies and herself. She and all allies within one hundred feet are treated as under the effects of any of the following spells that share an alignment with the Illustrious One: Cloak of Chaos, Holy Aura, Shield of Law, and Unholy Aura.

    Illustrious Presence (Inspiration) [Ex]: Those who follow an Illustrious One ride the waves of her destiny, and see their devotion returned a hundredfold by the Illustrious One's undeniable cosmic glory. All of the Illustrious One's followers and cohorts (gained through the Leadership feat or through Illustrious Presence [Dominion]) gain bonus Hit Dice equal to 1/2 the Illustrious One's total character level, up to a maximum number of Hit Dice equal to the Illustrious One's total character level -1. These bonus Hit Dice come from class levels, and the Illustrious One may grant PC class levels through this ability, rather than simply NPC class levels.

    Unimpeded Step [Ex]: The Illustrious Ones are favored by the world, and, as such, the world does not stay their progress; Illustrious Ones of seventh level or higher are never subject to difficult or dangerous terrain, and never take environmental damage when on their native plane. An Illustrious One can even walk on surfaces that would not normally support his weight, such as water, acid, lava, or mud, without suffering penalties or taking damage. The Illustrious One may, of course, choose to swim or utilize any other form of movement she wishes. Furthermore, the Illustrious One enjoys the benefit of a constant Freedom of Movement spell (though it should be noted that, as an extraordinary ability, this benefit cannot be dispelled).

    Fate's Gift [Su]: Even when the situation looks impossibly grim, an Illustrious One is never abandoned by her destiny. Once per encounter, as an Immediate action, an Illustrious One may declare any one d20 roll to be a natural 20. When the Illustrious One rolls a natural 20 without using this ability, she regains the use of it for that encounter (or gains an additional use for that encounter, if she has yet to use the ability).

    Voice of Destiny [Su]: The command of an Illustrious One resonates through the earth itself, and brooks no argument or disagreement. Once per day, as a Standard action, an Illustrious One may issue a rebuke to all creatures within hearing distance. All creatures within range much succeed on a Will save (DC 10 + 1/2 the Illustrious One's Hit Dice + the Illustrious One's Charisma modifier) or suffer a -10 penalty on all d20 rolls involved in actions opposing the Illustrious One or the Illustrious One's actions, and additionally suffers a 50% failure chance on all actions taken against the Illustrious One. The effects of this ability last for a year and a day.

    A creature who succeeds on its saving throw suffers a -2 penalty to all d20 rolls involved in actions opposing the Illustrious One or the Illustrious One's actions, and additionally suffer a 20% failure chance on all actions taken against the Illustrious One. The effects of this ability last for a year and a day

    Illustrious Presence (Dominion) [Ex]: As an Illustrious One grows in power, her ability to sway lesser individuals to her ends becomes an unconscious response, brought on by her mere presence. Any unfriendly or hostile creature who interacts in any way with the Illustrious One (including offensive actions such as attempting an attack) must immediately succeed on a Will save (DC 10 + 1/2 the Illustrious One's hit dice + the Illustrious One's Charisma modifier) of immediately become a devoted follower of the Illustrious One, and become dedicated to furthering the goals of the Illustrious One. A creature who succeeds on this saving throw is immune to this ability for 24 hours. Unique creatures approaching god-like power (gods, archfiends, angel lords, and similar planar entities) are immune to this effect. When the Illustrious One hits 10th level, only creatures of a higher or equal Divine rank are immune to this effect.

    Followers converted through the use of this ability receive bonus Hit Dice as normal from the Illustrious Presence (Inspiration) ability.

    Transcend Mortality [Ex]: At 10th level, an Illustrious One has achieved the pinnacle of her destiny, and becomes a divine figure who can rival the gods themselves. The Illustrious One immediately gains a Divine Rank of 6, and all the powers and abilities this rank entails (detailed below), with the exception of domains or portfolios (and the precognition such abilities entail).

    • All past and present Hit Dice are maximized.
    • Land speed increases to 60ft, if not already higher.
    • Gains a +6 Divine bonus to Armor Class.
    • Gains a +6 bonus to existing Natural Armor, or gains +6 Natural Armor.
    • Applies Charisma modifier as a Deflection bonus to Armor Class.
    • Gains a +6 Divine bonus to all attack rolls.
    • Gains Damage Reduction 20/epic and any alignment opposed to the Illustrious One's own.
    • Gains a +6 Divine bonus to all saving throws.
    • Gains immunity to polymorph, petrification, energy drain, ability drain, ability damage, mind-affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration, and all effects that imprison or banish the Illustrious One. These immunities (except elemental immunities) can be overcome only be a creature with a higher divine rank than the Illustrious One.
    • Gains fire resistance 11.
    • Gains spell resistance 58.
    • Gains Immortality (cannot die from natural causes, does not age, does not need to eat/sleep/breath).
    • Immune to massive damage.
    • No longer fails on a roll of a natural 1.
    • Gains a Divine Aura (Daze). Every creature (or every enemy, at the Illustrious One's choice) within a radius of up to 600 feet (the Illustrious One may increase or decrease this radius as a free action) must succeed on a Will save (DC 10 + 1/2 the Illustrious One's character level + the Illustrious One's Charisma modifier) or simply stare at the Illustrious One in awe, unable to take any actions save those required to defend themselves. The Illustrious One may activate or deactivate this ability as a free action. Once a creature has saved against this effect, it is immune to the effect for 24 hours. This ability is a mind-affecting ability, and does not effect creatures of an equal or higher Divine Rank than the Illustrious One.
    • Gains the ability to speak, read, write, and understand all forms of communication.
    • Can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that the Illustrious One can transport only itself and up to 600 pounds of objects.
    • Can use plane shift as a spell-like ability at will, as the spell cast by a 20th-level character, except that the deity can only transport itself and up to 100 pounds of objects. If the Illustrious One has a familiar, personal mount, or personal intelligent weapon, the creature can accompany the Illustrious One in any mode of travel if the Illustrious One touches it. The creature’s weight counts against the Illustrious One's weight limit.
    • Gains Fast Healing 46.
    • Always wins initiative, except against deities of higher Divine Rank.
    • Any creature attacking the Illustrious One suffers a -6 Luck penalty to attack rolls, saving throws, and skill checks for 24 hours.
    • All attacks (including spells and targeted abilities) against the Illustrious One have a 55% chance to have no effect.


    Special Notes of Class Interaction
    Illustrious Ones and the Lord-Warden's Solitary Confinement Ability: When a Lord-Warden successfully uses his Solitary Confinement ability on an Illustrious One, the effects vary slightly. Rather than completely alienating the Illustrious One, a failed save against the ability removes her ability to communicate as per the usual effect, but instead of the usual effect of turning friends away and sowing hatred, the Illustrious One instead loses access to her Illustrious Presence (Salience) and Illustrious Presence (Dominion) abilities. Creatures already under the Illustrious One's dominion remain as such.

    Design Notes: Why Not Mind-Affecting?
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    By this level, most creatures are immune to mind-affecting magic. As such, the Illustrious One simply sidesteps this, using power outside the normal realm to turn even the most resilient creatures to her side. Without this slight loophole in the rules, the class would not function at the intended levels.


    Design Notes: Why Extraordinary?
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    Many abilities are Extraordinary because they stem from sources outside the Illustrious One, and thus will not be stopped by actions against the Illustrious One.


    Design Notes: Why Such a Complex Capstone?
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    Blame the 3.5 rules. That's what being a deity gets you, and, much as I'd like to break the formula, I can't rightly give a divine rank without tacking on what a divine rank gets you.


    Design Notes: Why Penalize Successful Saves?
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    By levels 40-50, saves are sky-high. To be a real threat, abilities must penalize creatures upon use, even if only a little. Therefore, an Illustrious One's daily abilities carry a kicker even on a successful saving throw, albeit a much less devastating one.


    Design Notes: Why So Much Power?
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    Let's be honest...Epic prestige classes are nothing special. So here's a chance to go a bit overboard: this class is actually Epic, and makes a wonderful and incredibly potent cap to a character's Epic career. It's not a "play past" class...it's the end of the road for a much loved character who has changed the world in incredible ways.


    PLAYING AN ILLUSTRIOUS ONE
    An Illustrious One should always be searching for new things to accomplish, and new battles to fight. A character with such a destiny does not sit back and take it easy: they constantly strive to accomplish new goals, forge new destinies, and change the path of the world.
    Combat: An Illustrious One fights much like a member of its previous path, but should constantly exploit it's powerful new abilities to dominate its foes into submission. You have impunity to many forms of attack, and any aggressive action against you is severely punished, putting your opponents in a very difficult position. Make use of your devastating area attacks to turn your opponents upon themselves,
    Advancement: After completing the Illustrious One class, and Illustrious One can continue down her old path, but many pursue the newly opened avenue of divinity, and some even become major gods or vestiges in their own right.
    Resources: An Illustrious One has numerous resources across the planes, and no two Illustrious Ones will have the same resource pool, making this hard to quantify. Regardless, all Illustrious Ones have numerous devoted followers, and their mere presence can make almost anyone a willing ally. Many Illustrious Ones exploit this ability when they are in need of support.

    ILLUSTRIOUS ONES IN THE WORLD
    "Like a rabid wolf amongst a flock of sheep, the Illustrious Ones are a danger to themselves and to those around them. They must be constrained, and, if need be, they must be put down."
    - Lord Gregory Bastion, a Lord-Warden of the Silent Cage

    An Illustrious One always has an impact in the world, as her interactions with it cannot help but reshape it. The simple fact that an Illustrious One is is enough to ensure her a permanent place in the world, as well as in all of history to come. Illustrious Ones naturally fall into leadership positions: even if they do not intend for it to happen, ordinary mortals flock to them like moths to a flame, making it impossible to go unnoticed through life.
    Daily Life: Can it be quantified? A wizard with power beyond compare might spend his days erecting a silver fortress amongst the stars, or Kord himself might devote time to watching a heavenly wrestling match between the spirits of two of the greatest warriors ever to have walked the earth, but neither of these compares to the life of an Illustrious One. With each passing moment an Illustrious One wraps fate and destiny around herself, the universe hanging on her every word. Cities rise and fall at her command, and entire planes will rise in arms behind her...or to oppose her. Such is the life of an Illustrious One.
    Notables: All Illustrious Ones are notable beyond compare, but perhaps none more so that Lord Cassius Adeun, formerly the Lord of Chains. This is due less to his cosmic imprint (for all Illustrious Ones have an enormous impact on existence), but rather to the tireless efforts of the Lord-Wardens of the Silent Cage seeking his eternal imprisonment. Lord Adeun (Sorcerer 5/Swordsage 5/Jade Pheonix Mage 20/Lord-Warden of the Silent Cage 10/Illustrious One 10) was once the leader of that fabled body of planar jailers, but dedicated himself to much, and to too great an effect...and rose the the ranks of the Illustrious Ones as the world claimed him for itself. His organization recognized the threat, and sought to pacify him, only to be torn asunder by his terrible power, which broke the ranks of the Lord-Wardens for many years. Since that day, Lord Adeun and his still-devoted rebellious Wardens have turned the tables upon the Lord-Wardens, capturing the Lord-Wardens themselves, and imprisoning all they find in an ironically terrible parody of the Lord-Warden's own practice. For obvious reasons, Lord Adeun sits alone atop the Lord-Warden's list of targets, but he has thus far eluded all attempts to bring him to "justice".
    Organizations: Illustrious Ones do not organize: the world cannot handle it. If such a situation were to arise, undoubtedly the existence of the universe would hang in the balance, for no other fate could possibly be devastating enough to risk the might of several such beings uniting around a single cause.

    NPC Reaction
    NPCs are always in awe of an Illustrious One, whether for better or for worse. Extremes are the norm where Illustrious Ones are concerned: hatred and adoration abound, for it is rare to find a being unaware of an Illustrious One, and rarer still is the being who is immune to the presence of such a radiant entity.

    ILLUSTRIOUS ONES IN THE GAME
    An Illustrious One will completely command the gaming table, meaning that a DM should be especially careful before allowing such a character into his or her game. An Illustrious One has the potential to change the course of entire plots or even entire worlds, and should not be treated lightly.

    ILLUSTRIOUS ONES and the LORD-WARDENS OF THE SILENT CAGE
    The conflict between the Illustrious Ones and the Lord-Wardens of the Silent Cage stems from the Lord-Warden's desire for power...or perhaps their desire to control the universe...or perhaps...or perhaps...

    The truth is that little is known about the Lord-Warden's machinations, but it is known that they go to extraordinary lengths to incarcerate Illustrious Ones for whatever reason (DMs should feel free to elaborate on these reasons: perhaps the Lord-Wardens are simply trying to save reality from alteration or destruction...or perhaps they are imprisoning powerful entities to slowly siphon their power away for reasons unknown. Either way, the Lord-Wardens are, at best, an organization composed of shades of gray, for good and evil being alike are imprisoned within the Hollow Bastion.).

    For their part, the Illustrious Ones care little for such things...at least until they are captured, if ever they are. Then the Lord-Wardens face the full fury of an Illustrious One, and imprisonment and recapture become of utmost importance.
    The Coven of Chains: The Coven of Chains is the name given to a group of Lord-Wardens sent to hunt down an Illustrious One. Never has a Coven consisted of fewer than thirteen Lord-Wardens, and all thirteen first are conditioned to despise their target utterly, rendering them as immune as possible to the Illustrious One's presence.
    The Hunt: A hunting Coven splits into at least two separate parties, the first functioning much like living bait, trying to draw the Illustrious One's most potent powers onto themselves, hopefully allowing the second half of the Coven to secure the prisoner. Failure rates are high, and it is for this reason that only the most seasoned Lord-Wardens are ever sent on a hunt of this magnitude.
    The Incarceration: None but the Illustrious Ones and a scattering of other incredibly fortunate souls know what lurks within the Hollow Bastion, and few of the wish to speak of it. In theory, however, it would require artifact level magic to even attempt to constrain an Illustrious One, and even then the Lord-Wardens must go to exceptional lengths to keep one prisoner, often extending to a forced hunt or mind alteration of any who might speak the name of the prisoner.
    Last edited by Djinn_in_Tonic; 2010-03-15 at 08:10 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  8. - Top - End - #8
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
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    Near Atlanta,GA USA
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    Male

    Default Re: PrC Contest XVII: Mono e Mono

    This goes with Bhu's Seed of Corruption class, which it opposes.

    ANCHORED GUARDIAN


    -Ficky Brundock prepares to deport a planar traveler he does not approve of


    "This realm is my home, so if you are ready to see hell, come on in and ring the bell." - Myrs Wooko Chaotic Neutral Anchored Guardian

    Anchored Guardians are druids who have bound themselves deeply to the Prime Material plane. While they hold no ire against those who flit about with teleportation spells, or travel the planes, it is something they have for-sworn so as to gain power as a bastion against those who would change that plane in ways the particular druid is opposed to. In order to do this, they must be familiar with both the source of such intruders, and at least a little with every sort of native-born inhabitant of the Prime Material Plane, even including artificially created ones, such as constructs. Most are still just as strongly opposed to undead as their normal brethren.

    BECOMING AN ANCHORED GUARDIAN
    Anchored guardians are druids who have bound themselves even more closely to the world they live in and their natural born place in it. While this does cause their powers to become dependent on not willingly leaving it or altering their form, they feel the trade-off to be well worth it, either for the closer ties to the realm they inhabit and sense of peace in knowing their place, or to defend it better from those they consider to be undesirable extraplanar influences.

    ENTRY REQUIREMENTS
    Class Features: Animal Empathy, Ability to Wild-Shape 1/day
    Spell-casting: Must be capable of casting divine spells of at least 2nd level.
    Spell-casting: Must be capable of casting Speak with Animals.
    Skills: Knowledge(The Planes) 4 ranks, Knowledge(Nature) 8 ranks, Knowledge (Dungeoneering) 1 rank, Knowledge (Arcana) 1 rank
    Special: Must have lived at least half the time from your birth to gaining your first class level on the prime material plane.
    Special: Must must have gained at least your last two class levels in a divine casting class (levels lost don't count) since you voluntarily (including even under non-magical coercion) left the Prime Material Plane even for for the instant involved in spells and effects with the [Teleportation] descriptor.
    Special: Must perform a 24 hour ritual, altering their connection with the world around them. This ritual requires no costly materials, but can only be performed on the prime material plane. Note that there is NO oath making or other such agreement involved here, it SIMPLY means that your bond with your surroundings alters in its nature, and becomes more easy for you to temporarily, but severely, destabilize. This destabilization occurs when you drop certain defenses granted by this class (see the class itself for more details). Broadly stated, the defenses in question are against:
    1.) Shape Changing
    2.) Leaving the Prime Material Plane, even for the instant required for [Teleportation] effects (which use the Astral, occasionally Shadow, and rarely other planes).

    Class Skills
    The Anchored Guardian's class skills (and the key ability for each skill) are Climb(Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int),Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Speak Language(---), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Animal Companion, I am at Home in My Body, I Know My Home, This is My Home, Travel My Territory|+1 level of existing divine spellcasting class`

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Going Home Sweet Home, Return Home My Friend|+1 level of existing divine spellcasting class

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |You Can Stay Home|+1 level of existing divine spellcasting class

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Go Home!, Should You Be Here?, What is Your Home?|+1 level of existing divine spellcasting class

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |At Home in Every Room, This is Not Your Home, Venom Immunity|+1 level of existing divine spellcasting class

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Walking the Rafters|+1 level of existing divine spellcasting class

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Where is Your Home?|+1 level of existing divine spellcasting class

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Barbed Welcome, Go Home NOW!, Welcome to My Home|+1 level of existing divine spellcasting class

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |I See My Home, Protected Mind|+1 level of existing divine spellcasting class

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |I Speak to Those Who Live with Me, Timeless Body|+1 level of existing divine spellcasting class

    11th|
    +8
    |
    +7
    |
    +3
    |
    +7
    |Improved Welcome, My Home is Large|+1 level of existing divine spellcasting class


    12th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Rebuilding My Home|+1 level of existing divine spellcasting class


    13th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Greater Timeless Body|+1 level of existing divine spellcasting class


    14th|
    +10
    |
    +9
    |
    +4
    |
    +9
    |Planar Arrest|+1 level of existing divine spellcasting class


    15th|
    +11
    |
    +9
    |
    +5
    |
    +9
    |All of You Go Home NOW!, My Body is Built to Last|+1 level of existing divine spellcasting class[/table]

    Weapon Proficiencies: An anchored guardian gains no armor, weapon, nor shield proficiencies.
    An anchored guardian is still bound by his druidic oaths in this regard and thus if he wears prohibited armor or carries a prohibited shield he is unable to cast druid spells (including those added to the list by this class) or use any of her supernatural or spell-like class abilities (from both druid and anchored guardian) while doing so and for 24 hours thereafter.

    Spells:
    When a new anchored guardian level is gained, the character gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain most other benefits a character of that class would have gained. This essentially means that he adds the level of anchored guardian to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one divine spellcasting class before he became a anchored guardian, he must decide to which class he adds each level of anchored guardian for the purpose of determining spells per day.
    Note that [Teleportation] and Shape-changing spells are removed from an Anchored guardian's spell list, and several other class abilities add, replace, or change the level of other spells.
    A brief list of the more common examples is provided in the following spoiler:
    Spoiler
    Show

    Removed include(but not limited to):
    Animal Growth, Animal Shapes, Baleful Polymorph, Blasphemy*, Dictum*, Giant Vermin, Holy Word*, True Reincarnate (Replaced with True Resurrection), Reduce Animal, Reincarnate (Replaced with Raise Dead), Transport Via Plants, Liveoak, Shapechange, Tree Shape, Tree Stride, Word of Chaos*, and Word of Recall.
    *Depending on alignment, and all of which have modifications to the mechanics of the spell(s), see Planar Arrest for further information.

    Added include(but not limited to):
    Banishment, Dimensional Anchor(as various SLA's only, with limitations), Dismissal, Raise Dead, and True Resurrection.

    Spells modified include (but not limited to):
    Diminish Plants, Plant Growth, Warp Wood, and Wood Shape.


    Animal Companion (Ex): Anchored Guardian levels stack with all other applicable levels for determining the abilities that an animal companion gains. If a character does not have an animal companion, they gain that class feature as a druid of their class level. If they later gain effective druid levels for the purposes of an animal companion, they still only get one, but the levels stack for determining the abilities of the animal companion.

    I am at Home in My Body(Su): You lose your Wild Shape ability (this, obviously, doesn't make you lose access to this class, but any other effect that would otherwise make you lose that ability does), and all spells that visibly transform a living being are removed from all your divine spell lists.
    This does NOT include Bull's Strength, the Cure X Wounds series, Magic Fang, Awaken and similar spells that merely give ability score modifications or other effects without making physical changes(including size modifications). As for Warp Wood, Wood Shape and similar spells, they simply stop working on living wood. The Enrichment and Stunt Growth effects of Plant Growth and Diminish Plants respectively are still available to you, but the Prune Growth and Overgrowth effects are not.
    Other examples of spells removed include: Animal Growth, Baleful Polymorph, Giant Vermin, and Reduce Animal. Changestaff is a special case, it is removed because the living treant would return to being an inanimate staff afterwards.
    You gain spell resistance equal to 10 + twice class level against any effect that would change your shape, size, or structure, this includes, but it not limited to: polymorph, petrification. You may not voluntarily drop this without losing your spellcasting and class abilities for both druid (or whichever divine-casting class(es) you used to qualify for this PrC) and anchored guardian for 24 hours (as if you had worn unacceptable armor or wielded an unacceptable weapon), except against the class features of this prestige class, but that is a free action. Note that this is simply a mystical consequence of the ritual, and is not actually a violation of any oath and generally has no social stigma attached to it by other anchored guardians.

    He also removes Reincarnate, and True Reincarnate (Masters of the Wild, page 96) from the druid spell list, and replaces them with Raise Dead, and True Resurrection respectively.

    I Know My Home (Su): While on the Prime Material Plane you always know your exact position to within 30 feet. This includes height above or below sea-level and the direction (within the 30 margin for error) to any place your have previously been.

    This is My Home(Su): You are the continuous beneficiary of a Dimensional anchor effect with a caster level equal to your ECL while on Prime Material Plane. This effect generates no glow, and can be dispelled, but not voluntarily dropped. If dispelled, it reasserts itself automatically (requiring no action) 2 rounds later on the Anchored Druid's turn, even if they are unconscious (in fact this occurs even on their corpse if should they be dead at any point). He may suppress this, but doing so negates your spellcasting and druid (or whichever divine-casting class(es) you used to qualify for this PrC) and anchored guardian class features for 24 hours as if you had worn unacceptable armor or wielded an unacceptable weapon. Note that this is simply a mystical consequence of the ritual, and is not actually a violation of any oath and generally has no social stigma attached to it by other anchored guardians. Also note that giving your fully-informed consent to an ally to attempt to dispel the effect for purposes of teleporting you is NOT the same thing as dropping the Dimensional Anchor effect.

    Traveling My Territory (Sp): At 1st level all divine spells with the [Teleportation] descriptor are removed from the anchored guardian's divine spell-casting lists.
    However, there are some compensations for this. An anchored guardian adds Spider Climb as a first level divine spell to all divine casting class's spell-lists. As a 10 minute ritual an anchored guardian who is on the Prime Material Plane may sacrifice at least 15 levels of spells per creature targeted (counting their animal companion as part of themselves) to cast a modified Wind Walk (even though that spell is removed from their spell list, and they do not have to have somehow prepared it). 0th level spells count as 1/2 a spell level for this purpose. This effect is modified in the following respects:
    • Speed is 10 per spell level sacrificed in the casting (INCLUDING the minimums for the number of targets).
    • Maneuverability is Clumsy instead of Perfect.
    • Can only revert once.
    • It shares some similarities with the Fly spell: Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for an number of rounds equal the caster level. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
    • In this form targets can fly while in a mediation equivalent to sleep, this allows basic navigation and obstacle avoidance, but they "wake up" if things get more complicated than that. Spot checks are at -5 in this state, and listen checks are at -10 (as are all other non-visual sensory checks, such as for Scent).

    The caster level for this effect is the anchored guardians full divine caster level.

    Going Home Sweet Home(Su): If ever not on the Prime Material plane can Plane Shift as a full-round action back to his last position on the Prime Material precisely, or to any other place with the normal range of error.

    Return Home My Friend (Sp): Starting at 2nd level, a number of times per day equal to the anchored druid's class level or wisdom modifier, whichever is higher, they may touch a willing or unconscious (such at turned to stone) target, and attempt opposed caster level checks to remove all transformative affects on them as per a targeted Greater Dispel Magic that uses your highest divine caster level as its caster level. This effect can remove multiple effects, and you can not selectively target effects, it rolls against them all. This can undo even instantaneous effects such as Stone to Flesh. Fortitude saves are never required to survive this process itself. You may use this power on yourself even if in a form where you could not touch yourself, or even in one that prevents even purely mental actions. In the second case (being prevented from making even purely mental actions, such as turned to stone or stunned) you must use it on your next action, or lose the opportunity until and unless you regain the ability to take at least purely mental actions.

    You can Stay Home(Sp): While on the Prime Material Plane you can cast Dimensional Anchor at will, but only on creatures without the [Extra-planar] subtype, and only on willing creatures. The duration of this effect is 10 minutes per caster level. Your caster level for this effect is equal to your highest divine caster level.

    Go Home! (Sp): An anchored guardian of at least 4th level may use Dismissal as a spell-like ability, once per hour. The caster level is equal to their highest divine caster level. They also add this spell to the spell list of one divine spell-casting class they have as a 5th level spell.
    At 5th level never sends the creature to a plain other than its home plane when using this ability (unless using Planar Arrest).
    At 6th level Dismissal only counts as a 4th level spell for them when preparing it.
    At 8th level they may use this spell-like ability at-will, instead of only once per hour.
    At 10th level this ability can by-pass Dimensional Anchor, Dimensional Lock and similar spells and effects provided they succeed on a caster level check as if attempting to dispel that effect with Dispel Magic Greater (but the caster level bonus is not capped). This does not dispel the effect.

    Should You Be Here? (Su): At 4th level an anchored guardian adds his class level to all sense motive checks that are opposed by outsiders.

    What is Your Home? (Su): At 4th level an anchored guardian sees the true form of polymorphed, changed, or transmuted things within 120 feet of them as per True Seeing. This does not confer the other effects of that spell.

    At Home in Every Room (Sp): At 5th level the druid gains a permanent Cloak of the Sea, and a supernatural burrow speed of 5 feet. These effects can be dispelled individually, but the anchored guardian can recreate one or more of them as a free action on their next turn.
    The burrow speed improves by 5 feet per class level after 5th.
    At 10th level you gain a second burrow speed, this one is only 5 feet, but functions through any material with a hardness of 9 or less.

    This is Not Your Home (Su): Unless your alignment is Evil, you treat all undead as if their home plane was the negative energy plane for purposes of your class abilities and spellcasting. This means you can Banish/Dismiss/Holy Word them to that plane, detect them as natives of that plane, etc.
    If your alignment is evil you can chose either the above ability, or you may instead treat deathless as if they were natives of the positive energy plane in the same way. Once made, this decision is permanent, just like the decision to channel positive or negative energy that a morally neutral cleric makes at first level.

    Venom Immunity (Ex): At 5th level, an anchored guardian gains immunity to all poisons.

    Walking the Rafters (Sp): At 6th level an anchored guardian adds Fly to all his divine spellcasting lists as a 3rd level spell.
    At 8th level he adds Overland Flight as a 6th level spell in the same way.
    At 10th level Fly, Mass (Tome and Blood, Complete Arcane p108) is added the same way. It is a 6th level spell.
    At 12th Overland Flight counts as a 5th level spell instead.

    Where is Your Home? (Su): At 7th level an anchored guardian automatically discerns the home plane of any creature they see within 60 feet. This narrowing of the field gives a +2 bonus to knowledge checks to identify creatures of races not native to the Prime Material Plane.

    At 11th level they can see ties of blood, loyalty, or acquired amalgamation, allowing them to discern the tie that an aasimar or tiefling has to his outsider ancestor's plane, the tie of any character with an aura as a class feature to the plane they most revere (the home-plane of the deity of a cleric etc), a gensi's blood-tie to the plane of his origin, etc. A creature "tainted", "infused" or "corrupted" by another plane shows up as being influenced by that plane. Note that this ability only reveals each plane that the character is associated with, not the reason(s) for that/those association(s). Thus, for example, discerning the difference between the victim of a seed of corruption and the seed of corruption herself would be impossible using only this ability.

    Go Home NOW! (Sp) An anchored guardian of at least 8th level may use Banishment as a spell-like ability, once per hour. The caster level is equal to their highest divine caster level. They also add this spell to the spell list of one divine spell-casting class they have as a 7th level spell.
    At 9th level this ability never sends the creature to a plane other than its home plane when using this ability (unless using Planar Arrest).
    At 10th level Banishment only counts as a 6th level spell for them when preparing it.
    At 12th level they may use this spell-like at-will, instead of only once per hour.
    Also at 12th level you may use the inhabitants of the prime material plane itself as focuses to grant yourself leverage to expel interlopers, if you use this Banishment spell-like ability as a full round action instead of a standard action, then as part of the casting, you can touch creatures (friendly or not) within your reach(including yourself) as if you had the whirl-wind attack feat, for each different type (not subtype!) that a creature you touch in this way that is native to the Prime Material Plane has you are considered to have used one addition item hateful to your target. These touch attacks can not also be used to deliver any actual effects on the targets touched, but do not provoke attacks of opportunity. The casting itself provokes attacks of opportunity as normal (IE can be cast on the defensive to avoid them, etc etc). For these purposes a living plant even a single blade of grass growing out of a miniature pot, counts as a creature with the Plant type. More obviously, note such things as that a beetle has the vermin type, and a mouse is an Animal.

    Barbed Welcome (Sp): At 8th level, once per day per 3 anchored guardian levels, an anchored guardian can forcefully impress the nature of the material plane on minds that are used to much stranger environments. They may target an Outsider within 100 feet of them. Unless that Outsider is native to a plane that has an at least one physical trait (gravity, time, shape and size, or morphic traits) that that plane does not hold in common with either the material plane, or at least one of the four main elemental planes then the effect is wasted. Otherwise, divide the anchored guardian's divine caster level by the number of mental ability scores that the target has that are capable of taking ability drain. The target takes that much drain to each of its mental ability scores. This amount is halved if the target succeeds on a will save with a DC of (10 + 1/2 divine caster level + wisdom modifier). If the creature is immune to ability drain to all of its mental ability scores then instead apply the same procedure to its physical ability scores. If the target is immune to all ability score drain then it is instead targeted by a Banishment effect at the anchored guardian's divine caster level. This Banishment effect is treated as if the anchored guardian had presented a number of objects distasteful to the target equal to half his anchored guardian level.

    Welcome to My Home (Sp): Received at 8th level this ability works as per You can Stay Home except that willing [Extraplanar] creatures may be targeted. A number of times per week equal to the anchored guardian's charisma modifier (minimum 1) when using this ability on a creature with the [Extra-planar] they may make the duration 1 day per caster level instead of 10 minutes per caster level.

    If used on an undead or deathless that only counts as [Extraplanar] because of This is Not Your Home, then this ability instead grants them +4 turn resistance that stacks with naturally occurring turn resistance. The durations are the same. and it can be dispelled or suppressed as if it were a 4th level divine spell.

    I See My Home (Su and Sp): At 9th level an anchored guardian gains Tremor Sense with a range of 10 feet as long as they are on the Prime Material Plane and may use Commune with Nature at-will as a spell-like ability.

    Protected Mind (Ex): An anchored guardian stands in the gateway. Some of the things out side the walls are not pretty, but the minds of the more skilled of them are entirely equal to the task. As of 9th level they cannot be driven mad by any means, up to and including looking upon beings of divine rank from the Far Realms or extended travel in those areas. They are also immune to mental ability score damage or drain that is based on maddening, but not that from disease or most spells.

    I Speak to Those Who Live with Me (Ex): Speak With Anything (Masters of the Wild p. 94) counts as an 7th level Spell, rather than a 8th level spell for you to prepare. In addition you may use it as a Spell-like ability once per day.

    At 13th level you instead may use your Speak with Anything ability at-will.

    Timeless Body (Ex):After attaining 10th level, an anchored guardian no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

    Bonuses still accrue, and the anchored guardian still dies of old age when her time is up.

    Improved Welcome (Sp): At 11th level any Outsider (or Undead or Deathless if those apply) under the effect of the anchored guardian's Welcome to my Home ability also gains the effects of a tongues spell for the same duration. However this effect only grants speech and understanding of languages the anchored guardian spoke (without the aid of magic etc, but specifically including those learned via My Home Is Large).
    At 13th level when using this ability on a willing target, an anchored guardian may elect to have any number of languages that this ability would translate instead become learned by the target, just as if the target had spent the necessary skill points on Speak Language. This costs both the anchored guardian and the target 100 XP's per language so taught.

    All of You Go Home! (Sp): At 12th level an Anchored Guardian gains increased effectiveness against planar invaders. At-will they may target as many creatures as they like that are within 100 feet of them with a Dismissal effect, just as if they had cast that spell on them.

    All of You Go Home NOW! (Sp): At 15th level All of You Go Home! now functions as multiple single-target Banishments instead of Dismissals.

    My Home is Large (Ex): At level 11 all of an anchored guardian's advantages that are limited to the Prime Material Plane now apply equally on/to the four main elemental planes, and traveling to or from those planes does not cause loss of class abilities or spellcasting. Note that this means that they may use Going Home Sweat Home to travel between those 5 planes freely. They also learn one of the following languages at this level, and at each level there-after: Auran, Aquan, Common, Ingan, Terran. If at any point they could learn a language via this ability, but already know them all, they instead learn one of the following: Abyssal, Celestial, Infernal.

    Rebuilding My Home (Sp): At 12th level, once per day, an anchored guardian may perform a ritual that returns any area with altered planar traits that is found on any plane that the anchored guardian is considered native to its original planar traits, removing the effect. In the case of ongoing causes (such as the movements of the planes in the Ebberron campaign setting) this effect lasts for one day per anchored guardian level, otherwise it is considered an instantaneous effect. This ritual affects one 5 foot cube per anchored guardian level, requires one hour to perform, and requires the anchored guardian to remain with part of his body in an unaffected area, and part in the effected area for that duration. Using this ability costs 5 XPs per 5 foot cube effected. This ability may also be used as a standard action to automatically dispel any non-permanent Gate or similar effect, or to suppress a permanent one for 10 minutes per anchored guardian class level. If this is instead done as a 2 minute ritual the duration is 1 day per anchored guardian level. In both of the later two cases there is no XP cost, but the anchored guardian must be part in and part out of each of the two planes. He is harmlessly ejected (without moving in the normal 3 dimensions) to the plain that he is Native to (his choice if considered native to both).
    At 15th level this ability may be used twice per day. This straddling of dimensions does not cause him to lose any class abilities or spellcasting since he never fully enters the other dimension.

    Greater Timeless Body (Ex): Starting at 13th level, and at each level there-after an anchored guardian regains 2 points to each ability score that were lost to aging. This can not increase any ability score above what it would be if the anchored guardian had never taken any ability penalties for aging. As with Timeless Body, bonuses still accrue, and the anchored guardian still dies of old age when her time is up.

    Planar Arrest (Sp): At 14th level an anchored guardian gains two benefits:
    FIRSTLY, he adds one or more spells to his divine casting spell list(s) as an 8th level spell. Which spell depends on the druid's alignment, but all but the true neutral one have some modifications in common and others that vary between them (but are thematically similar). This means that the spells added carry extra effects for anyone but a true neutral caster. The changes are as follows:
    Neutral Good: Holy Word except that on any creature banished by it the Blindness and Deafness effects are permanent (if they occur at all).
    Lawful Neutral: Dictum except that on any creature banished by it the Deafness and Slow effect are permanent (if they occur at all).
    Chaotic Neutral: Word of Chaos except that on any creature banished by it (if they occur at all) the stunning effect lasts 10 minutes per caster level and the Deafening effect is permanent.
    Neutral Evil: Blasphemy except that on any creature banished by it (if they occur at all) the Daze effect lasts 1 hour per caster level and the Weakening effect is permanent.
    Neutral: Blasphemy, Deafening, Holy Word, and Word of Chaos (as separate spells) except that creatures of true neutral alignment who are native to the plane where it is cast are also immune to them, as well as the druid himself (regardless of where it is cast).

    Modifications: Unless the druid is true neutral in alignment, instead of banishing creatures to their home plane, the spell instead banishes them to the plane that the druid himself would go to when he died.

    SECONDLY, when using any of the Banishment or Dismissal based spell-like abilities granted by this class, the anchored guardian may chose to reduce the save DC and the effective caster level by 5 each to instead send the creatures removed by it to the plane he himself would go to when he died, daze them for 2d6 rounds, and alert all creatures with intelligence of 3 or more within 1 mile to the arriving creature(s) alignment, and strength (mechanically this is their CR, but the idea is communicated in different conceptual terms of course), and direction and distance to point of arrival. The druid may elect to group the creatures so removed in groups as small as one, or as great as all the creatures removed by that use of the ability. Such groups arrive in the same location, but the location of each group within the target plane is still determined randomly.

    My Body is Built to Last (Ex): At 15th level an anchored guardian becomes immune to ability damage and ability drain. If they did not previously have it they gain the Endurance feat, if they previously had that feat they also become immune to fatigue.

    Ex-Anchored Guardians:
    An anchored guardian who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid and anchored guardian abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid or anchored guardian until she atones (see the atonement spell description).


    PLAYING AN ANCHORED GUARDIAN
    Combat: Unless you are fighting Outsiders your class abilities are going to be almost entirely defensive in nature, so focus on your spells for offense (or possibly buff yourself for physical combat). Against extra-planar creatures, blast away with your spell-like abilities (if any) to send them packing.
    Advancement: Having given up your Wild-Shape ability, you are advised to focus strongly either on spellcasting or weapon-based combat. Taking other prestige classes is often a poor choice because you have a sizable investment in this one, and you might as well keep reaping the rewards of it.
    Resources: Other anchored guardians are likely to be willing to share information about extra-planar influences with you, provided your alignments do not conflict. Of course, due to the geographically diffuse nature of your shared interests, finding in a hurry may not always be possible. Clerics, and others with interests in inter-planar goings on may also be willing or even actively interested in working with you.

    ANCHORED GUARDIANS IN THE WORLD
    "I found him looking out over the crowd. He had helped me pull some trash that walked on two legs off an old lady the day before, and done so quickly and well. Used a bit of magic, but I didn't know what sort at the time. I figured from the way he disappeared afterward that he didn't want any coin nor thanks. On the other hand it seemed to me that someone that good in a fight might make enemies, and end up needing a better weapon than a staff. I offered him a fine sword, and to train him in its use if he was willing. He said he had forsworn the use of most weapons in devotion to nature. I felt a fool, but I can't be expected to keep up with all the tricks of magic. I asked him what a druid was doing hanging out in a crowded market place. He said only 'Watching for invasive species among the crowds.'." - Seark, Senior Expert Guardsman


    Daily Life: Some of them have daily lives no different from any other druid, except that their tie more to a physical reality, and not so much to nature means that they are more likely to be found in urban areas. Others are employed as super-border guards, guarding the local planar boundaries, rather the physical ones.
    Notables: Hedzgog Marshek (Druid 5/Anchored Guardian 10) is a true neutral human who attempts to maintain the balances between law and chaos, and between good and evil, by removing influences from the whichever outer planes are associated with the alignments he discerns are currently most in danger of becoming dominant.
    Nabrook Tilizook (Druid 5/Anchored Guardian 3/Crusader 6) is a neutral evil gnome who seeks to "hold the line" against Angels and other creatures from the celestial realms, so that others may one day assault the Heaven's themselves (or so he dreams...).
    (for slightly silly campaigns) Bob Full-drake (Druid 5/Anchored Guardian 12) is a half-beige dragon who attempts to evict as many outside influences from the material plane. He never summons fey or elementals, finding them to be too odd for him to bear associating with.

    NPC Reaction
    Most common folk can't tell the difference between anchored guardians and any other druid and wouldn't care about the difference if they did (except maybe to be less suspicious of being spied on in animal form). Clerics, Crusaders, Paladins, and others with interest in inter-planar affairs will be more likely to know about them, and more likely to care.

    ANCHORED GUARDIANS IN THE GAME
    An anchored guardians in a party slows it at higher levels, because they must either fly, use Dispel Magic(, Greater) until they get a favorable roll prior to teleporting, or take a break after using teleportation magic. This can make for more strategic play, since obvious solutions to many problems may require re-thinking. They also have a large power level difference depending on the creatures encountered in the campaign, much like a ranger with a strong focus on a single favored enemy, but even more-so.
    Adaptation: Anchored guardians in Ebberon are likely to be members of the Gatekeepers. In other settings they might be limited to a certain alignment, and be focused almost entirely on keeping creatures of opposed (or, in the case of a True Neutral group, extreme) alignments out of their planes.
    One option is to allow anchored guardians native to other planes to replace the prime material plane with their home plane, and the elemental planes (for the purposes of My Home is Large) with planes that share most traits (especially alignment traits) with their home plane.
    For a more "witch-hunter" and/or "pogrom" feel say that their powers are fully effective against creatures with extra-planar heritage, and the ones that would send them to their native plane instead send them to the plane of their non-material-plane parent.
    Encounters: Anchored guardians might be involved with an extra-planar ally of the party, either providing them with Dimensional Anchors or seeking to expel them back to their home plane.
    Alternatively, a lower level anchored guardian might have discovered the actions of a Seed of Corruption, and be too low on spells to use his Travel My Territory ability. He knows a powerful group of druids who he believes can defeat the seed, but needs the PCs help in evading the cultists (the seed of corruption him/herself does not wish to become directly involved) until he can regain his spells, he writes the PCs a letter to deliver if he should fall, and gives them directions on how to find the correct people to deliver it to. For higher level adventurers, simply replace the druids with angels or devils who are off-plane, and whose exact location he is uncertain of (and who all use Mind Blank every day as a matter of basic prudence).

    Sample Encounter
    EL 13: Birnok Crunter is an inter-planar customs agent of sorts. She is legally empowered by the government of the area she dwells in to seek out interplanar visitors and verify that they are not violating the laws of the land, deporting them back to their home plane or arresting them as the individual case warrants. His riding dog, Morky, is well used to tracking extra-planar creatures. Birnok prefers to keep Morky out of combat if possible, but also has a selection of spells to cast on him should it become necessary to prepare him for such.

    Since I am running low on time, character sheet is at the following location instead of being listed here in a simplified version.: http://www.thetangledweb.net/forums/....php?cid=35574

    Spoiler
    Show

    Birnok Crunter
    Lawful Neutral/Female/Half-Orc/Druid 5/Anchored Guardian 8
    Init +0, Senses: Listen +, Spot +,
    Languages Common, Orcish, Celestial, Infernal, Auran, Ignan
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp (13d8 HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed 20'(4 squares, 30' base), Burrow 15' (20' base)
    Melee
    Base Atk +11, Grp +12
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 10(12), Dex 13(17), Con 10, Int 10, Wis 16(22), Cha 14(18)
    SQ
    Feats
    Skills
    Possessions
    Last edited by DracoDei; 2010-03-16 at 12:05 AM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  9. - Top - End - #9
    Firbolg in the Playground
    Join Date
    Mar 2008
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    Hell itself (Ohio)
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    Male

    Default Re: PrC Contest XVII: Mono e Mono

    I'm siding with Draco Dei


    SEED OF CORRUPTION

    Spoiler
    Show


    "It is not necessary to change. Survival is not mandatory."

    Seeds of Corruption are Arcane Casters who have traveled the Planes and been foolish enough to go to the Far Realms in search of power, or knowledge, or less understandable ideals. Once there it is not always easy to leave, particularly if you have been unfortunate enough to gain the attention of one of the powers of that place.

    A Seed is one such unfortunate. Mentally and physically probed, disassembled and reborn, they are the vanguard of the Far Realms spreading corruption where ever they travel. Their purpose: weaken the barriers between the Far Realms and the other Planes of existence, and prepare them to be more suitable for Far Realms flora and fauna.

    BECOMING A SEED OF CORRUPTION
    Since becoming a Seed requires travel to the Far Realms, a prospective victim of this class (few agree to it unless they want the powers it grants for insane reasons, or are some sort of cultist) needs to be able to not only travel the Planes, but survive the Far Realms long enough to be assimilated.

    ENTRY REQUIREMENTS
    Skills: Knowledge (Arcane) 10 ranks, Knowledge (Nature) 10 ranks, Knowledge (The Planes) 10 ranks
    Feats: Spell Focus (Conjuration, Transmutation)
    Arcane Casting: Must be able to cast 7th level Arcane spells, and must know the following spells: Baleful Polymorph, Planar Tolerance, Plane Shift, Polymorph
    Special: Must have traveled to the Far Realms, and encountered one of the godlike powers of that place and survived transformation into a Seed

    Class Skills
    The Seed of Corruption's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Knowledge (Any)(Int), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d4

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Corrupted Body, Corrupt Others| +1 Level of Arcane Casting Class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Corrupt Terrain| +1 Level of Arcane Casting Class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Pierce Veil| +1 Level of Arcane Casting Class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Rend Veil| +1 Level of Arcane Casting Class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Final Apotheosis| +1 Level of Arcane Casting Class[/table]

    Weapon Proficiencies: A Seed of Corruption gains no new weapon or armor proficiencies.

    Corrupted Body (Su): Your Type changes to Outsider with the Extraplanar Subtype. Your alignment changes, and if you are Good or Evil you become Neutral instead. You also lose any Lawful components of your Alignment and are considered a Native of the Far Realms.

    Corrupt Others (Su): At will as a Supernatural Ability the Seed can make a Melee Touch Attack against any living corporeal being. If the being fails a Fortitude Save (Save DC is 10 plus 1/2 HD plus Int Modifier) he gains the Pseudonatural Template (see Complete Arcane or Manual of the Planes) or the Half Farspawn Template (See Lords of Madness). The victim also ceases to view the Seed as an enemy so long as the Seed doesn't attack him first (this does not necessarily translate into being immediately loyal to the caster). If this ability is used on members of a party, they lose levels equal to the templates LA. For example if the template is +3 LA, they lose 3 class levels of their choice.

    Corrupt Terrain (Su): Once per week as a Supernatural Ability the Seed can 'lose' one spell of the highest level it can cast as a Full Round Action. The spell converts an area equal to (Spell Level x10') cube to conditions resembling those of the Far Realms. Each time this ability is used the area gains one Trait (Gravity, Alignment, etc) of the Far Realms (see Manual of the Planes page 211, Seed decides which Trait is gained).

    Pierce Veil (Su): Once a Seed has used it's Corrupt Terrain ability to completely convert an area to resemble the Far Realms, any beings native to the Far Realms (or that have been converted via the Corrupt Others ability) that have a spell cast on them designed to return them to their native Plane (such as Dismissal) gain a +2 Bonus to their Save DC while within that area.

    Rend Veil (Su): At 4th level the Seed if the Seed casts Gate within an Area that qualifies for his Pierce Veil ability, and 'loses' an additional 9th level spell, that Gate remains open for a number of days equal to your Intelligence Modifier). You cannot call creatures through it, but you may use it for planar travel.

    Final Apotheosis (Ex): At 5th level you gain all the benefits of the Half Farspawn Template.

    PLAYING A SEED OF CORRUPTION
    Secrecy is your friend. No one must discover what or who you are, and you will sacrifice anything to prevent that. Because once they discover you, they will likewise sacrifice anything to stop you. And your discovery may lead to a search for others of your kind and you are all too rare to have any losses.
    Combat: You were not intended to travel to the Prime Material to fight. That is best left to others, make sure to surround yourself with appropriate hirelings of various kinds. They are expendable, they can do the fighting. Eventually you will have more forceful guards...
    Advancement: Once someone has taken a level in this Prestige Class they may not take levels in other classes until they have all 10 levels of this one. The class represents ongoing mutations to their body and mind, and they do not stop because the victim wishes them to.
    Resources: You are generally spat out in the Prime Material and left to your own devices. There are more of you, and there are cults dedicated to helping you, but you can't rely on them for help until you find them. Until that happens you're effectively cast adrift with nothing to help you.

    SEEDS OF CORRUPTION IN THE WORLD
    “Our earth is degenerate in these latter days; bribery and corruption are common; children no longer obey their parents; and the end of the world is evidently approaching.”

    You spend your time being helpful, kind, and generous. You give the outwards appearance of a model citizen in order to make sure others have no reason to suspect you. That way no inquisitive parties think about suspecting you let alone pursue you when odd events happen. Often times they even ask for your help. And you provide it willingly, knowing you may get the chance to corrupt them in the near future.
    Daily Life: You spend a great deal of time indulging the illusion of being a normal citizen in urban areas, slowing your plans down, and requiring you o get the aid of cultists. If you are in a wild untamed land, you spend your days doing little but converting the area into raw chaos for your masters.
    Notables: Akane (CN Human Female Wizard 15/Seed of Corruption 1) is a newly created Seed haunting the remote mountain passes near a major city.
    Organizations: Various odd cults pop up around the Seeds devoted to worshiping their masters and expanding the Far Realms influence. But none seems to have gained much power beyond the local level, rarely influencing areas larger than a large city/state. These cults are not necessarily cooperative as the Seeds may have been formed by different Lords.

    NPC Reaction
    PC's generally regard the Seeds of Corruption with absolute terror once they realize what they are. Otherwise it's assumed they're the usual odd mage with eccentrc habits, but once it's realized they're parasitized pawns of the Lords of the Far Realms people tend to go into gibbering panic. After all the Realms do have a bit of a reputation...

    SEEDS OF CORRUPTION IN THE GAME
    This is a class prone to horrifying deeds, not necessarily because you're evil, but because good and evil are now foreign concepts to you. You don't think of what you're doing as wrong so much as helping people prepare for what's coming. You're doing them a favor. In other words you're crazy, and the DM should make sure players are comfortable with this.
    Adaptation: This is meant for campaigns which are fairly dark or have a horror theme, and may possibly go into the other Planes at higher levels. If your players have no intention of dimension hopping it may require some modification.
    Encounters: Seeds of Corruption rarely have a set schedule or plan, and can be found almost anywhere they can hide (preferably in plain sight). Many prefer isolated locations far from intelligent species and cities, and others use the cities as their initial cover to spread their cults.

    Sample Encounter
    The PC's have been asked to discover what has been causing the appearance of horribly mutated and misshapen animals and plant life at a local village 2 days ride from the city. Arriving they find signs of the same corrupting influence on the local inhabitants, with the exception of a young woman who seems unmarked (and desperate to leave).
    EL 16: Akane appears to be a young human woman, and is currently converting or destroying small villages within range of her mountain home in preparation for building into an assault on the nearby major city. She has short black hair and dark eyes and sometimes seems half elven. In her true form she also has pointed ears and small horns.


    Akane
    CN Human Female Wizard 15/Seed of Corruption 1
    Init +2, Senses: Listen +1, Spot +1
    Languages Common, R'lyehian, any 3 others
    ------------------------------------------------
    AC , touch , flat-footed (+2 Dex, )
    hp 40 (16 HD)
    Fort +5, Ref +7, Will +12
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +7, Grp +6
    Atk Options
    Combat Gear
    Spells Prepared 0 (DC 14):
    1 (DC 15):
    2 (DC 16):
    3 (DC 17):
    4 (DC 18):
    5 (DC 19):
    6 (DC 20):
    7 (DC 22):
    8 (DC 23):
    Supernatural Abilities Corrupt Others (DC 22)
    -----------------------------------------------
    Abilities Str 8, Dex 14, Con 10, Int 19, Wis 12, Cha 13
    SQ Corrupted Body, Familiar (Snake)
    Feats Delay Spell, Extend Spell, Maximize Spell, Persistent Spell, Spell Focus (Conjuration, Transmutation), Spell Penetration, Quicken Spell (B), Scribe Scroll (B), Silent Spell (B), Still Spell (B)
    Skills Bluff +5, Concentration +19, Diplomacy +5, Knowledge (Arcane, Nature, The Planes) +22, Knowledge (Geography, Local, Religion) +15, Spellcraft +23
    Possessions[/QUOTE]
    Last edited by Bhu; 2010-03-10 at 06:51 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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    Backup threads available here

  10. - Top - End - #10
    Barbarian in the Playground
     
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    Default Re: PrC Contest XVII: Mono e Mono


    Picture from MorRokko. Used with permission from the artist.

    THE WAY OF THE WHITE WOLF
    THE WHITE WOLF ASCENDANT

    "My son, have you ever heard the story of the two wolves?"
    "No, papa."
    "They say in every man’s heart live two wolves. These wolves fight a battle within you."
    "Which wolf wins the battle, papa?"
    "The one that you feed the most."


    Kai Long-Shen and Peng Long-Feng were brothers who shared a father. As rumors of war carried across the countryside, Aku Long-Xai made the decision to train his sons to defend themselves. Every day he would take them to the monastery garden, where they would meditate until at last Aku declared that the time for practice had come.
    Kai loved to listen to the wind as it blew through the cherry trees, and to hear the silky whispers of the petals as they drifted across the stone courtyard. Peng, on the other hand, would remain restless, for he ached to fight.
    One day Peng told his brother, “I think that we waste too much time with meditation. The army might as well be at the very gates of this city for the threat that they pose. We must learn to fight, not to breathe.”
    Kai scolded his brother for being too hasty. “The greatest part of being a warrior is the need for self-control. If one cannot control their own mind, how do they expect for their mind to control their bodies the way they want it to?”
    Peng was silent, but Kai could still tell that there was agitation in his heart. That night, Peng slipped out of the house, taking with him his practice sword.
    Aku continued to teach Kai, but Kai could tell that half of Aku’s heart was with his lost son. Still, after many months of Aku’s tutelage, Kai had become a fine warrior.
    Then, one day, the enemy’s rams came to the gate, and the sound of their soldiers’ marching could be heard for miles. The city’s finest warriors presented themselves, including Kai and his father Aku. Outnumbered forty to one, the warriors were able to mete out substantial losses to the conquerors, but during the battle Aku was killed and Kai was taken as prisoner.
    Once the new emperor conquered the city and took the throne, Kai and the other prisoners were released and given the option of serving in the emperor’s army. Having heard that this offer would be extended, Kai organized a coalition of prisoners who would accept so as to gain trust and flee the city at the first possible moment.
    That opportunity would never come. Kai and the other members of his coalition were serving as city guard when the palace bells began to sound an alarm. Kai rallied to the emperor, and found an assassin killing the emperor’s guards. With sudden recognition and relief, Kai realized that the assassin was Peng – he was still alive! Peng saw Kai dressed as a guard and accused him of betraying their father and their city, and leapt at Kai with his swords. Kai was able to fend off Peng’s merciless barrage of attacks, until other guards began to arrive. Panicked, Peng lunged for his brother and stabbed him through the chest before fleeing.
    The emperor’s best medics tended to Kai and were able to keep him alive, but he would never again be able to fight. He settled in the same monastery in which he had trained as a child, and began to teach new students the methods that his father had passed to him.

    The Way of the White Wolf follows the teachings passed down from Kai Long-Shen. It is a style of fighting that emphasizes inner calm through meditation and focus so as to have advanced control over one’s own body and a heightened awareness of the battlefield.
    White Wolf Ascendants act with honor and dignity. Even with a strong emphasis on peace, however, the Ascendant is no pacifist. Evil and Good are concepts that the White Wolf Ascendant sees as two halves of the dual nature of man and thus are natural parts of every heart. She does what is right by her own ideals, or what is best for her people when necessary.

    BECOMING A WHITE WOLF ASCENDANT

    ENTRY REQUIREMENTS
    Feats: Combat Focus1
    Skills: Concentration 8 ranks
    Alignment: Any lawful
    Special: Must not have any levels in the black wolf warrior prestige class. Must receive training under a qualified teacher in order to gain levels in this class. A “qualified teacher” is one who has more levels in white wolf ascendant than the character, before the character selects white wolf ascendant as her new level.
    1A feat listed in the Players Handbook II.

    Class Skills
    The white wolf ascendant’s class skills (and the key ability for each skill) are Autohypnosis (Con), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
    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
    |
    +2
    | Blade, Fist, and Foot; Inner Focus; AC Bonus
    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    | Focus Training; Wholeness of Form
    3rd|
    +2
    |
    +3
    |
    +3
    |
    +3
    | Tumbling Dodge
    4th|
    +3
    |
    +4
    |
    +4
    |
    +4
    | Focus Training; Battle Focus; Evasion
    5th|
    +3
    |
    +4
    |
    +4
    |
    +4
    | Healing Touch
    6th|
    +4
    |
    +5
    |
    +5
    |
    +5
    | Focus Training; Heightened Awareness
    7th|
    +5
    |
    +5
    |
    +5
    |
    +5
    | Keen Focus; Rolling Trip
    8th|
    +6
    |
    +6
    |
    +6
    |
    +6
    | Focus Training; Purge
    9th|
    +6
    |
    +6
    |
    +6
    |
    +6
    | Superior Awareness
    10th|
    +7
    |
    +7
    |
    +7
    |
    +7
    | Focus Training; Stilling Strike; True Awareness
    [/table]

    Weapon and Armor Proficiencies: White wolf ascendants are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, katana, nunchaku, quarterstaff, sai, shuriken, siangham, sling, and wakizashi. The white wolf ascendant does not gain any armor or shield proficiencies.

    Blade, Fist, and Foot: The white wolf ascendant gains Improved Unarmed Strike as a bonus feat and deals unarmed damage as a monk of her level. If she had levels in monk before taking this class, she adds her class levels to her monk levels to determine unarmed strike damage. When wielding a weapon for which the white wolf ascendant has the Weapon Focus feat and that is on the special monk weapons list, the white wolf ascendant can choose to deal damage equal to her unarmed strike instead of the weapon’s damage.
    The white wolf ascendant also has the ability to use a Flurry of Blows with special monk weapons. She makes this Flurry of Blows as a monk of her class level, and levels in monk stack with levels in white wolf ascendant to determine her Flurry of Blows progression.
    The white wolf ascendant treats the katana and wakizashi as special monk weapons.

    Inner Focus (Ex): The white wolf ascendant can, as a move action, focus herself with a DC 20 Concentration check, similar to establishing psionic focus. While she has inner focus, she applies a bonus no greater than one-half her class level to melee attack rolls and an equivalent penalty to melee damage. At the beginning of her initiative, she decides the amount of bonus/penalty to apply.
    She may expend her inner focus before making a melee attack in order to treat that attack as a touch attack.

    AC Bonus: So long as the white wolf ascendant is unarmored and unencumbered, she applies her wisdom modifier to her armor class, as a monk, and gains a bonus to armor class as a monk of her level. If she has levels in monk, her white wolf ascendant and monk levels stack for determining her AC Bonus.

    Focus Training: At every even level, the white wolf ascendant gains a bonus feat selected from the following list, so long as she meets the prerequisites for the feat: Blind-Fight, Combat Awareness1, Combat Defense1, Combat Expertise, Combat Stability1, Combat Strike1, Combat Vigor1, Defensive Throw2, Dodge, Improved Disarm, Improved Feint, Improved Trip, Improved Sunder, Weapon Focus.
    1 A feat listed in the Players Handbook II.
    2 A feat listed in the Complete Warrior.

    Wholeness of Form (Su): At 2nd level or higher, the white wolf ascendant with a Wisdom score of 12 or higher can heal her own wounds. She can heal a number of hit points of damage equal to her current white wolf ascendant level x her Wisdom modifier each day, and she can spread this healing out among several uses. If she has levels in monk, her levels in white wolf ascendant and monk stack to determine the amount of healing available per day.

    Tumbling Dodge (Ex): At 3rd level, the white wolf ascendant’s heightened awareness of her surroundings grants her the ability to evade opponents and maneuver through the battlefield so as to escape or gain a better position. Once per encounter, she may select a creature and expend her ‘Combat Focus’ in order to roll a Tumble check, and against that creature she may use the check result as her AC until the beginning of her next initiative. Until the beginning of her next initiative, whenever that creature misses her with a melee attack, she may move 5 feet without provoking an attack of opportunity.

    Battle Focus: Upon achieving 4th level, the white wolf ascendant may now gain ‘Combat Focus’ more than once per encounter.

    Evasion (Ex): At 4th level or higher if a white wolf ascendant makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless white wolf ascendant does not gain the benefit of evasion.
    If she already had Evasion from another class, she gains Improved Evasion instead.

    Healing Touch: At 5th level, the white wolf ascendant can use her ki to heal others. As a standard action, she may share the healing gained from her Wholeness of Form ability with others by laying her hands upon a willing target.

    Heightened Awareness (Ex): At 6th level, while the white wolf ascendant has inner focus, she gains the benefits of Uncanny Dodge, retaining her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If the white wolf ascendant already has uncanny dodge from a different class, it improves to improved uncanny dodge instead, but only so long as she has inner focus.

    Keen Focus: Whenever the white wolf ascendant of 7th level or higher gains inner focus, she may gain ‘Combat Focus’ as well. Alternately, whenever she gains ‘Combat Focus,’ she may attempt a Concentration check (DC 25) to gain inner focus as a free action. She may not gain ‘Combat Focus’ or inner focus more than once per round.

    Rolling Trip (Ex): At 7th level, whenever the white wolf ascendant uses her Tumbling Dodge, if she moves and the square in which she ends the movement is one in which she threatens the creature that attacked her, she may make a free trip attack against the attacker. She may not make more than one such free trip attack per round.

    Purge (Su): At 8th level, the white wolf ascendant gains the ability to purge poisons and diseases from her body, and can hedge out attacks on her mind. If she is affected by an ongoing effect that allowed a Will or Fortitude saving throw, she may expend her inner focus as a standard action in order to attempt another saving throw.

    Superior Awareness (Ex): At 9th level and higher, a white wolf ascendant gains the benefits of Improved Uncanny Dodge so long as she has inner focus, meaning that she can no longer be flanked. This defense denies a rogue the ability to sneak attack the white wolf ascendant by flanking her, unless the attacker has at least four more rogue levels than the white wolf ascendant. If a character already has uncanny dodge from a second class, levels in this class stack with white wolf ascendant to determine the minimum rogue level required to flank the character.

    Stilling Strike (Su): At 10th level, a white wolf ascendant can attack specific pressure points on a creature in order to render them incapable of doing harm. She must announce her intent before making her attack roll and must expend her inner focus and combat focus. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the white wolf ascendant strikes successfully with an unarmed attack or special monk weapon (including katana and wakizashi) and the target takes damage from the blow, the target makes a Fortitude saving throw (DC 20 + the white wolf ascendant’s Wis modifier) or is paralyzed. If the target is affected, he is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw as a full-round action to attempt to end the effect. This effect lasts for 10 rounds or until the target makes a successful saving throw against the effect. This ability is usable a number of times per day equal to the white wolf ascendant’s wisdom modifier.

    True Awareness (Su): At 10th level, the white wolf ascendant becomes truly aware of the forces governing her fate and the fate of others. Once per day, she may expend both her inner focus and ‘Combat Focus’ in order to treat any one attack roll, saving throw, or skill check as if she had rolled a 20. She must declare that she is using this ability before the roll is made.

    PLAYING A WHITE WOLF ASCENDANT
    Brief description on how to play the class you are designing.
    Combat: The white wolf ascendant fights defensively when her opponent is pressing the attack and offensively when the opportunity presents itself.
    Combat Preparation: If the ascendant is aware of an opponent, she establishes inner focus. She will fight defensively, but will otherwise take no action until her opponent is aware of him.
    Surprise Round: Typically, the ascendant spends any surprise round by delaying until the start of the next turn so that she can act first.
    Round 1: If the opponent is too far away, the ascendant closes the gap to prevent charging and begins the attack.
    Rounds 2+:Full attack actions, or moving as necessary to better position. The ascendant makes calculated strikes, being careful to apply a +0 bonus from inner focus until she feels that opponent has used all of their tricks, and fights defensively until then.
    Advancement: The way of the white wolf is a path that rewards dedication, but students are free to come and go and train as they please.
    Resources: The warrior relies primarily on her defensive capabilities, waiting until the opponent exhausts some or all of her resources before beginning the counterattack. Her AC Bonus, fair hit points, and good saves help her to survive until the moment is right. Her management of combat focus and inner focus is key in helping her to execute some decisive strategies and gain benefits over her opponent.

    WHITE WOLF ASCENDANTS IN THE WORLD
    "Papa, is there a way to make the bad wolf leave my heart?"
    "No, my son. With it, too, you must make peace."


    Daily Life: A white wolf ascendant typically dedicates the better part of a day with meditation, katas, and sparring. If she is in the service of a feudal lord or militia, she does tasks for them or commits to further training.
    Notables: Kai Long-Shen is credited as the first practitioner of the Way of the White Wolf, although his father Aku taught the basic tenets of the style well before it had a name, as inspired by the dualistic nature taught by the nation’s religion. Emperor Fen Xi-Wang graduated from a white wolf monastery, and is notable for paying the funds to found many more monasteries across the world. Pan Tai-Bei and her Lotus Warriors began as a contingent of white wolf ascendants, but corruption led to the band becoming some of the nation’s most feared mercenaries and robbers.
    Organizations: White wolf monasteries can be found scattered about the Lands, thanks to the early efforts of Emperor Fen Xi-Wang in funding its expansion. Just about any military in the Northern or Southern Lands counts many white wolf ascendants in their number.

    NPC Reaction
    White wolf ascendants are admired for their grace and ferocity in battle. The famous General Ken Li-Nan once said, “I would rather a hundred enemy soldiers standing around me while I were naked than to find myself facing one white wolf.” Others who are not aware of the Ways of the White Wolf perceive a warrior that moves with fluidity, her face perpetually serene as a reflection of her inner peace.

    WHITE WOLF ASCENDANTS IN THE GAME
    Adaptation: The white wolf ascendant fits easily into any campaign setting, especially one that has an orient-type region from which it can originate, although the white wolf ascendant works equally well in any society that contains beliefs of man’s dualistic nature.
    Encounters: A white wolf ascendant will welcome both friend and foe alike to their home, on the chance that their foe may find peace in the ascendant’s presence, but is never naïve enough to ignore what may be a threat. The ascendant is a creature of few words and few actions, preferring to allow their opponents the time to prove themselves unwise, both in battle and in society.

    Sample Encounter
    EL 13: Xou is in service of the Emperor, and has been sent to track down the party and bring them back for questioning. The Emperor suspects them of killing one of his emissaries sent to the party’s nation, and has instructed Xou to use whatever force necessary.

    Xou Lan-Shi, the White Wolf
    LN Female Human Monk5/WWA8
    Init +3, Senses: Listen +7, Spot +5,
    Languages Common
    ------------------------------------------------
    AC 14, touch 14, flat-footed 14
    hp 75 (12 HD)
    Fort +11, Ref +11, Will +10
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee +11/+6
    Ranged +12/+7
    Base Atk +9, Grp +11
    Atk Options +2 Kama +14/+14/+14/+9 (2d6+4 / x2)
    -----------------------------------------------
    Abilities Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 8
    Class Abilities Fast Movement; Still Mind; Slow Fall 20 ft; Ki Strike (Magic); Blade, Fist, and Foot, Inner Focus, AC Bonus, Focus Training (4 bonus feats), Wholeness of Form (26), Tumbling Dodge, Battle Focus, Improved Evasion, Healing Touch, Heightened Awareness, Keen Focus, Rolling Trip, Purge
    Feats Combat AwarenessB, Combat DefenseB, Combat Expertise, Combat Focus, Combat VigorB, Deflect ArrowsB, Improved TripB, Skill Focus (Concentration), Skill Focus (Tumble), Stunning FistB, Weapon Finesse, Weapon Focus (kama)
    Skills Autohypnosis +8, Balance +4, Climb +5, Concentration +15, Diplomacy +7, Hide +3, Jump +2, Listen +7, Move Silently +3, Sense Motive +7, Spot +5, Swim +2, and Tumble +15.
    Possessions +2 Kama
    Last edited by Zom B; 2010-03-02 at 09:48 AM.
    Zombitar courtesy of Djinn_In_Tonic.

  11. - Top - End - #11
    Barbarian in the Playground
     
    Zom B's Avatar

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    Dec 2009
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    Georgia
    Gender
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    Default Re: PrC Contest XVII: Mono e Mono

    THE WAY OF THE BLACK WOLF
    THE BLACK WOLF WARRIOR

    "Son, sit."
    "Yes, father."
    "I will tell you now the story of the two wolves. In every man’s heart, there live two wolves that fight a constant battle with one another."
    "Father, which wolf is the victor?"
    "Foolish question. The wolf that is strongest wins."


    Peng Long-Feng and Kai Long-Shen were brothers of the same father. War besieged the kingdom, and so the two boys were in training under their father Aku. Aku, however, was unwise, for while the enemy yet breathed down the necks of the people, he preferred to ignore the threat.
    One day Kai came to Peng and said to him, “Our father whiles away the day, and we are still unknowledgeable in the ways of battle. Of you and I, you are unquestionably the better with the sword. You should strike out while you can and find a master worthy of teaching you battle.”
    Although Peng’s heart was heavy, for he loved his father, he yet saw the wisdom in Kai’s words. So it was with great sadness that he slipped over the wall and made his way to Ben Lai-Fong, the great master. There he trained hard for many months, pushing himself so that he could be the warrior he needed to be, and to be that warrior before the city fell.
    Once he was strong enough with the sword and the fist and the foot, he headed back to the city. There, it was with horror that he learned that he was too late. The walls had fallen, and the enemy occupied the city. Worse yet, Peng learned that his brother Kai had joined their ranks. Peng snuck into the city disguised as a commoner, and found his brother Kai.
    “Their way is best,” Kai maintained. “We are prospering under our new emperor.”
    These were lies, and Peng tried hard to convince his brother of them, but it was no use. Peng was just turning to leave when the sound of marching footsteps approached the house.
    “I have summoned the guard to arrest you, Peng,” his brother said, while drawing his sword. “But should they find you dead, no questions will be asked.”
    With horror, Peng was forced to fight his brother. He tried using the Falling Rocks style so as to not hurt his brother, but Kai pressed onward with Fan of Suns. Facing the guards, and knowing his brother was beyond redemption, Peng had no choice but to execute Spearing the Fish and end his brother’s life. With his brother’s blood still fresh on his hands, he was able to flee the city, where he travelled for many days until coming at last to the Sha Feng Xua Monastery, where he settled down to teach students the lessons passed to him by his master Ben Lai-Fong.

    The Way of the Black Wolf follows the teachings passed down from Peng Long-Feng. It is a path that emphasizes a style of fighting that focuses on harnessing one’s anger and using it to execute powerful strikes.
    However consumed by hatred the Black Wolf Warrior becomes, he remains a creature of honor and dignity. Evil and Good are concepts to which the Black Wolf Warrior does not adhere; either a person is an enemy or is not. As such, even though the Warrior allows himself to be consumed by hatred, it is rare that he commits any acts that could be viewable as overtly evil, and it is equally rare that he commits overtly good acts.

    BECOMING A BLACK WOLF WARRIOR

    ENTRY REQUIREMENTS
    Feats: Power Attack
    Base Attack Bonus: +4
    Skills: Intimidate 4 ranks, Concentration 8 ranks
    Alignment: Any lawful
    Special: Must not have any levels in the white wolf ascendant prestige class. Must receive training under a qualified teacher in order to gain levels in this class. A “qualified teacher” is one who has more levels in black wolf warrior than the character, before the character selects black wolf warrior as his new level.

    Class Skills
    The Black Wolf Warrior’s class skills (and the key ability for each skill) are Autohypnosis (Con), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
    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
    |
    +2
    |
    +2
    | Blade, Fist and Foot; Focused Hate; Conflicting Strike
    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    | Power Striking; Weapons Training
    3rd|
    +3
    |
    +3
    |
    +3
    |
    +3
    | Troubling Strike
    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    | Weapons Training
    5th|
    +5
    |
    +4
    |
    +4
    |
    +4
    | Improved Power Striking
    [/table]

    Weapon and Armor Proficiencies: Black wolf warriors are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, katana, nunchaku, quarterstaff, sai, shuriken, siangham, sling, and wakizashi. Black wolf warriors are proficient with light and medium armor but not with shields.

    Blade, Fist, and Foot: The black wolf warrior gains Improved Unarmed Strike as a bonus feat and deals unarmed damage as a monk of his level. If he had levels in monk before taking this class, he adds his class levels to his monk levels to determine unarmed strike damage. When wielding a weapon for which the black wolf warrior has the Weapon Focus feat and that is on the special monk weapons list, the black wolf warrior can choose to deal damage equal to his unarmed strike instead of the weapon’s damage.
    The black wolf warrior also has the ability to use a Flurry of Blows with special monk weapons, even if he is wearing armor. He makes this Flurry of Blows as a monk of his class level, and levels in monk stack with levels in black wolf warrior to determine his Flurry of Blows progression.
    The black wolf warrior treats the katana and wakizashi as special monk weapons.

    Focused Hate (Ex): The black wolf warrior can, as a move action, focus his hatred on a single target with a DC 20 Concentration check, similar to establishing psionic focus. The black wolf warrior does not have to see the target to establish it as his focus, but he must know the target’s appearance (either by previous encounter or accurate description). Against this target, he gains a +1 bonus to attack and damage rolls, and against all other targets he suffers a -1 penalty to armor class. At the end of each round that he makes a melee attack against this target, he may choose to add an additional +1 bonus to attack and damage rolls against the target and an additional -1 penalty to armor class against other targets. The bonus cannot exceed the black wolf warrior’s class levels.
    If he chooses a new target for his focused hate (a move action), the bonus/penalty resets to +1/-1, unless the previous target died, became unconscious, helpless, or otherwise unable to act, or if the target is too far away for the black wolf warrior to make a single move action and be able to end the move in melee range of the target.
    He may expend his focus before making an attack against his focused hate target in order to add 1d6 damage per point of bonus that was applied before focus was expended. At the beginning of his initiative, he may also opt to drop his focus with no effect as a free action.

    Conflicting Strike (Su): The black wolf warrior can induce turmoil into his target's heart with a ki-laden strike. He gains the Stunning Fist feat, and can make Stunning Fist attacks with special monk weapons in addition to unarmed strikes. If he expends his Focused Hate before making the attack, and the target of his Conflicting Strike was his Focused Hate target, his target is instead stunned for one round per class level of the black wolf warrior.

    Power Striking (Ex): At 2nd level, the black wolf warrior can treat any light weapon as a one-handed weapon for the purposes of the Power Attack feat.

    Weapons Training: At 2nd level and again at 4th level, the black wolf warrior gains a bonus feat selected from the following list, so long as he meets the prerequisites for the feat: Blind-Fight, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Improved Sunder, Weapon Focus.

    Troubling Strike (Su): At 3rd level, the black wolf warrior can strike his opponent, and in the process set up vibrations that disrupt the target’s psyche and spirit. The black wolf warrior must declare that he is using this ability and the target must be the target of his focused hate. If he successfully strikes his opponent with an unarmed strike or special monk weapon (including katana and wakizashi) and the target takes damage from the blow, the target must succeed on a Fortitude save (DC 15 + the black wolf warrior’s Wis modifier) or suffer a penalty to Concentration checks equal to the black wolf warrior’s character level. This penalty lasts for one round per point of focused hate bonus currently being applied.
    Using this ability expends the black wolf warrior’s focused hate, regardless of whether the attack is successful or not. This ability is usable a number of times per day equal to the black wolf warrior's wisdom modifier.

    Improved Power Striking (Ex): At 5th level, the black wolf warrior can treat any light or one-handed weapon as if it were a weapon wielded in two hands for the purposes of the Power Attack feat.

    PLAYING A BLACK WOLF WARRIOR
    Brief description on how to play the class you are designing.
    Combat: The black wolf warrior strikes hard and fast, with the goal to end combat before his opponent can gain the advantage.
    Combat Preparation: The warrior will have declared his target as the focus of his Focused Hate ability. If there may be more than one target present, he evaluates the best target to strike. He takes care to position himself within charging range of his target or targets before revealing himself.
    Surprise Round: If his focus is present, the warrior spends any surprise round by delaying until the start of the next turn so that he can act first. Otherwise, he declares a new focus.
    Round 1: The warrior charges, if necessary or possible. If his intended target is being protected by his allies, the warrior declares a new focus.
    Rounds 2+:Full attack actions, or moving as necessary to better position. If the fight is a losing one, the warrior will fight more defensively by cancelling his focus, but will keep using his Power Attack.
    Advancement: The black wolf warrior is either in it for the long haul, or he isn’t. Some warriors train for short times at one of the monasteries or under one of the masters before deciding that the sacrifice may be more than they are willing, and opt to multiclass or advance in a previous class. Others stay with the training to the end, seeing the shift in their focus as their key to victory.
    Resources: The warrior relies primarily on his ability to end combat quickly in order to keep him out of harm’s way, but has an appreciable pool of hit points and good saving throws to keep him from falling too easily in battle.

    BLACK WOLF WARRIORS IN THE WORLD
    "Father, how can one tell which wolf is stronger?"
    "The stronger wolf will sacrifice. The stronger wolf will give his all in bringing about the downfall of his enemy. This is the only way."


    Daily Life: A black wolf warrior typically uses up the better part of a day with a regimen of katas, practicing of forms, and strength training exercises. If he is in the service of a feudal lord or militia, he does tasks for them or commits to further training.
    Notables: Peng Long-Feng was the first practitioner of the Way of the Black Wolf, adapting the teachings handed down to him from his master Ben Lai-Fong to fit the dualistic nature of the nation’s religious tenets. Ever since, he, his students, and students of his students have gone on to teach such notables as the Emperor Ti Lee-Ong, remembered for bringing about unity to the troubled Southern Lands and establishing the nation’s first formalized military training, and Master On Ji-Kee, who trained his students in assassination techniques and led the Children’s Revolt, which ended with over 14,000 citizenry dead and the public assassination of Emperor Fan Lee-Xai, son of Emperor Ti Lee-Ong.
    Organizations: Many monasteries have been founded throughout the Lands, each dedicated to the teaching of the Way of the Black Wolf. Just about any military in the Northern or Southern Lands counts many black wolf warriors in their number.

    NPC Reaction
    People who know what the Way of the Black Wolf entails can respect the sacrifices made by the Black Wolf Warrior, but feel that their way is a quick and reckless path to power, fraught with unnecessary losses to the self. Others perceive only a cold and calculating warrior that seems to be missing some individualistic spark.

    BLACK WOLF WARRIORS IN THE GAME
    Adaptation: The black wolf warrior fits easily into any campaign setting, especially one that has an orient-type region from which it can originate, although the black wolf warrior works equally well in any society that contains beliefs of man’s dualistic nature. Requirements, name, and descriptions of class abilities can even be changed to create a holy warrior that sacrifices his self in the service of his ideals, or to create an anger-focused warrior for evil.
    Encounters: Typically, a black wolf warrior spares few words for anyone, preferring to reserve his focus on what task he has been assigned. A black wolf warrior that has declared any of the party an enemy will mete out attacks that are quick, precise, and deadly but never at a time when the warrior’s enemy is not able to properly defend themselves.

    Sample Encounter
    EL 13: Lek has been sent by his feudal lord to assassinate a rival, who bears a striking resemblence to one of the player characters. Confident that he has found his mark, he strikes.

    Lek Shi-Wang
    LN Male Human Fighter 3/Monk 5/Black Wolf Warrior 5
    Init +7, Senses: Listen +8, Spot +6,
    Languages Common
    ------------------------------------------------
    AC 20, touch 13, flat-footed 17
    hp 92 (13 HD)
    Fort +13, Ref +13, Will +11
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee +13
    Ranged +14
    Base Atk +11, Grp +13
    Atk Options +1 Wakizashi (Main) +13/+13/+8 (1d10+2) and +1 Wakizashi (Off-hand) +13/+13/+8 (1d10+1)
    -----------------------------------------------
    Abilities Str 15, Dex 17, Con 14, Int 10, Wis 12, Cha 8
    Feats Combat ExpertiseB, Combat ReflexesB, Dual StrikeCA, Improved Initiative, Improved Two-Weapon Fighting, Intimidating StrikeB, PHBII, Power AttackB, Stunning FistB, Two-Weapon Fighting, Two-Weapon PouncePHBII, Two-Weapon RendPHBII, Weapon Focus (Wakizashi)B
    SQ Evasion; Fast Movement; Still Mind; Slow Fall 20 ft; Ki Strike (Magic); Purity of Body; Blade, Fist, and Foot; Focused Hate; Power Striking; Weapons Training (2 bonus feats); Troubling Strike; Improved Power Striking
    Skills Autohypnosis +6, Balance +11, Climb +7, Concentration +10, Diplomacy +7, Intimidate +3, Listen +8, Spot +6, Tumble +5
    Possessions +2 Breastplate, Two +1 Wakizashi
    Last edited by Zom B; 2010-03-02 at 09:52 AM.
    Zombitar courtesy of Djinn_In_Tonic.

  12. - Top - End - #12
    Bugbear in the Playground
     
    Hyooz's Avatar

    Join Date
    Jun 2008

    Default Re: PrC Contest XVII: Mono e Mono

    THE ONYXIAN DREAMER



    I dream of those long gone. I dream of this world. I dream, and reality shifts to accommodate me. – Jacen Orn, Onyxian Dreamer

    Shadowcasters are a lot already tied strongly to the plane of shadows. They draw on its power, and it becomes more and more a part of their very being. As this process continues, and shadowcasters become more and more attuned to the Plane of Shadows, some begin to see… something as they sleep. Most simply ignore it, and in time, never see it again. The more curious seek it out in their dreams, and soon find themselves immersed in the Onyx Dream.

    The Onyx Dream
    Spoiler
    Show
    Its very existence is hotly debated among planar cosmologists. No one has been there, and anyone attempting to travel there through typical means simply arrives at the Plane of Shadows, and most planar travelers will simply insist it can't possibly exist. The idea of it seems ridiculous; spirits move nowhere near the Plane of Shadows under typical understandings, and even those who claim to have travelled there say that's what creates it.

    The Onyx Dream is said to be a quasi-plane of sorts, created by ripples created in the Plane of Shadows formed by spirits passing through it. The Dream is thus little more than an echo of the Plane of Shadows, hence anyone trying to travel there ending up in the Plane of Shadows. The landscape is roughly that of the material plane, formed by the memories of passing spirits. Thus, a long-lost civilization may be seen in the Onyx Dream where it isn't on the Material Plane. Denizens of the dream are likewise echos of the spirits who have passed through. They can speak, but in broken phrases, of a knowledge based on what the creature held when he died. They don't move far from the location of their death, if at all, and the length of time the echo lasts is determined by the power they held in life. An ordinary farmer may only last a few years, but a mighty hero may very well last for centuries.


    These Dreamers learn to draw on the Onyx Dream, learning from it and gaining power from their connection to it. While they are constantly beset by claims that their power must be coming from somewhere else, and on occasion, attacked by those who think they abuse the Dream, Onyxian Dreamers continue to appear in shadowcaster sects, and are making their presence known more and more.


    BECOMING AN ONYXIAN DREAMER
    ENTRY REQUIREMENTS
    Mysteries/Spellcasting: Must be able to invoke 3rd level Mysteries.
    Skills: Knowledge (the Planes) 8 ranks
    Special: Must have had the Onyx Dream, and investigated it over the course of several night’s sleep.

    Class Skills
    The Onyxian Dreamer's class skills (and the key ability for each skill) are Concentration, Craft, Intimidate, Knowledge (the planes), Profession, Sense Motive, Spellcraft, Spot.
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |The Dream, Spirit Talker, Sheathed in Darkness (10%)

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | Cursed to Dream

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Lucid Dream

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Onyx Grip

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Waking Dream, Dreamer’s Eye, Sheathed in Darkness (20%)

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    | Lingering Spirits, Onyx Strike

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Improved Lucid Dream

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    | The Dream Realized

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Fellow Dreamers, Dream Walker

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Sheathed in Darkness (30%), Dream Melding[/table]

    Weapon Proficiencies: The Onyxian Dreamer gains no additional Armor or Weapon proficiencies.

    Mysteries: Every level of Onyxian Dreamer you take, you gain new Mysteries and your Mysteries progress as arcane spells/spell likes/supernatural abilities as if you had gained a level of the mystery-using class you belonged to before. You gain no other benefits of the class you belonged to before.

    The Dream (Su): The Onyxian Dreamer has the ability to access the Onyx Dream anytime while he is sleeping, unconscious, or in a meditative state (basically, anytime he would be restoring spells/day). This does not disturb rest for the purposes of gaining new spells or mysteries per day. His spirit visits the dream and is able to wander an area up to 3 miles/Onyxian Dreamer level from where his body lays sleeping; though he must move that distance as if he were moving under his own power, no magical enhancements to speed work in the Dream. There are no creatures per se in the Onyx Dream, so his spirit is in no danger. Because of the shifting nature of the Dream, any information he gains about the lay of the land or landscape in general has a chance to be inaccurate. Roll two d100. If the second roll is greater than or equal to the first, what he sees is accurate (save any DM fiat in the matter.) If not, then what he sees isn’t quite right. Maybe it’s missing some major landmark, has a landmark that isn’t there, or is simply wrong. The Onyxian Dream is constantly shifting, so no specific details can be ascertained (such as the location of the ogre leader (or any creatures for that matter) or if the artifact is on the warlord’s table), simply general landscape and landmarks, and possibly the halls of a great castle, assuming the castle has been there for some time.

    Spirit Talker (Su): Spirits form the Onyx Dream and spirits inhabit it, or at least their echoes do. While in the Onyx Dream, the Dreamer can attempt to speak to these spirits, and learn what they once knew. The Onyxian Dreamer can use Speak with Dead, with caster level equal to your character level as many times a day as he can invoke third level mysteries, as if he were standing at the location he is standing in the Onyx Dream. Spirits in the Onyx Dream tend to linger where they died, and aside from beings of especially high power, only linger for a decade at most. They will, however, be on the ‘surface’ of the dream, visible as points of light. He need not dig up corpses from a graveyard he wanders to, for example, but he must travel there in the Onyx Dream.

    Sheathed in Darkness (Su): The Dreamer begins to draw power from the Onyx Dream, pulling a little bit of it back with him every time he wakes from it. This misty blackness follows the Dreamer, and is the easiest way to recognize one. At second level, all abilities that require an attack roll against the Dreamer suffer a 10% miss chance. This increases to 20% at 5th level, and 30% at tenth. A Dreamer can suppress this at will, and the visual effects also disappear. He must revisit the Onyx Dream, however, to regain the effect.

    Dreamer’s Curse: Even while tapping into the unexplored depths of the Dream, a Dreamer must continue his studies in shadow magic. The unique mingling of spirit and shadow in the Onyx Dream allow the Dreamer to use shadow magic in a way he couldn’t imagine before. The Onyxian Dreamer gains access to a unique Initiate Path of Mysteries, Dreamer’s Curse. Mysteries in the path are defined below.
    Spoiler
    Show

    4 Cursed to Dream: Shadows swarm over the area, covering eyes as the gentle caress of spirits lull creatures to sleep. As the spell Sleep, but there is no HD cap.
    5 Welling Grief: We all have things we'd rather forget. Times were were most afraid, terribly sad, or lost the will to live. Some repress these memories, some have managed to forget them altogether. Even animals know fear, but go on living their lives despite what horrors they may have seen. The mind does a remarkable job of protecting us from these memories, but for one who walks your very dreams, those memories become a powerful weapon to wield. With a gaze attack (range, 30'), the Onyx Dreamer reminds a creature of its darkest times. For 1 round/2 Onyxian Dreamer levels, the afflicted creature must make a Will save or spend a standard action stricken with the worst emotions it has ever experienced, unable to act. (Mind effecting)
    6 Nightmares Awaken: Even when we are awake, our nightmares haunt us, lingering at the back of our mind. By reaching into the Onyx Dream, the Onyxian Dreamer can bring these nightmares to the forefront, empowered with shadow magic. Target creature in range (Medium) must make a Will save. If successful, the creature is merely shaken for 1d4 rounds. If it fails, the creature is Panicked for 1d6 rounds, and suffers 1d6 wisdom damage.

    Lucid Dream (Su): Just as someone might understand they were dreaming an ordinary dream and take flight or alter the dream entirely, the Onyxian Dreamer comes to learn how to manipulate his world while sleeping. While in the Onyx Dream, the Dreamer can adopt a certain movement type. When he enters the dream, he can select Flight (Average), Swim (with water breathing), or Burrowing, and he can move at his land speed with that movement type.

    Onyx Grip (Su): The Dreamer further draws the Dream into himself and his weapon. His shadows course through the dreamstuff and into his foes. As a standard action, you can invoke any Touch mystery you know and deliver it through a melee attack. The melee attack is considered a touch attack.

    Waking Dream (Su): Many people who dream wish they could bring their dreams with them to the waking world. Onyxian Dreamers enjoy dreaming of a place that is real, and is all too easy to draw into the Material Plane. The movement you gained in the Onyx Dream with your Lucid Dream ability carries over to the waking world. Shadowy wings or claws or fins gird your body, and enable you to move as if you were still dreaming. A Dreamer can suppress this at will, and the visual effects also disappear. He must revisit the Onyx Dream, however, to regain the effect.

    Dreamer’s Eye (Su): Every creature spends some amount of time connected to the Onyx Dream, even if they don’t know it. Even elves in their meditation touch the Dream without knowing. A Dreamer understands this, and can manipulate these connections to his advantage. By channeling some of his shadow magic through the Onyx Dream to the creature’s mind, he gains versatility in his mysteries other shadow casters cannot grasp. At his option, the Onyxian Dreamer's mysteries that normally allow a Reflex or Fortitude save now require a Will save instead. Otherwise, the mystery resolves as normal.

    Lingering Spirits (Su): The Dreamer has spent enough time in the Onyx Dream so that now when he visits, he can commune with the latent spirits that formed the area. They tell him legends, secrets, and simple stories of the area. Treat this as Bardic Knowledge, but use the Dreamers Knowledge (The Planes) skill instead.

    Onyx Strike (Su): The Onyx Dream has become an integral part of the Onyxian Dreamer. Shadows shift around him as he moves, and lash out when he strikes as he draws the power of the spirits into his attacks. The Dreamer can add his Charisma modifier to attack rolls.

    Improved Lucid Dream (Su): Your speed while using Lucid Dream improves to 50ft, and if you choose the Flight movement type, your maneuverability improves to Good. This transfers over to the Waking Dream ability as appropriate. Your waking base land speed remains the same, but your alternate movement speeds are increased.

    The Dream Realized (Su): While the Dreamer has long since become accustomed to the ways of the Onyx Dream, its bizarre landscape and otherworldly air are anathema to the waking world. By allowing others a glimpse of his nightly domain, the Dreamer can hamper an otherwise routine occurrence. Once a round, as an immediate action, the Dreamer can force a creature within 50ft to reroll one d20 roll; he can do this as many times/day as he can invoke initiate mysteries.

    Fellow Dreamers (Su): While in the Onyx Dream, the Dreamer can interact with others sleeping at the same time he is. He can talk to them as if they were both awake, and the spirit of the other dreamer will interact with him as if under the effects of a Charm Person spell. Upon waking, the other dreamer won’t remember the conversation took place, but will recognize the Dreamer, without knowing from where.

    Dream Walker (Su): Nightly the Onyxian Dreamer wanders the the amorphous terrain of the Onyx Dream. His dreams, to him, are as much reality as the world we all live in. He finds power from this most ultimate of connections to a world that barely is. He gains access to a new Master path of mysteries, Dream Walker.

    Spoiler
    Show

    7 Dreams Made Real: Dreams tend to come in two flavors: pleasant and unpleasant. The Onyxian Dreamer can give substance to both of these. Casting this mystery can function as a casting of True Creation, with no XP cost. Due to the inherently temporary nature of dreams, however, objects you create with this mystery only exist for 1 hour/Character level. Alternatively, a casting of this mystery can function as a casting of Summon Monster VI, giving substance to your opponent's nightmares to fight against them.
    8 Dream Stride: As a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature with a mind whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A Dreamer merely designates a direction and distance (“a living creature twenty miles due west of here”), and the Dream Stride mystery transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously interacted with that creature in the Onyx Dream.

    The entry and destination creatures need not be familiar to the Onyxian Dreamer. A Dreamer cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. (A missed touch attack does not use up a casting of this mystery) When exiting a creature, a Dreamer chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a Dreamer wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling.

    If he desires, a Dreamer can attempt to make a nightmarish exit from the destination creature. He bursts forth explosively from the creature’s body, dealing 3d6 points of Wisdom damage unless the creature makes a Will save When he makes a nightmarish exit, a Dreamer must succeed on a DC 15 Will save or be stunned for 1 round from the shock of his expulsion.
    9 Dream Form: As the spell Astral Projection.

    Dream Melding (Su): The Dreamer’s powers have moved far beyond merely tapping into the Onyx Dream. He had made it as much a part of himself as the blood that flows in his veins. Nightly, he wanders the wastes of the Dream, just to know the secrets it has to offer. The Dreamer's vision becomes a mingling of two worlds, granting him the ability to see what he cannot. The Dreamer gains Mindsight 100ft. The Dreamer also knows the Onyx Dream so well, he can access its landscape, even when waking, to work around obstacles and draw his shadows further than they've ever gone. Additionally, 3 times/day the Dreamer may target a creature he can see with his Mindsight with a mystery, even if the creature is normally out of range, and even if he would otherwise lack line of sight and/or line of effect to the creature.

    PLAYING AN ONYXIAN DREAMER
    The Onyxian Dreamer combines various methods of learning what others cannot learn with the nebulous and dark power stolen from the Onyx Dream.
    Combat: You’re far from a primary melee combatant, but the ability to improve your touch mysteries with Onyx Grip and Onyx Strike, combined with the improved defense offered by your Sheathed in Darkness will allow you to be more involved.
    Advancement: Metashadow feats and other Shadowcaster feats are still a boon to the Dreamer, as well as any other prestige class that you might take from a Shadowcaster base. Improving your mysteries is key.
    Resources: The Onyx Dream is a resource beyond what many people could hope to call on. Other than that, other Onyxian Dreamers are always ready and willing to help a fellow Dreamer.

    ONYXIAN DREAMERS IN THE WORLD
    They are bastardizing history! Bastardizing our ancestors! Your ancestors! Their abilities will destroy the very thing they claim to love! – Jon Rogge, Temple Waker

    Some of the more educated in the world consider Onyxian Dreamers to be simply mad, handwaving their unique abilities away as a mutation or development of Shadowcaster’s usual abilities. Other people, if they even realize there’s something different about the dreamer, find their abilities remarkable, especially their ability to know what they cannot know, and some Dreamers find work as fortune tellers or detectives of sorts, wandering the Dream to find the answers sought.

    There are those, however, who think Dreamers need to be stopped immediately. They consider the Onyx Dream a treasure trove of ancient and lost peoples, artifacts, and information. For these, soaring on wings of dreamstuff is taking the energies of their revered dead and using it for your own means. When these people encounter Onyxian Dreamers, often open conflict in inevitable.
    Daily Life: A daily life is not as common among Onyxian Dreamers as much as the nightly life. Almost every Dreamer will spend their sleeping hours learning as much as possible. They will talk to a nearby lingering spirit about the creatures in the area or scout out the landscape as much as possible. They are a curious lot by nature; they have to be, or else they never would have investigated the Dream to begin with. Some will take up more in-depth study of the Planes, in an effort to better explain and defend the existence of the Onyx Dream. Most avoid making their names widely known, however, due to recent conflicts with the more cavalier followers of the ideals of the Sleeping Temple.
    Notables: Matthias Noon was allegedly the first shadowcaster to awaken to the Onyx Dream. His writings and studies on the Dream were widely criticized and attacked as folly and the deranged ramblings of a man who stumbled too close to the Shadows. There is some talk about whether his writings came first, or the writings of the Sleeping Temple came to light first, but it is of little import. It did create some animosity between Matthias and Jon Rogge, culminating in a grand debate over how this 'plane' should be interacted with. The two parted ways with an even greater distaste for each other.

    The twins Jane and James Maston are also famous. The two discovered the Dream around the same time. James worked its powers to his advantage, quickly rising to power with aspirations of conquest. Jane stood against him in a crucial hour, turning against her brother and eventually killing him. She was later found dead, apparently attacked by a small organized band using powers not unlike her own. Her spirit, should you find it in the Onyx Dream, claims it was the work of the Wakers. She seems unable to elaborate on who the Wakers are, but she died so long ago, it is likely her hate for them is all keeping her echo present.
    Organizations: Sects of shadowcasters are safe havens for Onyxian Dreamers. As long as they keep the abilities that overtly display them as a Dreamer, however, they are largely free to join any organization that would accept a shadowcaster. Many universities unknowingly or willingly employ Dreamers for their knowledge and drive for curiosity. Many others, however, reject them en face, preferring the much more practical, reverent approach to learning from the Dream of the Wakers.

    NPC Reaction
    Most NPCs are understandably nervous around Onyxian Dreamers. Some think they’re crackpots to believe in such a wild notion. Some were already off-put by the shadows they drew power from, and all the more frightened when the power of the spirits is brought into the equation. Some think the Dreamers are a menace to the past, openly abusing the power of a realm composed of the memories of old, twisting it, draining it of meaning and history.

    ONYXIAN DREAMERS IN THE GAME
    Onyxian Dreamers have a keen skill for finding information that would otherwise be impossible to find. They are also potent combatants with their mysteries, bolstered by the power they’ve found in the Dream.
    Adaptation: The Onyx Dream can be substituted for any other source of power shadowcasters might draw on. If necessary, it would require only a small amount of effort to adapt the Dreamer to work with more typical casting classes, but the informational gathering abilities would need to be reflavored and explained.
    Encounters: Encounters with Onyxian Dreamers need not be hostile, though often when a Dreamer has made himself known, hostilities will not be far behind. Perhaps the party heard rumor of a mage who can contact another realm to learn information others cannot. Perhaps a Dreamer came to the party seeking protection from the zealots of the Sleeping Temple who seek to keep him from further meddling with the dream, or hires the party to help him kill such zealots, describing them as foolhardy saints, revering something long lost and trying to turn the Dream into something it was never meant to be.
    Last edited by Hyooz; 2010-03-15 at 03:40 PM.

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  13. - Top - End - #13
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: PrC Contest XVII: Mono e Mono

    Temple Waker



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

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

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

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


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

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

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

    Hit Dice: d8

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

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

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

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

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

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

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

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

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

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

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

    Class Features

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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

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

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

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

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


    (This is the other side of the coin to what you'll find lurking here.)
    Last edited by Thrice Dead Cat; 2010-03-15 at 05:49 PM.
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    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.

  14. - Top - End - #14
    Barbarian in the Playground
    Join Date
    Dec 2008
    Location
    Where the Wild Things Are
    Gender
    Male

    Default Re: PrC Contest XVII: Mono e Mono

    Seropaenean Avenger



    "They think we can be eradicated like some sort of vermin. That our lives don't matter, simply because their gods disapprove of our powers because even they cannot understand them. Let them try, I say. Let them see firsthand the force they face!"

    ~ Darole Dusksmasher, a Seropaenean Avenger

    They are the hunted, the hated, the feared. Framed by the gods themselves as the perpetrators of a grand scheme against all of reality, Binders are slain in cold blood in the name of the divine; beings who offer them ruin for their particular way of life, who stand for justice but provide no such boon, whose only prescription for Pact Magic is death.

    No Binder is willing to lay down and die. Against insurmountable odds and endless streams of resources dedicated to their eradication, the Pact Mages of the world have survived; never thrived, but they continue to exist, which is more then can be said for the Vestiges they call upon for power. And it is through this contact with Vestiges that some Binders believe that the ultimate protector from divinity can be called into being. This protection comes in the form of Seropaenes, one of the many lost souls that was transformed into a Vestige.

    Seropaenes is a Vestige of contradictions and irony. He dedicated his life to the annihilation of Binders only to become a Vestige himself when none of the patron gods of his Order would accept him into their heavens. His mind warped by whatever terrible place that Vestiges "exist" in, only his hatred for the gods remained and as such he was more then delighted to aid a particularly diligent pair of Binder brothers who sought a permanent end to the many agents of the Order of Seropaenes that killed off any who so much as owned a tome referencing the arts of Pact Magic. With the aid of this Vestige, the two Binders were able to delve deeper into the realm of Vestiges then any before them, and more miraculously, they emerged with their minds intact. The two brothers used their newfound powers to form an order of their own. Built on the might of Seropaenes, the Order would serve not only as a bastion of hope for all those who practiced Binding, but also as a grim mockery of the Order that Seropaenes created in life. This order was called the Seropaenean Order of Vengeance, and its most powerful members are known as Seropaenean Avengers.

    The Seropaenean Order of Vengeance does not care for morality; their only concern is the protection and avenging of those who have been persecuted for their practices. Occasionally the Order will come to the aid of non-Binders, but usually their code applies only to those who practice Pact Magic. In order to gain the powers required to protect their brethren and destroy their enemies, the Seropaenean Avengers all take an Oath upon joining the Order that permanently sacrifices a small portion of their soul to Seropaenes; he forever gains a taste of reality through the Order's many eyes and in return the Avengers gain the aspects of the Vestiges, allowing them to defy reality as we cherish it.

    BECOMING A SEROPAENEAN AVENGER

    Those who join the Seropaenean Avengers usually possess two key aspects; a considerable knowledge of Pact Magic and a tragic story of cruelty, assassination, and mock trials in the name of the gods. Most Seropaenean Avengers have been wronged by the Order of Seropaenes, and in order to prevent other Binders from suffering the wrath of this Order they take upon themselves the burdening mantle of the Seropaenean Avengers. However, the touch of the Vestiges is maddening, and not all Avengers maintain this noble purpose throughout their careers, nor do many care when they loose it. In pursuing this career path, virtually all Avengers become Vestiges made flesh; emotionless and alien.

    Prerequisites: In order to take levels in the Seropaenean Avenger prestige class, a character must meet the following prerequisites:

    Alignment: Any non-Lawful.
    Binding: Must be able to Bind Seropaenes.
    Feats: Favored Vestige with Seropaenes.
    Skills: Knowledge (The Planes) 6 ranks.
    Special: Initiation into the Seropaenean Order of Vengeance. In addition to the requirements listed above, the candidate for the Seropaenean Order of Vengeance must prove their dedication in some way, shape, or form. This dedication takes the form of a gift; perhaps the bloodied Holy Symbol of an oppressive Cleric or the head of a Witch Slayer. Such orders are often given to the Binder by Seropaenes himself when the candidate is bound to him.

    SEROPAENEAN AVENGER CLASS FEATURES

    {table=head]
    Level
    |
    Base Attack Bonus
    |
    Fortitude Save
    |
    Reflex Save
    |
    Will Save
    |
    Special

    01 | +0 | +2 | +0 | +2 | Oath of the Seropaenean Avenger, Sense the Touched, Soul Binding +1
    02 | +1 | +3 | +0 | +3 | First Gift, Soul Binding +2
    03 | +2 | +3 | +1 | +3 | Empower Gift 1/Day, Soul Binding +3
    04 | +3 | +4 | +1 | +4 | Second Gift, Soul Binding +4
    05 | +3 | +4| +1 | +4 | Hallowed Might, Soul Binding +5
    06 | +4 | +5 | +2 | +5 | Empower Gift 2/Day, Soul Binding +6, Third Gift
    07 | +5 | +5 | +2 | +5 | Assault from Naught, Soul Binding +7
    08 | +6/+1 | +6 | +2 | +6 | Fourth Gift, Soul Binding +8
    09 | +6/+1 | +6 | +3 | +6 | Empower Gift 3/Day, Soul Binding +9
    10 | +7/+2 | +7 | +3 | +7 | Fifth Gift, Soul Binding +10, Twilight's Dancing Thorns[/table]

    Hit Dice: d8

    Skill Points: 2 + your Intelligence Modifier
    Class Skills: Bluff (Cha), Concentration (Con), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge {Arcana} (Int), Knowledge {History} (Int), Knowledge {Religion} (Int), Knowledge {The Planes} (Int), Profession (Wis), Sense Motive (Wis)

    Weapon Proficiencies: A Seropaenean Avenger gains no new weapon proficiencies for taking levels in this prestige class.

    Soul Binding: At each Seropaenean Avenger level, your soul binding ability improves as if you had also gained a level in the Binder class. Thus, your Seropaenean Avenger levels and your Binder levels stack for determining your bonus on Binding checks, the effectiveness of your Vestige-granted abilities, your ability to bind higher-leveled Vestiges, and the number of Vestiges you can bind. You do not, however, gain any other benefits a Binder would have gained.

    Oath of the Seropaenean Avenger: Upon taking their first level in this Prestige Class, a Seropaenean Avenger must swear an unbreakable oath before the members of the Seropaenean Order of Vengeance. While this Oath contains minor peculiarities such as 'defend the right to practice Pact Magic,' the Order's primary purpose is to completely destroy the clergies of Heironeous, Cuthbert, Vecna, and Wee Jas. The Avengers take this oath not only to sate the blood lust of their patron Vestige, Seropaenes himself, but to dismantle the Order he created; the Order of Seropaenes.

    A Seropaenean Avenger agrees to allow the Vestige Seropaenes permanent residence within their soul in exchange for his boons. A Seropaenean Avenger must always be bound to Seropaenes, and as part of taking this oath, they make a Pact with Seropaenes, similar in nature to a normal Binder's Pact, except they permanently surrender part of their soul to the bitter Vestige. After completing this Pact, a Seropaenean Avenger's Pact with Seropaenes has no duration; it does not end after 24 hours. In addition, Seropaenes cannot be parted from the Avenger's soul by normal means; not even a wish, miracle, or the Expel Vestige feat can remove Seropaenes from the Avenger's soul. If, for some reason, Seropaenes is removed from the Avenger's soul, they lose all Supernatural benefits of taking levels in this class, but the Avenger can simply reforge the Oath of the Seropaenian Avenger by performing a Pact as described for the binding of any other Vestige, though they cannot make a rushed pact to regain their Seropaenian Avenger class features. Being bound to Seropaenes in this manner counts against the total number of Vestiges the Seropaenean Avenger can bind, based on their Effective Binder Level. In addition, a Seropaenean Avenger is always treated as having made a good pact with Seropaenes and can manifest or hide his sign at will.

    Sense the Touched (Su): Through the teachings of Seropaenes and the peculiar effects that having the permanent residence of a Vestige within one's soul has upon the mind, the Seropaenean Avengers have developed a sixth sense about Divine Spellcasters. An Avenger describes the sensation as being constantly surrounded by a blanket of cool air which bursts into a painful, scorching heat whenever such an individual approaches. The Seropaenean Avenger gains Blindsense out to 25 feet, though this sense only detects creatures with powerful auras that are aligned with either Chaos, Evil, Good, or Law, such as a character with levels in a divine spellcasting class such as Cleric, Favored Soul, Paladin, or a creature heavily aligned with such a cosmic force, such as an angel or demon.

    The Nine Gifts of Seropaenes (Su): The Seropaenean Avengers are unique in that unlike any other creature, they have a permanent view into the exact processes, ideals, and conditions of a Vestige. While this is just as much a curse as it is a blessing, it does allow the Avenger to draw upon a number of special powers that emulate the conditions of the Vestiges in their natural form. Starting at 2nd level and at every even-numbered level thereafter, the Avenger selects one of the Nine Gifts of Seropaenes listed below. Each gift lists three specific hallows; special abilities that function similarly to spells.

    In order to use their hallows, an Avenger must ready them. Doing so takes five minutes of uninterrupted introspection, in which the Avenger observes the world of the Vestiges through Seropaenes's senses. The Avenger can ready a number of hallows equal to their Seropaenean Avenger level (maximum 10 at 10th level). After readying them, the Avenger can utilize them as a standard action unless noted otherwise. Once a hallow has been used, it becomes exhausted for 5 rounds. After 5 rounds has passed, the hallow automatically readies itself, allowing it to be used once more (the Rapid Recovery feat reduces this cooldown to 4 rounds). Each time a hallow is used, a charge is deducted from the Avenger's Hallow Pool. A Hallow Pool has a number of charges equal to the Avenger's Effective Binder Level, and once all of its charges run out the Avenger cannot use any more hallows for the remainder of the day.

    An Avenger must have 8 hours of rest in order to replenish their Hallow Pool. After selecting their hallows for the day, an Avenger can reselect their hallows by taking five more minutes of uninterrupted introspection, though this does not replenish their Hallow Pool.

    An Avenger can ready any hallows he or she knows. In many cases, a hallow references a type of effect called a ward. Wards, as generated by hallows, are powerful abjuration-like effects (though they are still considered supernatural abilities) that protect the Avenger. An Avenger can only ever have one ward effect active at a time, and activating a new ward cancels the old one. All hallows are supernatural abilities.

    Gift of Abolishment: The Vestiges, while exiles in their own right, all exist in a state of terrifying freedom. This freedom grants them free reign to change virtually everything about themselves, free from every rule and law. A Seropaenean Avenger can use these hallows to free themselves from virtually all earthly bonds.
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    • Break the Bonds: The unreal nature of the Vestiges makes them literally impossible to capture, even to the gods. A Seropaenean Avenger can embrace this aspect of the Vestiges to do the same. This hallow functions identically to a freedom of movement spell cast with a caster level equal to your Effective Binder Level. Unlike freedom of movement, however, this hallow has a range of Personal. If Break the Bonds is empowered, you are treated as being under the effects of a Haste spell until the end of the turn you empower Break the Bonds on.
    • Crack the Conditions: It is laughable to even imagine that things like bright light or an upset tummy are even tangible sensory inputs to a Vestige, and by channeling the Gift of Abolishment, a Seropaenean Avenger can assume protection from such effects. This hallow places a ward around the Avenger for one round per Effective Binder Level they possess. While this ward is in effect, the next condition that places a negative penalty on the Avenger or limits their actions is automatically removed as if by a heal spell (you do not gain hit points when using Crack the Conditions). This ward only prevents one condition from affecting you, and if a condition you are immune to targets you while you are under the effect of this ward, the ward is not expended because that condition poses no threat to you. If Crack the Conditions is empowered, it protects a you from a number of conditions equal to your Wisdom modifier or until the ward expires.
    • Smash the Supernatural: The Vestiges are not natural beings; each of them was created in a freak accident or spawned in a way that would make any normal mortal's mind explode into madness. As such, they aren't hampered by supernatural effects, and a Seropaenean Avenger can tap into this property to ignore supernatural powers for a time. This hallow places a ward around the Avenger for one round per Effective Binder Level they possess. While this ward is active, if another creature's supernatural ability targets the Avenger, they can attempt a Wisdom check (1d20 + your Wisdom modifier) against the opposed creature's Intelligence, Wisdom, or Charisma check (their choice). Success makes the Avenger immune to that supernatural ability for the supernatural ability's duration. An Avenger can check against a supernatural ability each time it targets them, so long as their ward is active. If Smash the Supernatural is empowered, it causes you to automatically succeed on your ward's next Wisdom check.


    Gift of Alienation: Despite what they might have once been, Vestiges are no longer mortal or divine. Their thoughts have been or are warped into ideals and goals unlike those of any creature in the mortal realms. A Seropaenean Avenger can tap into the alien minds of Vestiges to fortitfy their own minds and bodies against that which would seek to manipulate, damage, or control them.
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    • Alien Mind: Prolonged insight into the world of the Vestiges can drive any creature mad, and it is only through the guidance of Seropaenes that a Seropaenean Avenger is able to survive mere glimpses of this world with their sanity intact. These views, however, alter the Avenger's mind, and by utilizing those alterations, an Avenger can shield themselves. This hallow places a ward around the Avenger for one round per Effective Binder Level they possess. While this ward is active, any abilities that affect a specific type of creature (such as Charm Person), are based off of such an ability (such as Dominate Monster), or have no effect against specific types of creatures do not function against the Avenger. Unlike with other hallows, an Avenger can empower Alien Mind as an immediate action. Doing so allows the Avenger to activate Alien Mind as part of that immediate action instead of as a standard action.
    • Alien Physiology: As this hallow is activated, your body shifts slightly, irritating you briefly. Skin hardens, organs shift, and weak spots are weak no more. This hallow alters the body of the Avenger slightly for one round per Effective Binder Level they possess. While this hallow is active, the Binder becomes immune to the following conditions: poisons, diseases, blinding effects, deafening effects, paralysis, sickened and nauseated, stunning effects, critical hits, and all forms of precision damage. If Alien Physiology is empowered, you become immune to the next source of nonlethal damage, fatigue, or exhaustion that effects you, or until the ward's effect ends.
    • Alien Processing: Similarly to the Alien Physiology hallow, this hallow alters the functioning of your body at a microscopic level, fueling it with energies that would baffle the minds of the greatest scholars. After activating this hallow, you no longer require food, water, sleep, or even breath. If you were starving, drowning, or suffocating when you used this hallow, you no longer suffer those penalties, and your body is treated as being freshly feed, watered, and rested, and the number of rounds until you start taking damage from suffocating is reset. This hallow does not refresh your Hallow Pool, spells per day, power points, or any other condition that requires a period of rest; you still require 8 hours of little to no straining activity in order to regain your hallow uses. This hallow lasts for one round per Effective Binder Level that the Seropaenean Avenger possesses. If Alien Processing is empowered, then the number of rounds the hallow is active for doubles. Each time this hallow is empowered, this doubled duration resets to its maximum number of rounds (double your Effective Binder Level) from whenever it was previously at; empowering Alien Processing does not simply add on a number of rounds.


    Gift of Apathy: While none know for sure, no Binder has ever noted any type of true emotion from a Vestige. While they may display traits such as anger or sorrow, no one is sure if they are truly capable of such thought or if mortals merely attribute their meanings to the Vestige's actions. Their minds are alien and their hearts without compassion. A Seropaenean Avenger can tap into this aspect of a Vestige in order to shield their minds and bodies from the pains of the world and inspire fear in their emotional foes.
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    • Aura of Apathy: With some training, a Seropaenean Avenger can use the apathy of the Vestiges to reduce the emotional state of creatures around them into a similar state. This hallow affects all intelligent creatures (Intelligence 3 or higher) within 20 feet + 10 feet per Effective Binder Level you possess. Creatures affected by this ability must make a Will Save; a successful save allows them to ignore the effect for that round, but on a failed Save, a creature becomes completely apathetic to their surroundings; they simply see no point in taking actions and cannot make any actions during their round unless threatened. The Avenger who uses this hallow is not affected by it. This aura lasts for 1 minute per Effective Binder Level or until it is cancelled (a free action). At the start of each of its rounds, a creature affected by this hallow is entitled to another Will Save against this power; a failed Save causes them to continue to be apathetic to their surroundings. Attacks made against apathetic creatures gain no special bonuses, as a creature affected by this aura is fully capable of defending itself and will do so. If a creature that becomes apathetic because of this hallow is attacked in any way, they automatically succeed on their Will Save against this hallow during their next round. While this hallow is active, an Avenger cannot use any other hallows, and he or she must wait 5 rounds before using another hallow after Aura of Apathy ends (4 if they have the Rapid Recovery feat). If Aura of Apathy is empowered, creatures within the Aura's area are constantly treated as being under the effects of a calm emotions spell, even if they succeeded on their Saving Throw or break out of their apathy in some way.
    • Emotional Breakdown: The mind is a fickle thing, and with similar technique to the apathetic powers of the Vestiges, an Avenger can inspire overwhelming emotions within a creature. This hallow requires a touch attack as part of activating it. If your touch attack succeeds, select one of the following emotions and apply its effect to the creature (no Saves are allowed against this effect). In order to be affected, a creature must have an Intelligence score of 3 or greater. All of these effects last until the end of the encounter. A creature can choose to allow you to touch them, in which case your touch attack automatically succeeds. If Emotional Breakdown is empowered, this ability becomes a ray, allowing you to make a ranged touch attack instead of a touch attack to infuse a creature with a powerful emotion.
    • Anger: Selecting this emotion sends the creature into an intense rage that cannot be stopped. The creature gains the benefit of the Rage class feature (as a 1st Level Barbarian) with the exception that the effect lasts for 3 rounds regardless of their Constitution modifier.
  15. Courage: Selecting this emotion protects the creature from fear and makes their attacks strike true. The creature gains a +4 morale bonus on Saving Throws against fear effects and a +1 bonus to attack rolls per four Effective Binder Levels you possess.
  • Despair: Selecting this emotion drains all of the cheer from the creature, sending them into a depression. This ability works exactly like the crushing despair spell cast with a caster level equal to your Effective Binder Level.
  • Fear: The creature is forced into a panic at the mere sight of you. The creature becomes panicked. This ability is a fear-inducing effect.
  • Joy: The creature becomes intoxicated with joy, causing them to loose focus in the midst of combat. The creature takes a -1 penalty on all skill checks and attack rolls they make per five Effective Binder Levels you possess.
  • Mind Devolution: It takes only a little bit of poking and proding to force the mind back into an bestial, primal state of existence. With the power of the Vestiges, it is a trivial task for the Seropaenean Avengers. You can use this hallow on a creature within 10 feet of you per Effective Binder Level you possess. A creature you use this hallow on must make a Will Save or have their Intelligence and Charisma permanently reduced to 1. The creature is unable to to use Intelligence- or Charisma-based skills, cast spells, manifest powers, initiate maneuvers, understand language, or communicate coherently. Still, the creature knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, or a similar spell or effect is used to cancel the effect of the Devolution. A creature that can cast spells of any kind takes a -4 penalty on its Saving Throw. Unlike other hallows, Mind Devolution cannot be empowered and it can only be used once per encounter.


  • Gift of the Faithless: The Vestiges are beings damned by the gods. Many of them have been ostracized by the divine; thrown into the nooks of the multiverse for all time like a child's toy to be long forgotten. Others are the spirits of deities who find themselves unable to rest in the god's graveyard on the Astral Plane. In all cases, the Vestiges have no observance for the gods, and as such, their powers do not affect them. Perhaps the most potent of the tools in a Seropaenean Avenger's repeitoire, the Gift of the Faithless allows an Avenger to disrupt the abilities of spellcasters.
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    • Bound by Blood: The powers of the Vestiges can disrupt even the most orderly of systems with their law-defying powers. One of the more deadly of these disruptions allows an Avenger to redirect a spellcaster's powers to draw its strength from the casting creature's life force instead of divine energy or arcane power. This hallow places a ward around the Avenger that extends for 10 feet + 10 feet per Effective Binder Level the Avenger possesses. All creatures within range of this ward have their spellcasting disrupted; each time a creature attempts to cast a spell while within the area of this ward sacrifices a number of hit points equal to the spell's caster level in order to cast the spell. For every 3 hit points of damage done this way, the creature takes 1 point of Constitution drain. This ward lasts for 1 round per Effective Binder Level you possess. Creatures within the area of this ward are aware of its effects. If Bound by Blood is empowered, creatures within the range of this ward take a number of points of damage equal to the spell's level plus the caster's caster level.
    • Meld Flesh: Flesh bubbles and liquefies as you activate this hallow, utilizing one of Seropaenes's techniques for disabling magic-users. This hallow can be used on any creature within 10 feet of the Avenger plus 10 feet per Effective Binder Level he or she possesses. The creature must make a Fortitude Save (DC 10 + your Avenger Level + your Wisdom Modifier) or have their appendages reduced to fleshy stubs. The creature takes a -4 penalty on Balance, Climb, Escape Artist, and Tumble checks and they automatically fail any Dexterity checks requiring fine motor skills with their hands, such as Disable Device checks, Forgery checks, and Sleight of Hand checks. The creature is able to hold any weapons they may have so long as they don't require fine use of their fingers, but they take a -4 penalty on opposed disarm attempts and they do not apply their Dexterity modifier to any attack rolls made (including melee weapons if the creature has the Weapon Finesse feat). Also, since the creature cannot make subtle gestures, they cannot cast any spells with somatic components. This condition can only be cured by a heal spell or a similar effect. If Meld Flesh is empowered, the power of the ability is so great that it warps the creature's appendages together. The creature becomes immobilized; completely unable to take move actions.
    • Turn Back the Court: Utilizing the special abilities that Seropaenes grants them, an Avenger can turn spells back upon their foes. This hallow places a ward around the Avenger which can sometimes repel enemy spells. This hallow lasts for a number of rounds equal to the Avenger's Effective Binder Level. While the ward is in affect, whenever the Avenger resists a spell due to Spell Resistance, the spell they resisted is automatically turned upon their foe, as if by spell turning. The ward ends after a spell is successfully reflected. If Turn Back the Court is empowered, the ward gains a number of charges equal to your Constitution modifier, allowing the ward to remain until all of its charges are expended or until the ward's duration ends.


    Gift of the Hollow: The Seropaenean Avenger has personal insight to the state of emptiness that Vestiges live in. Their everlasting bond to Seropaenes pulls at their hearts, minds, and bodies, sapping them of their strength, endurance, and will if their courage or determination ever falters. The Gift of the Hollow not only weakens and hampers the Avenger's foes, but it also provides a measure of relief from these tormenting pains; if only for a moment. The Gifts of the Hollow allow the Avenger to drain the very essences vital to life from their foes.
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    • Drain Life: Killing outright is wasteful in the eyes of those who embrace the Gift of the Hollow; after all, that life energy can be put to good use. This hallow has a duration equal to the Avenger's Effective Binder Level. When you use this hallow and at the start of each round of the hallow's duration, the targeted creature must make a Fortitude Save (10 + your Avenger level + your Wisdom modifier) or be stunned until the start of your next round. In addition, if you stun a creature this way, it takes 1 point of Constitution damage and you gain a +1 bonus to your Constitution score for the duration of the encounter. The bonus to Constitution stacks each round you successfully drain strength from a creature. This hallow requires concentration to maintain, and it follows the normal rules for spells with a duration of concentration (substituting the Avenger's Effective Binder Level for their caster level). If Drain Life is empowered, then the creature automatically fails its Fortitude Save to resist Drain Life for the round that it was empowered; the hallow functions normally following the round this hallow was empowered on.
    • Embrace of Famine: They say that a happy belly is a full belly, and those whom embrace the gift of Hollow have no issues with emptying the stomaches of their foes to the point of unbearable pain. When using this hallow, the Seropaenean Avenger selects a creature within 10 feet + 10 feet per Effective Binder Level that they have line of effect to. That creature must make a Fortitude Save (DC 10 + the Avenger's level + their Wisdom modifier) or become dizzy and light-headed as their bellies squelch in pain. The creature must start making Constitution checks (DC 10 + 1 per appropriate check made) each round for both starvation and thirst or take 1d6 points of nonlethal damage each time either check is failed. This damage can only be recovered after the creature gets food and/or water (as appropriate); not even magical healing can cure this damage. If Embrace of Famine is empowered, the creature also becomes nauseated until they get both food and water.
    • Vampiric Grasp: Seropaenes was once the High Priest of his clergy, and his experience and knowledge of the ways of the divine is equal to few. In his bitter hatred, Seropaenes can bestow his Avengers with the knowledge of how to sever the magical chakra veins within the bodies of creatures that allows them to channel magic. As part of using this hallow, make a touch attack against a creature. If your touch attack is successful, you deal no damage, but the creature must make a Fortitude Save (DC 10 + your Avenger level + your Wisdom modifier). Failing this save causes the creature to become unable to activate any Spell-Like abilities or cast spells for 1d4 rounds. If Vampiric Grasp is empowered, you deal 1d4 points of damage per caster level the touched creature possesses in addition to the normal effect. A successful Fortitude Save halves this damage.


    Gift of Naught: The Seropaenean Avenger's state of serfdom to Seropaenes gives them a glimpse into the realm of the Vestiges; a world that never was with creatures that couldn't exist. It is this power, the force of absolute nothingness, that the Gift of Naught provides a Seropaenian Avenger. The hallows of the Gift of Naught provide an Avenger with the ability to create things that shouldn't be and pierce through all forms of defense with power that never existed in the first place.
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    • Gate To Nowhere: Nothingness exists within everything, an eternal paradox of the universe. By tapping into those areas where nothing can exist, the Seropeanean Avenger can form small gates to nowhere that can be used to redirect attacks. This ability can only be used as part of a Ready Action, during which the Avenger prepares the gates. If a creatures selects the Avenger as the target of an attack, maneuver, spell, or power, the Avenger can use their readied action to open a gate to nowhere, which opens a portal between space and time, deflecting the blow and causing the action to fail. This hallow has no effect against spells, powers, or maneuvers that target an area or abilities that strike unerringly (such as magic missile). If Gate to Nowhere is empowered, the gate instead redirects the blow to any creature within 10 feet plus 10 feet per Effective Binder Level the Avenger possesses. The Avenger cannot redirect an attack to themselves or to the creature whose action trigged this ability. The new attack target is always considered flat-footed against an attack or maneuver that was redirected by gate to nowhere.
    • Lance that Never Was: Energies that couldn't exist, pooled from the world of Vestiges pool into the sign of Seropaenes, which manifests itself even if it was originally concealed. As part of this hallow, you make a ranged touch attack against a target. On a successful strike, this ability deals normal Eye Burst damage (as described under Seropaenes's Vestige profile), except that the attack ignores all forms of concealment (including total concealment) and it even pierces through force spells and effects. If Lance that Never Was is empowered, on a successful strike the creature must make a Fortitude Save (DC 10 + your Avenger level + your Wisdom modifier) or be stunned for 1 round from an embrace that cannot be.
    • Shell of Nothingness: Light and darkness swirl around the Avenger, protecting them from harm. While under the effects of the Shell of Nothingness, the Seropeanean Avenger gains a +4 bonus to their Armor Class and damage reduction 1/- per 4 Effective Binder Levels the Avenger possesses. If Shell of Nothingness is empowered, it also provides the Avenger with concealment.


    Gift of Timelessness: To the Vestiges, time has no meaning. The mortal world trickles by without even acknowledging their existence, and the Vestiges do the same; completely indifferent to the plights of mortals. The Gift of Timelessness allows a Seropaenean Avenger to treat time with the same indifference as a Vestige, making time all but stand still for them entirely.
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    • Ageless: Vestiges do not age. They may warp and change form, but they are little more then spirits; unable to truly deteriorate in the face of time. Through their close bonds with Seropaenes, the Avenger is able to similarly disregard the effects of time. When this hallow is activated, the Seropaenean Avenger gains a ward that makes them immune to effects that involve time while it is active. This ward lasts for one round per Effective Binder Level. This ward protects against spells such as slow, haste, and time stop and any aging or regressing effect. The Avenger can only shrug off effects whose caster level, vestige level, maneuver level, or power level (or any other similar way of categorizing abilities) are equal to or less then their Avenger level (if the ability doesn't have a caster or power level, compare effective Character Levels instead). This hallow lasts for a number of rounds equal to the Avenger's Effective Binder Level or until the Avenger resists such an effect; effects that are already active on the Avenger are not removed. If Ageless is empowered, the ward repels a number of time effects equal to the Avenger's class level or until its duration ends.
    • Step Backwards: The Binder gains the ability to step out of reality for a brief period of time and reappear moments eariler. Just as the Vestiges do not sense the passage of time, the Avenger can use their understanding of the nature of Vestiges to move backwards through time. After using this hallow, during your next round a duplicate copy of yourself from the future appears beside you for one round. You control this copy (as it is you), it appears wearing replicas of your gear, current abilities, and its current hit point total is equal to your current hit point total. At the start of the next round, both you and your copy disappear for one round in order to make up for the time you spent to aid yourself in the past. When you reappear, your current status is the same as your duplicate's. For example, if you sold all of your equipment in the past, you would return without any of it in the present. Unlike most hallows, Step Backwards cannot be empowered.
    • Step from Time: The Binder gains the ability to step out of reality for a brief period of time and reappear moments later. Just as the Vestiges do not sense the passage of time, the Avenger can use their understanding of the nature of Vestiges to move past the reality of time and ignore it. Unlike other hallows, this hallow can be used as an immediate action. After using this hallow, you step out of reality into the realm of timelessness. While no time passes for you, one round per Effective Binder Level passes for those on the Material Plane. During this time, you cannot act. Despite the fact that no time passes for you, you are aware of the passage of time on the Material Plane (but not the events that have taken place). If Step from Time is empowered, you become aware of the events that are happening on the Material Plane and can reappear on it at your leisure, though returning is a full-round action.


    Gift of the Untouched: The Vestiges are set apart from all other beings. Neither living nor dead, the Vestiges do not exist in the way any other being does, and it is this state that makes them untouched by the mortal concept of reality. The Seropaenean Avenger can tap into this state of being to defy virtually all of the conventional laws of physics.
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    • Close Wounds: Death is an alien concept to the Vestiges; what does not exist cannot die. The Vestiges themselves are completely immune to harm, and a Seropaenean Avenger can tap into this state of being to heal their own wounds. After activating this hallow, the Avenger gains fast healing equal to 1 per three Effective Binder Levels they possess (maximum fast healing 6). If Close Wounds is empowered, the Avenger instantly gains a number of hit points equal to their Effective Binder Level.
    • Null Gravity: Among the most basic facts of existence in the mortal realms is the presence of gravity. This force provides a standard of normalcy in an otherwise chaotic world. As beings not limited by reality as mortal perceive it, gravity is a trivial presence to overcome. This hallow causes the Seropaenean Avenger to neutralize gravity in a circular area centered on them. The area of the circle is equal to 5 feet per Effective Binder Level you possess. While in an anti-gravity field, creatures that cannot fly are instantly lifted 5 feet from the ground. Creatures that cannot fly do not move normally within an anti-gravity field; instead of moving at their base speed, a creature affected by anti-gravity can make a Swim check (DC 10). For every 10 points the creature beats this Swim check by, they can move 5 feet, up to their Base Land Speed (abilities such as Rapid Swimmer do not affect movement in an anti-gravity field). If a creature is next to a solid surface, such as a wall or a firmly planted tree, they can attempt a Jump check (DC 5). For every 5 points the creature beats the Jump check by, they can move 5 feet, up to their Base Land Speed. A creature moving as part of a Swim check can move in any direction they choose (left, right, up, or down) but a creature making a Jump check moves directly away from the surface they jumped upon, though they can still alter their direction so long as they move away from that surface. Creatures that have a fly speed can fly normally in a null-gravity zone. This hallow suppresses gravity for one round per Effective Binder Level, and at the conclusion of this effect (or when a creature moves out of its range), all creatures that cannot fly fall to the ground, taking appropriate falling damage if necessary. If Null Gravity is empowered, you gain a fly speed for the duration of the effect equal to half of your Base Land Speed.
    • Damage Defier: Vestiges are little more then spirits, and even the most magically enhanced abilities cannot rend or maim them. As part of activating this hallow, you must touch a creature. The touched creature gains Unearthly Resolve, which functions identically to a Crusader's Steely Resolve class feature. The damage pool granted by this ability has a maximum amount of damage held equal to your Effective Binder Level. Only one creature can have the benefit of this hallow at a time, even if you use it multiple times on different targets. The damage reduction pool granted by this hallow vanishes at the end of the encounter, and any damage it is holding when the hallow ends is instantly dealt to the target. If the target has an ability similar to this one from another source (such as a Crusader's Steely Resolve), the target adds your Effective Binder Level to the amount of damage their pool can absorb while this hallow is in effect. If Damage Defier is empowered, the affected creature cannot die from massive damage and they are immune to critical hits in addition to the hallow's normal effect.


    Gift of the Untraced: The Vestiges exist beyond reality, and therefore no power, regardless of its nature, can hope to successfully monitor or trace them. Tapping into this power is among the most useful of the powers of the Seropaenean Avengers, allowing them to effortlessly avoid detection by their enemies.
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    • Never Noticed: The Vestiges do not exist, and as such, spells that attempt to track them down or make sense of them work in vain; unable to discern anything about the mysterious Vestiges that Binder scholars weren't able to discern through simple observation. This talent is particularly useful to a Seropaenean Avenger, as it allows them to hide from virtually all sources of magical tracking. Unlike other hallows, this hallow is effective for 24 hours after being used. While under the effects of Never Noticed, any attempts to scry the Avenger automatically fail, and using any detect spell offers no information to the caster. These abilities apply to powers from the Telepathy and Clairvoyance disciplines and psionic detect powers. Unlike with other hallows, Never Noticed does not begin its 5 round countdown until it is readied again until the original duration of the hallow has expired. If Never Noticed is empowered, the ability transforms into a sphere that protects the activator and all creatures within 20 feet of him or her from scrying, telepathy and clairvoyance powers, and detect effects. The duration of the sphere is equal to one round per Effective Binder Level you possess. After the sphere's duration ends, the effect snaps back into a personal field that only protects you for the remainder of the ability's normal duration..
    • Utterly Trackless: Some view the Vestiges as the ghosts of reality; what once existed ceases to be after being distorted in the far corners of the multiverse. As such, conventional senses can do nothing to discern them. After activating this hallow, you generate no sensory input to creatures that could normally sense you. You are undetectable by sight, as if you were under the effects of an invisibility spell and all sound you would make is silenced as if by a silence spell. Also, you cannot be detected by the Scent special quality and you and any gear you are carrying (but not other creatures) become incorporeal, granting you the incorporeal subtype. This hallow cannot be penetrated by spells, powers, or abilities that normally nullify the spells this hallow replicates (for example, see invisibility does not reveal an Avenger benefiting from Utterly Trackless). Taking any actions that aggressively target another creature ends the effects of this hallow instantly. This hallow is treated as a ward that lasts for one round per Effective Binder Level that the Avenger possesses. Unlike most hallows, Utterly Trackless cannot be empowered.
    • Mold the Shell: Based on their ancient texts, Binder Scholars have discovered that Vestiges rarely maintain the same forms over long periods of time. Whether the strain of non-existence takes its toll upon their forms or they willingly distort themselves because their forms are the only aspect of their 'existence' that they still maintain control of is unknown. Regardless of the reason, Vestiges alter their form fairly frequently, and a dedicated Seropaenean Avenger can use this aspect to alter their own form. In both cases, Mold the Shell can only be used to alter the Avenger's appearance; never the appearances of others. In addition, the Avenger can only take a form that is native to the Material Plane and that has hit dice that are less than or equal to the Avenger's Effective Binder Level. In all regards, this ability follows the rules set out by the Polymorph spell. Similarly to the shapechange spell, you can change your form as a free action once per round and if used to create a disguise, Mold the Shell provides you with a +10 circumstance bonus to the Disguise check. Mold the Shell lasts for one minute per Effective Binder Level you possess. This hallow becomes exhausted after its duration ends; you must wait 5 rounds after this hallow's duration ends before you can use it again. If Mold the Shell is empowered, the Binder also gains the supernatural abilities of the form they take. They still cannot gain class levels, spell-like abilities, maneuver-like abilities, or psi-like abilities.


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  • - Top - End - #15
    Barbarian in the Playground
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    Empower Gift (Su): The "gifts" a Seropaenean Avenger receives from being permanently bound to Seropaenes are many, and with a bit of personal power, they can empower those gifts, gaining additional powers regardless of how briefly. As a standard action unless noted otherwise, an Avenger can Empower a hallow. The effects of each hallow when they are empowered differ from hallow to hallow, as are the exact timing when an Avenger can empower them. Some hallows can be empowered for a short time while they are already active, and others can only be empowered when they are first utilized. There is no true rule when it comes to the effects, durations, and activation time of an empowered hallow, just as no rules exist regarding Vestiges. At 3rd level, an Avenger can empower one hallow per day; the number of times the Avenger can empower hallows increases by 1 at every third level, to a maximum of three times per day at 9th level. You gain the extraordinary special qualities and attacks of your new form, but not any supernatural abilities, spell-like abilities, or power-like abilities.

    Hallowed Might (Su): A Seropaenean Avenger's Hallow Pool is directly connected to the realm of the Vestiges, and the alien energies that power their hallows can be used to empower the abilities an Avenger's Vestiges grant them. At 5th level, an Avenger can select a Supernatural Ability that a Vestige granted them through the Soul Binding ability that is currently exhausted; meaning that it cannot be used again for any number of rounds. An Avenger can end that cooldown, instantly readying the ability, by expending one charge from their Hallow Pool.

    Assault by Naught (Su): A place of improbability and chaos, magic is speculated to behave differently in the realm of the Vestiges. By 7th level, a Seropaenean Avenger's mere touch is enough to wreck the magical energies within spellcasters, causing them great pain. As a standard action, you can attempt to smite a creature with the ability to cast spells or manifest powers. Make a single attack roll at your highest attack bonus; if your attack is successful, you deal additional damage equal to your Effective Binder Level. This damage is not affected by effects that reduce or absorb damage. After using this ability, you cannot use it again for 5 rounds (4 if you have the Rapid Recovery feat).

    Twilight's Dancing Thorns (Su): The ultimate technique of the Seropaenean Avengers utilizes the life energy of their foes; more specifically, the destruction of it. Starting at 10th level, whenever a Seropaenean Avenger deals damage to a creature, their life force bleeds out of their wounds. The near symbiotic association that Seropaenean Avengers have with Vestiges and the energies associated with those Vestiges corrupts this life force, transforming it into twilight thorns. Each time an Avenger deals damage to a creature, twilight thorns wrap around the creature, ensnaring it with deadly thorns that make it painful for the creature to move. The creature moves as if every square they move into had caltrops within it, with the following exceptions. The Twilight Thorns gain a bonus to their attack roles made against the creature equal to the Avenger's Base Attack Bonus and the Twilight Thorns have a Strength score equal to the Avenger's Effective Binder Level (maximum 20). Also, shoes and deflection bonuses provide no bonus to Armor Class against Twilight Thorns. Finally, Twilight Thorns deal damage equal to 25 plus their Strength modifier and minus the affected creature's Armor Class (excluding any dodge or deflection bonuses). Subsequent attacks on the same creature have no addition effect, but an Avenger can affect as many creatures with Twilight Thorns as they can wound in combat. Attacks made by Twilight Thorns are supernatural, and thus are treated as Magical Attacks for the purpose of overcoming Damage Reduction. Because of their nature, so long as a creature was damaged by an attack made by an Avenger, the thorns will manifest. This means that incorporeal and ethereal creatures are affected by Twilight Thorns as if they did not possess those subtypes.

    PLAYING A SEROPAENEAN AVENGER

    The Seropaenean Avengers are the scions of creatures that shouldn't be, wrestling with powers that cannot exist, and changing the world around them in ways that are impossible. At least, this is according to the various faiths of the world. Regardless of whether or not the Seropaenean Avenger's benefactors exist or not, their hallows and the effects they produce are very real and in many cases, hallows replicate the effects of potent spells and powers, or even produce effects that are completely unheard of. Reality is the sandbox of the Seropaenean Avenger. It is fortunate then that even the most black-hearted of Seropaenean Avengers have an outlet for their terrible powers in the form of the Order of Seropaenes. The Seropaenean Avengers are completely sworn to the destruction of the Order of Seropaenes, and so long as that Order exists, the Avengers continue to focus the vast majority of their resources and powers in an effort to thwart them. What the Seropaenean Order of Vengeance would seek to accomplish should the Order of Seropaenes ever fall is a terrifying thought indeed, given their moral ambiguity.

    Combat: Seropaenean Avengers, ironically, fight in a fashion extremely similarly to the divine spellcasters that they seek to destroy. Their hallows must be prepared in advanced and they are activated in a manner similar to spells. The similarities end here, however, as hallows produce a wide variety of supernatural effects, some of which cannot be replicated by spells or powers. In addition, an Avenger can empower their hallows a limited number of times per day to produce even more devastating effects. The most powerful of Avengers can Smite enemy mages and produce bizarre phenomena that few foes have ever faced, and fewer still survive the onslaught brought forth by a Seropaenean Avenger.
    Advancement: Seropaenean Avengers have many different paths they can walk as they progress through the class. They gain access to five of nine powerful Gifts; these gifts contain the aspects of the Vestiges and each gift grants three powerful hallows to the Avenger. The Avenger's abilities in combat are completely based on the Vestiges they bind themselves to and the hallows they select to add to themselves. An Avenger must have some experience as a Binder, but they do have a small amount of room for exploration; they can multiclass into other classes though most Avengers are so zealous to the Vestige Seropaenes that they do not consider walking any other path of life.
    Resources: A Seropaenean Avenger has access to the most deadly power in the universe; the unknown. Their affinity with Vestiges surpasses that of even the most schooled Binders, and their hallows are powers that are all but completely unheard of. In addition to the element of surprise, Seropaenean Avengers have the full support of their Order, the Seropaenean Order of Vengeance. The Order itself is small, but the entirety of the Binder community offers tribute to the Order in exchange for the protection they provide from the Order of Seropaenes effectively granting Seropaenean Avengers at least the partial support of the entire Pact Magic community.

    SEROPAENEAN AVENGERS IN THE WORLD

    "They are abominations of the worst kind. They not only consort with the most damned of spirits, but they tear their souls asunder to allow the damned permanent residence within themselves! In this act, they become inhuman in the eyes of the gods; they are no better then mindless animals, hungry for power and nothing more and they should be exterminated as such."

    ~ Rayven Duskender, a Seropaenean Exorcist, about the Seropaenean Order of Vengeance.

    The existence of Binders is a well-guarded secret by the various clergies of the world. If word got out about an easily accessible means to power, all priests agree that it would only be a matter of time before scores of people left the paths of the gods to worship creatures that are completely apathetic to their existence. The temptation of power would cause the gods to fall from their divine thrones and possibly raise the Vestiges up into those vacant places of honor. Adamant to prevent this from happening, most clergies use their influence to arrest Binders and turn them over to the Order of Seropaenes, who commit unspeakable crimes upon suspected Binders. These actions have silenced the Binder's tongues in an effort to protect themselves, and the spread of Pact Magic has been slow. However, if Binders are difficult to find in the world, Seropaenean Avengers are neigh impossible; no documents of the Order's existence have ever been discovered and their deeds are passed around merely by word of mouth. In addition, the Seropaenean Order of Vengeance has little to no presence in the world aside from the neigh undetected war being waged by the churches of the world against Pact Magic. On that battlefield, the Seropaenean Avengers are the stalwart defenders of Pact Magic, seen as a symbol for the fundamental right to knowledge and learning. The Avengers, naturally, see themselves as nothing of the sort after a healthy length of time diving into the deepest secrets of the Vestiges; their presence is one for the survival of their way of life and to prevent those that cannot exist from fading entirely.

    Daily Life: Where the Seropaenean Order of Vengeance makes its headquarters if such a place even exists is unknown. The life of the Seropaenean Avengers is a mysterious one; they typically do not comment much on their activities, silently destroying those that attempt to suppress Pact Magic. Those who do share their lives mention the importance of introspection, and in the case of the Seropaenean Avenger, that introspection is peering within the sliver of Seropaenes's soul that becomes imprinted upon their own. That sliver is a window into the world of the Vestiges, and many Binder Scholars theorize that the sliver's existence places an otherworldly "draft" upon the Avenger's soul. This draft changes the Avenger's mind and heart and many believe that over time, an Avenger looses their mortality. Legends claim that the Seropaenean Order of Vengeance is, to this day, lead by the original Binder Brothers who made the first Oath of the Seropaenean Avenger countless years ago and that the presence of the Vestiges removes all that is human from an Avenger until nothing but a hollow shell of a creature remains, filled with the alien apathy of the Vestiges.
    Notable: The most notable of the Seropaenean Avengers are the twin brothers Altros and Voydin. According to legends, in their youth the two boys stumbled upon an ancient shrine filled with the workings of Syfal himself and it was through those documents that Altros and Voydin were able to master the arts of Pact Magic. The youths began showcasing their powers to the local members of their home village, impressing others with their amazing abilities but never revealing their source. It wasn't long, however, until the agents of the Order of Seropaenes got wind of the occurrences in that small village and one afternoon, when the boys were out of town to conduct business in another town, traveled to the village and razed it to the ground for all of its inhabitants were "tainted" by their knowledge. When the boys returned home, they found everything and everyone they had ever loved burned to ash. The shrine they had learned Pact Magic from had been defiled, leaving them with nothing but the meager supplies they procured on their trip. Both young men vowed to destroy the people responsible for their suffering, and over time they uncovered the Order of Seropaenes, the community of Binders, and Seropaenes, already a Vestige. With glimpses into their souls, Seropaenes struck the bargain with the boys that would become the first Oath of the Seropaenean Avenger, transforming them into the first of the Seropaenean Order of Vengeance and obliterating their humanity, turning them into willing instruments of revenge for both Seropaenes and their own rage.
    Organizations: All Seropaenean Avengers belong to the Seropaenean Order of Vengeance. This secret Order is among the most elusive organizations to walk the face of the multiverse because of the people who inhabit it and the nature of their work. The Order is theorized to have no true headquarters or location; instead its members rotate and patrol the world for acts of injustice. Its members rarely commune, but when they do, bloodshed is sure to occur as they only gather for massive battles against the Order of Seropaenes. Such events have occurred only four times in all of history and all these battles occured as the "behind-the-scenes" reason for major wars between rivaling kingdoms; the entirety of their conflict is considered a state secret by all clergies. While only this four major conflicts are written into modern history, there is little doubt by those who know of either Order's existence that there have been countless other battles through the ages.

    NPC REACTION

    To most people, Seropaenean Avengers appear to be little more then oddities; strange travelers who are lacking in mannerisms and have a peculiar air about them. Those that know of Binder lore, however, become suspicious by the lack of emotion displayed by a Seropaenean Avenger, and those among the Order of Seropaenes are quick to inspect such people. Those who know the identity of a Seropaenean Avenger and their reason for existance act differently depending on how they view the conflict between Binders and the clergies of the world. Binders are likely to exalt a Seropaenean Avenger, especially one who has not been completely drained of their humanity yet. Those among the Order of Seropaenes; especially those belonging to the Seropaenean Exorcists, are both frightened and enraged by the presence of a Seropaenean Avenger; one of the ultimate champions of Pact Magic. When such people meet, the encounter can only end in death.

    SEROPAENEAN AVENGERS IN THE GAME

    Seropaenean Avengers can only be incorporated into a world that includes Pact Magic, but other then that, they are extremely flexible in their implementation. Seropaenean Avengers despise all of those who attempt to repress Pact Magic and can fight any Order that attempts to destroy Binders, though they work best in a campaign that incorporates their arch-nemesis, the Order of Seropaenes and its elite soldiers, the Seropaenean Exorcists. While the Avengers do not require either this organization or its corresponding class to use, these two additions greatly add to the level of secrecy that is required to live in the Binder community.

    Encounters: Seropaenean Avengers are most likely to be encountered at or near the scene of battle. They usually strive to protect Binders from those who would repress their arts, but they have been known to protect the rights of others in rare cases. Seropaenean Avengers aren't easily recruited to fight, as they have little care for material goods and their apathetic souls care even less for the lives of others. Seropaenean Avengers will fight against any who attempt to aid another in repression, and those who aid the Order of Seropaenes, willing or not, are as good as dead.
    Lore: A character with ranks in either Knowledge {Arcana} or Knowledge {Religion} can research Seropaenean Avengers to learn more about them.
    DC 10 or Less: A result of 10 or less means the character knows nothing about the Seropaenean Order of Vengeance or Seropaenean Avengers.
    DC 15: There are tales of warriors with the ability to warp reality with powers that cannot possibly exist. They are known to clash with powerful religious groups.
    DC 20: Seropaenean Avengers are a mockery of a reputed organization called the Order of Seropaenes. According to myth, the Avengers have a series of gifts that allow them to use powers that simply cannot exist by all knowledgeable conventions.
    DC 25: Seropaenean Avengers are powerful Binders; practitioners of Pact Magic that use an eternal pact with a specific Vestige to gain traits of the Vestiges to wield in battle.
    DC 30" A result of 30 or higher allows the character to research specific Seropaenean Avengers and uncovers the history of Seropaenes and all theories surrounding him.

    Seropaenes, The Damned Exalted

    Seropaenes was betrayed by the very gods he sought to serve. As a Vestige, he grants the ability to utilize the weapons of the gods that betrayed him, shrug off the powers of their devoted, and fire a glaring ray of judgement from his sign.

    Legend: In ages long past, a scholar by the name of Syfal found a series of ancient documents that told of a pantheon of powerful spirits that he had never heard of, that dwelt in a place that couldn't exist, and that were beyond the grasps of the gods themselves. Taking it upon himself to preach the word of these beings, news quickly spread throughout the mortal realm of Syfal and his 'Vestiges.' Scholars were astounded by the paradoxical nature of the Vestgies, and commoners were amazed at the simplicity of Syfal's Pact Magic and the extraordinary might that the summoned beings supplied.

    The world's clergies, however, were horrified. Priests quickly noted that the number of attendees at their services slowly began to dwindle, and many correctly suspected that practitioners of Pact Magic began revering the spirits that they summoned. It became apparent to many a clergyman that not only were these 'Vestiges' vile, god-damned beings, but that if something was not done, the Vestiges might rise in power to rival or even overshadow the gods. Luckily for the clergies, a certain High Priest of Vecna had a course of action in mind.

    This high priest was named Seropaenes, and he was seen as the favored of Vecna. Seropaenes screamed to the high priests of every clergy that their gods demanded a call to arms to stop the "vile, occult threat." However, only the high priests of three other gods heard his call: the High Priests of Heironeous, St. Cuthbert, and Wee Jas. With his silver tongue, Seropaenes was able to convince the high priests to form a secret cult known as the Order of Seropaenes. Forged through hatred, bitter enemies of conflicting faiths united under the banner of the Order of Seropaenes to dispose of the "true" threat; those who practiced Pact Magic.

    Modern scholars will tell an inquiring mind that the Order of Seropaenes disappeared from the annals of history save for several small texts mentioning them in passing. Most will tell you the order has been abolished, but Binder Scholars know this to be false; they can prove the existence of the Order of Seropaenes with the bodies of their brothers and sisters. The other mote of evidence that Binders possess comes in the most reliable form possible: Seropaenes himself.

    While the exploits of Seropaenes can be explained by any well-versed Bard, it is his existence after his death that interests the Binders. While Heironeous, St. Cuthbert, Vecna, and Wee Jas allowed their followers to band together until the banner of the Order of Seropaenes, they were by no means allies. Over the years of service he gave to the Order that bore his name,
    Seropaenes's allegiances changed. He embraced all of the four deity's teachings equally, his entire focus becoming the destruction of Pact Magic and those who practice it. Upon his death, however, none of the four deities would take Seropaenes into their realm; each of them despising that the values of their enemies that lay within him with perfect equality. They casted his soul into the world between worlds, into a place that cannot exist; yet does. And via his own hatred, Seropaenes was warped into the thing he devoted his entire life to destroying: a Vestige.

    Statistics: Seropaenes is a 4th level Vestige, and a Binder must succeed on a DC 25 Binding Check in order to make a good pact with him.

    Seal: In order to summon Seropaenes, the Binder must form a moderately complex seal, depicting five pentagrams in the five corners of the seal with a large, unblinking eye centered among them.

    Special Requirement: Seropaenes will not manifest before any ordinary Binder, for he still carries a strong dislike for practitioners of Pact Magic despite the agony he received for his loyal services against them. In order to call forth Seropaenes, a Binder must present four Holy Symbols: one from each Herioneous, St. Cuthbert, Wee Jas, and Vecna. Each of these Holy Symbols must be snapped in half and they are not consumed or destroyed during the summoning process. Alternatively, if the Binder manages to gain a Holy Symbol of the Order of Seropaenes, this may be substituted.

    Manifestation: As you finish the preparations for the summoning, the air around you hums with magic. When the seal is finished, almost instantly the eye within the center of the seal blinks twice, then moves its pupil to focus upon the summoner. After several moments of looking the summoner over, the materials used to make the seal swirl around, lifting up into the air as if by some small tornado. The outer rim of the circle, however, does not move from its position; only the pentagrams and the eye are moved in this way. The particles swirl in the air in front of you, forming into twisted and deformed images; a faint, weak spark of lightning held by a shattered hand, the broken, crimson skull of some small vermin, a broken and rusted cudgel, and finally a giant, blood-gorged eye that quickly pops as if a giant pair of fingers had squashed it, forming a mass of flesh-colored substance. After taking this form, the globe of flesh thins out as if a giant hand was molding it like clay. The fleshy clay forms into a tall, gaunt, shadow of man. He appears completely nude, though his body looks to be little more then a silhouette; it has no features save for its fleshy color, a gapping, toothy mouth, ten fingers, and a single, bloody eye that covers most of its face. Upon assuming this form, Seropaenes focuses his eye upon his summoner, never blinking once, and speaks in a voice filled with contempt and hatred.

    Sign: Your body becomes engraved with pentagrams on your elbows, your knees, and the back of your neck. On all of these places, the pentagrams appear as tattoos, gruesomely carved with some sort of rusted surgical tool. In addition, a bloodied and battered eye appears on the palm of your right hand. While it moves and observes like an ordinary eye, you gain no sensory input from it and it is not connected to your nervous system in any way.

    Influence: Seropaenes's hatred for the gods that abandoned him is the only true emotion he still feels. His rage is like a living creature of its own; it creeps and crawls throughout the souls that allow him passage and grows; swelling into an uncontrollable rage. While influenced by Seropaenes, the Binder cannot accept any type of aid from any clergyman or anyone else who belongs to a religious organization of any kind that worships a being other than a Vestige. If the Binder meets a Cleric of Heironeous, St. Cuthbert, Vecna, or Wee Jas, they must insult, attack, or belittle the individual.

    Granted Abilities: Seropaenes grants you ability to let loose a devastating beam of energy upon your foes, fills your soul with hatred, wards your body against the special abilities of spellcasters, and grants you proficiency with the weapons he wielded as a mortal.

    Eye Burst: By focusing the anger, hate, and rage that flows through you body due to Seropaenes's presence, you are able to fire a beam of destructive energy from the eye that is manifested on your palm. At will, you can make a ranged touch attack against any creature within 30 feet of you. This action does not provoke attacks of opportunity and only total concealment prevents you from attacking a creature with this power. On a successful attack roll, you deal 1d6 points of damage + 1d6 points per 3 Effective Binder Levels you possess. You can only use this power if you show Seropaenes's sign. After using this power, you cannot use it again for 5 rounds.

    Hatred: While his hatred courses through the Binder's body like molten steel, Seropaenes was never one to allow himself to give into blind rage. He empowers his Binder with his hatred, but never to the point where they loose their ability to think rationally. While bound to Seropaenes, a Binder receives a +2 enhancement bonus to Strength and Constitution, as well as a +1 bonus to Will Saves against the effects of mind-affecting abilities.

    Spell Resistance: Seropaenes's intense knowledge of the properties of Divine Magic coupled with his hatred of clergymen makes him extremely dangerous to enemy spellcasters, for merely Seropaenes's presence wards a Binder from damaging spells and effects. While bound to Sereopaenes, a Binder gain Spell Resistance equal to 10 + their Effective Binder Level.

    Silver Tongue: Never clouded by his loathing for the Divine, Seropaenes was a master of persuasion in life; after all, he convinced sworn enemies to unite under a banner that would persist for years untold. While bound to Seropaenes, a Binder gains a +2 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks.

    Weapon Mastery: A master killer in life, Seropaenes was extremely lethal with the favored weapons of the deities that were represented in his order. While bound to Seropaenes, you gain weapon proficiency with the dagger, longsword, and mace if you weren't proficient with them already. In addition, you gain a +1 bonus to attack rolls with these weapons per 4 Effective Binder Levels.
    Last edited by Golden-Esque; 2010-03-17 at 11:19 PM.

  • - Top - End - #16
    Barbarian in the Playground
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    Default Re: PrC Contest XVII: Mono e Mono

    Seropaenean Exorcist


    They are nothing more then vermin; vile rates hiding within the smallest cracks of our world. Our job, men and women, is to seek out these scum and show them that no crack is small enough nor crevase deep enough to hide from the wrath of the gods.
    ~ High Priest Seropaenes CLXXVI, a Seropaenean Exorcist

    They are the hunters, the judges, the executioners. Their way of life placed on the brink of extinction by the gods-damned practitioners of Pact Magic, Clerics and other devoted watch helplessly as the "Binder Threat" grows with each passing day, pulling more and more fresh-faced and pure youths into the tainted, corrupted form of witchcraft that is Pact Magic. These individuals spread their heresy like a plague that devours the hearts and minds of those who hear its lustful call, becoming enamored with forbidden secrets best left to the minds of the gods and sinfully consorting with the spirits of the damned; even sharing their souls with the foul lot.

    In ages past, a High Priest of Vecna called out to the clergies of the world, urging them to form a divine collation of clergies to wipe Binders, the damned practitioners of Pact Magic, off the face of the multiverse and to let the forbidden secrets of that dark art lay where they ought to; damned in the annals of time. Of all faiths, only the clergies of Heironeous, St. Cuthbert, and Wee Jas answered High Priest Seropaenes's call, and together, these individuals formed a secret organization called the Order of Seropaenes; dedicated to wiping out Binder scum and wiping mortal minds clean of the Binder's terrible sins until they were nothing more then a smudge on reality's chastity.

    But since being rediscovered by the heretic Syfal, practice of Pact Magic has never wavered. Never thrived, true, but the Binder community grows every day, and the Order of Seropaenes has never come remotely close to culling every gods-damned Binder Community. The determination and effort put forth by the mortal agents of Heironeous, St. Cuthbert, Vecna, and Wee Jas is simply not enough to defeat something that is seemingly beyond the influence of the gods. Nevertheless, the stalwart heroes of the Order of Seropaenes has never wavered in the face of an unsurmountable adversary either. Faith in the gods and faith in the ideals of Seropaenes are all the Order needs to persist in this never-ending shadow war; forever hidden amongst the greatest conflicts of history.

    To this day, the shadow war wages on; hidden from the minds of the public with neither side relenting, and it is with in mind that the Seropaenean Exorcists were formed. Elite Clerics of the Order of Seropaenes, they stumbled across ancient texts that suggested that their leader was able to house the favor of all four of the Order's patron gods; Heironeous, St. Cuthbert, Vecna, and Wee Jas. Through intense prayer and devotion, those who join the ranks of the most zealous and devoted of the Order of Seropaenes can gain the divine boon of being blessed with a shard of the four god's divinity; not divine themselves but no longer truly mortal themselves, these agents vow to forever end the Binder Threat and seal Pact Magic within the dusty tomes of time. These are the Seropaenean Exorcists, and it is they who lead the armies and war-hosts of the Order of Seropaenes against the Pact Magic heathens.

    BECOMING A SEROPAENEAN EXORCIST

    The path of the Seropaenean Exorcist is the highest honor that any within the Order of Seropaenes can hope to receive, for these warriors channel the very divinity of the Order's patrons through their bodies. The number of this elite guard is small, for only the strongest of body, keenest of mind, and zealous of heart are ever accepted as mere candidates for the Order's elite Exorcists. Only after passing vigorous trials and gaining the favor of all four of the Order's patrons can a candidate truly enter the Seropaenean Exorcists.

    Prerequisites: In order to take levels in this prestige class, a character must meet the following prerequisites:

    Alignment: Any non-Chaotic.
    Binding: You cannot qualify for this Prestige Class if you have the Soul Binding class feature, and you loose all of your Seropaenean Exorcist class features if you ever gain the Soul Binding class feature or the Bind Vestige feat.
    Divine Spellcasting: Ability to cast 1st-Level Divine Spells.
    Skills: Knowledge (Religion) 10 ranks, Knowledge (The Planes) 5 ranks
    Special: You must worship either Heironeous, St. Cuthbert, Vecna, or Wee Jas as your patron deity and have been granted entry into the Order of Seropaenes. In addition, you must successfully perform the tasks of Seropaenes listed below.

    The Tasks of Seropaenes

    Task of the Prosecutor: The ever-seeing eye of Vecna finds the guilty and persecutes them to the full extent of the Divine Court. While attempting the Task of the Prosecutor, one of your superiors within the Order of Seropaenes will order you to find evidence to prove that an individual is a Binder heathen and return with that proof in-tow. You are subjected to all manners of divination spells while presenting this evidence, including a zone of truth spell.
    Task of the Jury: After recovering evidence of a heathen, your next duty is to Heironeous; the most merciful of the court. For the Task of the Jury, you must capture the potential heathen alive and return them to the Tower of Woe to undergo a trial before your brothers in the court and the patron gods of the Order.
    Task of the Judge: The trial is judged by a high-ranking member of the Seropaenean Exorcists, and while they are perfectly capable of discerning the truth for themselves, this is your task; not theirs. The Task of the Judge is only completed when you have proven without a doubt that the guilty in question is in fact a Binder. You may use any abilities or powers at your disposal in order to prove the heathen's identity, but no other person can aid you in your endeavor.
    Task of the Executioner: The final task is by far the easiest. In order to please Wee Jas, the blood of the guilty must flow before you. The exact manner is of your choosing, but in order to complete the Task of the Executioner, you must personally slay the convicted heathen. Depending on their virtues, some Exorcists slay their heathens quickly and with dignity while others torment and torture their heathens; content to give them Hell on Earth for but a moment. Regardless of your methods, you complete the task upon the death of the heathen and you become a member of the Seropaenean Exorcists.

    SEROPAENEAN EXORCIST CLASS FEATURES

    {table=head]
    Level
    |
    Base Attack Bonus
    |
    Fortitude Save
    |
    Reflex Save
    |
    Will Save
    |
    Special
    |
    Spellcasting

    1 | +0 | +2 | +0 | +2 | Oath of the Seropaenean Exorcist, Divine Investiture, Domains of the Court | +1 Level of Existing Divine Spellcasting Class
    2 | +1 | +3 | +0 | +3 | Divine Intervention 1/Day | +1 Level of Existing Divine Spellcasting Class
    3 | +2 | +3 | +1 | +3 | Domain Power 2/Day | +1 Level of Existing Divine Spellcasting Class
    4 | +3 | +4 | +1 | +4 | Castigate the Guilty | +1 Level of Existing Divine Spellcasting Class
    5 | +3 | +4 | +1 | +4 | Divine Investiture (2 Gods) | +1 Level of Existing Divine Spellcasting Class
    6 | +4 | +5 | +2 | +5 | Divine Intervention 2/Day | +1 Level of Existing Divine Spellcasting Class
    7 | +5 | +5 | +2 | +5 | Smite Guilty | +1 Level of Existing Divine Spellcasting Class
    8 | +6 | +6 | +2 | +6 | Apart from Reality | +1 Level of Existing Divine Spellcasting Class
    9 | +6 | +6 | +3 | +6 | Domain Power 3/Day | +1 Level of Existing Divine Spellcasting Class
    10 | +7 | +7 | +3 | +7 | Divine Intervention 3/Day, Divine Investiture (3 Gods) | +1 Level of Existing Divine Spellcasting Class
    [/table]

    Hit Dice: d10

    Skill Points per Level: 2 + your Intelligence modifier
    Class Skills: Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge {Religion} (Int), Knowledge {The Planes} (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)

    Oath of the Seropaenean Exorcist: The elite of the Order of Seropaenes are offered a prestige beyond that of any other; just as Seropaenes before them, the inductees to this grand order can learn the secrets of the Order's most elite fighting force; the Seropaenean Exorcists. Those who take upon themselves the mantle of this title must prove their zeal and their dedication to not only the Order but also to the gods who comprise the Order by successfully completing the Tasks of Seropaenes. Upon swearing this oath, the Seropaenean Exorcist becomes the instrument of destruction for Heironeous, St. Cuthbert, Vecna, and Wee Jas; equally aligned to all four gods. A character with this Oath ignores the normal rule regarding casting spells of an alignment different then theirs; a Seropaenean Exorcist can cast spells with the [Evil], [Good], and [Law] descriptors regardless of their actual alignment. As none of the patrons of the Order of Seropaenes exemplifies Chaos, a Seropaenean Exorcist is still incapable of casting [Chaos] spells.

    The ultimate pursuit of the Seropaenean Exorcists mirrors that of the Order of Seropaenes's main objective; the destruction of Pact Magic and those heretics who would practice it. While other members of the Order may have other agendas, the Exorcists do not; their primary goal is the uttermost destruction of Binders. The Exorcist is often assigned missions by the Order, usually involving the destruction of Binder stockholds of knowledge or the capture of Binders for interrogation. In order to combat Binders, the elite Exorcists are taught everything there is to know about Pact Magic, much to the point where they themselves could call upon the powers of Vestiges if they choose, but none of the Exorcists would dare practice such a tainted art.

    Naming the Guilty: Some of the entries below refer to 'The Guilty.' For the purposes of this prestige class, 'The Guilty' refers to any creature that shares its soul with another creature, force, or presence. This naturally applies to Binders, the sworn enemies of the Seropaenean Exorcists and the entire Order of Seropaenes, but their powers work equally well against creatures that are possessed by fiends, channeling celestials, or any other similar effect. So great are the powers of the Seropaenean Exorcist that in a great twist of irony, Seropaenean Exorcists that are channeling the patron gods of the Order of Seropaenes via a Divine Investiture (see below) are also treated as members of 'The Guilty' for the purposes of this class feature, though they would never consider themselves a part of this heretic, god damned lot.

    Divine Investiture (Su): Throughout the countless years that the Order of Seropaenes has existed, they aren't any closer to exterminating the practice of Pact Magic then they were when the Order was originally founded. Desperate to cling to their power, Heironeous the Jury, Cuthbert the Judge, Vecna the Prosecutor, and Wee Jas the Executioner agreed to grant the Exorcists an honor beyond honors; a tiny fragment of their own souls. Activating an investiture requires 1 minute of quiet prayer and meditation, at which point the effects remain for a full 24 hours. This meditation grants the Exorcist the power of a Soul Investiture from either Vecna the Prosecutor, St. Cuthbert the Judge, Heironeous the Jury, or Wee Jas the Executioner. While bound to an Investiture, you gain special abilities you wouldn't ordinarily be able to call upon; you essentially become the avatar of the deity in question. Regardless of your alignment, you can invest within the soul of any of the four deities listed below, and the powers granted by this class change based upon which soul you channel.

    As the Seropaenean Exorcist becomes more powerful, they are capable of holding more shards of their patron's divinity within their souls. Starting at 5th Level, a Seropaenean Exorcist can gain the Investitures of two gods at the same time. Alternatively, a Seropaenean Exorcist can take two shards of divinity from the same deity, effectively empowering their Investiture. At 10th level, a Seropaenean Exorcist can gain the Investitures of up to three gods at the same time, though they can still only gain a maximum of two shards of divinity from any one god.

    Investiture of the Executioner (Su): The Investiture of the Executioner grants the Exorcist the death-dealing might of Wee Jas. Her symbol stands for the eradication of any who might threaten the sovereignty of the gods over mortals. While he or she is channeling the Investiture of the Executioner, an Exorcist displays the sign of Wee Jas; the Exorcist's skull is outlined on their face by a slight, red glow. While channeling the Investiture of the Executioner, Wee Jas's influences affect your actions, giving the Exorcist an apparent apathy for those around him or her. In addition, Wee Jas has high respect for the dead and refuses any to insult the departed; even one's mortal enemies; if the Exorcist speaks ill of the dead or disrespects the departed in any way, they take a -1 penalty on attack rolls, damage rolls, skill checks, saving throws, and to their Armor Class. This penalty stacks with multiple incursions on multiple Investitures. In addition, regardless of their true alignment, the Exorcist radiates an aura of Law that registers on spells that detect such auras. The aura's power is equal to double your Exorcist level.

    Blighted Grasp: Wee Jas can infuse her subjects with such an array of magic and death that merely a touch is enough to weaken a foe. The Exorcist can use this power at will to reproduce an effect identical to a Ghoul Touch spell. After using this effect, the Exorcist cannot do so again for 5 rounds.

    Bloodied Hands: Wee Jas's decrees have bloodied the hands of many Exorcists, and she gives her followers the Strength and peace of mind to press on despite their many violent acts. While channeling the Investiture of the Executioner, an Exorcist gains a +2 bonus to Strength and Wisdom scores.

    Warded from Death: As the warden of the departed, Wee Jas's divinity protects an Exorcist from effects that would otherwise slay them. While channeling the Investiture of the Executioner, an Exorcist constantly treated as being under the effects of a Deathwatch and a Deathward spell. After preventing a death spell, magical death effect, energy drain, or a negative energy effect with this ability, it suppresses itself for 5 rounds. After 5 rounds has passed, the Exorcist is protected from these effects once more.

    Recycled Life: Although she is a stewardess of death, Wee Jas appreciates life in the sense that she sees no reason to let life energy go to waste. This power can only be used if the Exorcist chose to channel two shards of Wee Jas's Divinity. Whenever the Exorcist deals damage to a creature with a melee attack, he or she recovers 1 Hit Point for every 5 points of damage dealt. This power always heals for at least 1 Hit Point each time the Exorcist attacks. Each attack made during a round is counted separately when determining the amount of damage healed.

    Ruby Ray of Wrecking: Wee Jas's mastery over the magical arts is deadly in properly trained hands. This power can only be used if the Exorcist chose to channel two shards of Wee Jas's Divinity. This power functions identically to a Disintigrate spell, except that a target who is reduced to 0 Hit Points by the ray's remains are turned into a fine, ruby powder instead of mundane ash. An Exorcist must wait 5 rounds to use this ability again after using it.

    Crimson Disjunction: No magic can compete with Wee Jas, and she grants her utmost protections to those who gain her highest favor. This power can only be used if the Exorcist chose to channel three shards of Wee Jas's Divinity. Using this power is an at-will action, and after activating this power the Exorcist becomes immune to all spells, spell-like abilities, powers, psi-like abilities, and supernatural abilities; including ones that are already affecting him or her. This power lasts for one round per Exorcist level. After the ability ends, it cannot be used again for 5 rounds.

    Investiture of the Judge (Su): The Investiture of the Judge grants the Exorcist the incorruptible judgment of St. Cuthbert. His symbol stands for the due process of the Laws, protecting those whom are innocent and damning the Guilty. While he or she is channeling the Investiture of the Judge, an Exorcist displays the sign of St. Cuthbert; their eyes blaze a glorious light and the imagine of a large cudgel appears upon their brow. While channeling the Investiture of the Judge, St. Cuthbert's influences affect your morality, and you cannot stand idly by while misdeeds go unpunished, spurring you into action. In addition, St. Cuthbert's staunch respect for the law becomes imbued into the Exorcist; if the Exorcist performs any misdemeanors against the laws of the land while channeling this Investiture, they take a -1 penalty on attack rolls, damage rolls, skill checks, saving throws, and to their Armor Class. This penalty stacks with multiple incursions on multiple Investitures. In addition, regardless of their true alignment, the Exorcist radiates an aura of Law that registers on spells that detect such auras. The aura's power is equal to double your Exorcist level.

    Chains of Justice: St. Cuthbert's sense of justice is as strong as adamantine and more binding then any chain. As a standard action, the Exorcist can use this power on a creature within 5 ft. per Exorcist level they possess. A targeted creature becomes effected by an effect that is similar to an Entangle spell, except that the ability conjures supernatural chains to entangle the Exorcist's target. A creature that escapes these bonds in any way is not subject to the chains again; they vanish after their subject has escaped. Only one creature can be chained by this power at a time, and after the effect ends an Exorcist cannot use this power again for 5 rounds.

    Fortitude of the Supreme Court: St. Cuthbert's unrelenting judgment and sense of law allows him to make rulings and interpret the law in ways no the Exorcist gains a +2 bonus to their Strength score and their Constitution score.

    Pursuit of Justice: St. Cuthbert's desire for justice pushes Seropaenean Exorcists onward in even the most dire of circumstances. While channeling this Investiture, an Exorcist is immune to fear effects and they gain a +10 enhancement bonus to their speed per two Exorcist levels they possess. This speed bonus doesn't stack with any other speed bonuses (such as a Monk's speed bonus, the Expeditious Retreat spell, or the Speed of Thought feat).

    Relentless Pursuit: St. Cuthbert's resolve for justice empowers those who channel his divnity until they become as tireless as constructs and as determined as Deathless. This power can only be used if the Exorcist chose to channel two shards of St. Cuthbert's Divinity. While channeling the Investiture of the Judge, the Exorcist becomes immune to fatigue effects and can move as though affected by a Freedom of Movement spell.

    Strike the Heathens: St. Cuthbert is infamous for his apathy towards any who abandon the law.This power can only be used if the Exorcist chose to channel two shards of St. Cuthbert's Divinity. Whenever a creature deals damage to the Exorcist by any means while this power is active, the Exorcist can choose to deal 1d3 points of backlash damage to the creature. Backlash damage is untyped and isn't affected by effects that reduce or absorb damage. Choosing to affect a creature with Strike the Heathens requires no action.

    Shield of Cuthbert: St. Cuthbert wards his Exorcists against the gods-damned Binders and their ilk, providing divine radiance in the face of the void. This power can only be used if the Exorcist chose to channel three shards of St. Cuthbert's Divinity. While channeling the Investiture of the Judge, the Exorcist becomes affected by a power identical to a Shield of Law spell, except that instead of protecting against Chaos-aligned creatures, it provides its bonuses against any creatures that can be classified as Guilty.

    Investiture of the Jury (Su): The Investiture of the Jury grants the Exorcist the mercy of Heironeous. His symbol stands for respect for the Law and while Heironeous wants to end the Binder's threat to the might of the gods as zealously as any other, he will only condemn those that truly consort with outside powers. While he or she is channeling the Investiture of the Jury, an Exorcist displays the sign of Heironeous; their left hands cackle with a white lightening. This lightning deals no damage to creatures and produces no true energy; it is purely cosmetic. While channeling the Investiture of the Jury, Heironeous's influences affect your actions, giving the Exorcist a strong aversion to needless killing. If the Exorcist kills a sentient humanoid creature while channeling this Investiture, they take a -1 penalty on attack rolls, damage rolls, skill checks, saving throws, and to their Armor Class. This penalty stacks with multiple incursions on multiple Investitures. In addition, regardless of their true alignment, the Exorcist radiate an aura of Good and Law that registers on spells that detect such auras. The aura's power is equal to double your Exorcist level.

    Purge the Wicked: Heironeous is unmatched in determination; especially against threats against his children. While channeling the Investiture of the Jury, an Exorcist gains a +1 bonus to their Critical Threat Range. This stacks with similar effects, but it is never doubled by a spell or ability (such as Keen Edge).

    Runs Like Water: Heironeous's presence protects an Exorcist from even the most corrupting of abilities. While channeling the Investiture of the Jury, an Exorcist gains Divine Resistance equal to 10 + their Exorcist level. Unlike Spell Resistance, Divine Resistance applies against the Supernatural Abilities of the Guilty.

    Shield Exorcist: Heironeous values the lives of his devoted, and he is willing to ease their burdens in exchange for their service. While channeling the Investiture of the Jury, an Exorcist gains Damage Reduction 1/- per three Exorcist levels he or she possesses.

    Righteous Repose: Herioneous always grants forgiveness to those who seek it, and an Exorcist is entitled to grant this forgiveness if desired. This power can only be used if the Exorcist is channeling two shards of Heironeous's Divinity. This power functions similarly to an Atonement spell, except that it redeems the Guilty. For most cases, it simply removes the corrupted soul; fiends are expelled and banished to their home planes, channeled celestials have their effects broken, etc. However, a Binder or any creature sharing its soul with a Vestige has a different effect. The creature trades all of its Binder levels for either Cleric, Favored Soul, or Paladin levels (their choice). If the creature had the Soul Binding ability from another source (such as a feat), then the old ability is replaced with a new one that the former Binder meets the prerequisites for, and any feats or abilities they no longer qualify for are similarly reassigned. Also, a creature who accepts this redemption looses all memory of being possessed and any Pact Magic knowledge they formerly knew.

    Thunder Crash: Heironeous is most widely known for his powerful blasts of lightning, which he can grant to an experienced Exorcist to use in destroying the Guilty. This power can only be used if the Exorcist is channeling two shards of Heironeous's Divinity. As part of using this power, the Exorcist makes a ranged touch attack against a creature; they gain a +4 on this attack roll if the creature has any metal items equipped (such as heavy plate armor or a steel sword). On a successful attack, the Exorcist deals 1d6 points of Electricity damage per two Exorcist class levels he or she possesses. In addition, the struck creature must make a Fortitude Save (DC 10 + 1/2 of their highest caster level + their Wisdom modifier) or become stunned for 1d4 rounds. After being used, this power cannot be used again for 5 rounds.

    Thunder's Wrath: The fury of Herioneous cackles and surges like lightening through all Exorcists who channel his might, and at its climax the heavens themselves are torn asunder in its wake. This power can only be used if the Exorcist is channeling three shards of Heironeous's Divinity. As a full-round action, the Exorcist calls countless thunderbolts from the sky, which crash down onto their foes. This power affects 1d4+1 creatures of the Exorcist's choosing, dealing 10d20 points of nonlethal holy damage to all affected creatures, divided evenly among all creatures. This damage is unaffected by damage reduction or spell resistance, and it can never slay a creature outright. In addition, the Exorcist takes becomes exhausted after using this power, and they cannot use it again for five rounds. In addition, this power cannot be used if the Exorcist is suffering from any fatigue or exhaustion effects.

    Investiture of the Prosecutor (Su): The Investiture of the Prosecutor grants the Exorcist the ruthless determination of Vecna. His symbol stands for the drive to end the Vestige's threat to the divine world, and by association, to the mortal's world. While hr or she is channeling the Investiture of the Prosecutor, an Exorcist displays the sign of Vecna; their left hand constantly bleeds. This deals no damage to the Exorcist, nor can it result in blood loss, but when gazed upon, the nonexistent wounds bleed in the image of a ghastly eye. While channeling the Investiture of the Prosecutor, Vecna's influences affect your actions, giving the Exorcist a craving for power. In any setting where you might gain prestige or renown by performing an act of power, you must do so. Also, Vecna refuses to allow even a fragment of him bow before another, and while channeling the Investiture of the Prosecutor, the Exorcist cannot show any sign of respect to one who claims themselves to be your superior. If the Exorcist ignores this influence while channeling this Investiture, they take a -1 penalty on attack rolls, damage rolls, skill checks, saving throws, and to their Armor Class. This penalty stacks with multiple incursions on multiple Investitures. In addition, regardless of your true alignment, you radiate an aura of Evil that registers on spells that detect such auras. The aura's power is equal to double your Exorcist level.

    Lore of Vecna: It takes considerable knowledge in order to find suspected Guilty, and as the keeper of dark secrets, Vecna is willingly to whisper damned knowledge into the ears of his most esteemed Exorcists. This power functions identically to a Bardic Knowledge check, except that you do not gain any bonuses towards your check based on ranks in Knowledge {History} or any other similar skill synergy. You can use Lore of Vecna once per day per Exorcist level you possess.

    Sense the Guilty: The first step to bringing any Guilty to justice is to find them, and by channeling the Investiture of the Prosecutor, a Seropaenean Exorcist can sense their location. According to veteran Exorcists, the presence of a Guilty feels like a black void that sucks all of the warmth and joy from a room. As a standard action, a Seropaenean Exorcist can use this power to gain Blindsense out to 50 feet. Unlike normal Blindsense, this power only detects creatures that can be classified as Guilty (see above). This power lasts for 1 round per Exorcist level, and after its duration ends, it cannot be used again for 5 rounds.

    Wit of the Master Detective: Vecna understands that a Seropaenean Avenger must have deduction skills of unparalleled prestige in order to root out the Guilty. While channeling the Investiture of the Prosecutor, an Exorcist gains a +2 bonus to their Intelligence and Wisdom scores and they add their Exorcist level to Listen, Search, Sense Motive, and Spot checks.

    Brand the Guilty: Once the Prosecutor picks his mark, his focus never wavers. This power can only be used if the Exorcist chose to channel two shards of Vecna's Divinity. The Exorcist can mark a single creature as being Guilty; this places a supernatural brand in the imagine of an eye on the creature's forehead that cannot be covered or removed in any way (it stamps itself on objects that cover the face and make-up becomes dyed to match the mark). In order to mark a creature, the Exorcist must have line of effect to them and be within 10 feet of the creature per Exorcist level (maximum 100 feet at 10th level). The Exorcist always knows the general direction of a marked creature so long as they are channeling two shards of Vecna's divinity (an effect similar to a [/i]Locate Object[/i] spell) and the marked creature becomes visible to their Sense the Guilty ability, regardless of whether or not they are Guilty. This mark is removed after one week and only one creature can be marked by an Exorcist at a time.

    Cunning of the Master Detective: Sometimes wit alone cannot solve the most difficult mysteries; instead one must possess superior knowledge and know-how. This power can only be used if the Exorcist chose to channel two shards of Vecna's Divnity. While channeling the Investiture of the Prosecutor, once per day per two Seropaenean Exorcist levels he or she possesses, the Exorcist can add their Exorcist level to a single skill check he or she makes.

    Blood-Guile of Vecna: Superior knowledge and Intelligence always pave the way to the fulfillment of desire, according to Vecna. This power can only be used if the Exorcist chose to channel three shards of Vecna's Divnity. While channeling the Investiture of the Prosecutor, the Exorcist adds their Intelligence modifier to all attack rolls and damage rolls he or she makes. This includes attack rolls and damage rolls made as part of spells, powers, or maneuvers.

    Divine Intervention (Su): As channelers of the very essence of Heironeous, St. Cuthbert, Vecna, and Wee Jas, Seropaenean Exorcists have a level of divinity enjoyed by few others. These benefits include a direct connection to the gods, and in times of desperate need, an Exorcist can call out to the heavens for aid. These requests are granted with Divine Interventions; powerful feats of spellcasting unattainable by any mortal being and when they are used, the Exorcist's personal aura of power explodes with energies beyond comprehension until they glow with such vigor that they become visible to even common folk. Starting at 2nd level, an Exorcist can call upon one of these world-shattering powers once per day. At 6th level, an Exorcist can use two Interventions per day, and at 10th level they can use three Interventions per day.

    Before the Court: St. Cuthbert the judge is the patron of the law, and none can lie before his gaze. Using this Intervention is a standard action that provokes attacks of opportunity normally. This Intervention radiates a Zone of Truth effect around the Exorcist. This effect moves with the Exorcist, and its range focused upon them as its center. This ability as a duration equal to 1 minute per Exorcist level. If an affected creature can be classified as a Guilty, it takes a penalty on its Will Save against the effect equal to your Exorcist level.

    Bloodhound's Hammer: Vecna the prosecutor will use whatever force is necessary to bring the Guilty to justice. Using this Intervention is a standard action that provokes no attacks of opportunity. As part of this Intervention, make a melee attack roll against a creature you threaten. If your attack hits, you deal double damage as nonlethal damage (this conversion to nonlethal damage places no penalties on your attack rolls). If the struck creature can be classified as a Guilty, it takes quadruple damage as nonlethal damage instead of double damage from this attack.

    Executioner's Glare: Wee Jas the executioner willingly invites those who trespass against the laws of existence into death's cold embrace. Using this Intervention is a standard action that provokes no attacks of opportunity. As part of this Intervention, make a gaze attack against any creatures you can see. Creatures affected by this gaze attack loose 1 point of Damage Reduction per Exorcist level for the remainder of the encounter. Creatures with no damage reduction instead take 1 additional point of damage per two Exorcist levels you possess from all sources. A creature cannot take more damage from this effect then you have Exorcist levels in a single round. If the affected creature can be classified as a Guilty, it looses all Damage Reduction it possessed for the remainder of the encounter. If the Guilty has no Damage Reduction, it instead takes 1 additional point of damage per Exorcist level you possess from all sources. A Guilty cannot take more damage from this effect then double your Exorcist levels in a single round.

    Sworn Juror Heironeous the jury is said to be one of the most honorable beings in the universe and his oaths are his word. Using this Intervention is an immediate action that provokes no attacks of opportunity. Until the end of the round that this Intervention was used on, the Exorcist gains a bonus on Will Saves equal to their Exorcist level. The Exorcist must be aware of an ability's activation to use this Intervention. If the ability's activator can be classified as a Guilty, you automatically succeed on all Will Saves against effects used by that creature.

    Disrupt Magic: Wee Jas is the undisputed mistress of magic, able to perform spells and incantations never dreamed of by mortals and she can just as easily destroy magic. Using this Intervention is an immediate action that doesn't provoke an attack of opportunity. This power can be used like a Dispel Magic spell to counter an enemy's spellcasting or dispel spells in an area. If the source of the target spell or effect can be classified as a Guilty, the dispel check automatically succeeds; otherwise substitute double your Exorcist level for your caster level with this power. A Seropaenean Exorcist cannot use this Intervention until they are a 6th Level Seropaenean Exorcist.

    Gift of the Merciful Heironeous is a caring soul who sees all of his followers as his children; they are more to him then the simple pawns that the other patron gods of the Order see their followers as. Using this Intervention is a standard action that provokes attacks of opportunity normally. After using this power, a touched living creature heals a number of Hit Points equal to 1d6 times your Exorcist level. This ability has no effect on a creature that can be classified as a Guilty. A Seropaenean Exorcist cannot use this Intervention until they are a 6th Level Seropaenean Exorcist.

    Trial by Fire Wee Jas has no sympathy for those who break the laws, and being Guilty is breaking the highest law of the universe. Using this Intervention is a standard action that provokes attacks of opportunity normally. This power functions identically to a flamestrike spell prepared by a Cleric whose caster level is equal to twice your Exorcist level, except that you can choose to exclude creatures from its effects when you cast it. If an affected creature can be classified as a Guilty, the damage they take from the flamestrike effect is maximized, as if by the Maximize Spell Metamagic Feat. This Intervention can only be used by a 6th Level Seropaenean Exorcist or higher.

    Burdening Conscious Such is the might of St. Cuthbert that he can overwhelm creatures with their own conscious, causing them to become repentant for their sins against the Law whether real or imagined. Using this Intervention is a standard action that provokes attacks of opportunity normally. When using this power, the Exorcist selects a single creature that he or she can see that is within 10 feet per Exorcist level they possess. The creature must make a Will Save (DC 10 + character's Exorcist level + their Wisdom modifier) or become affected by a Hold Monster spell, except that you cannot attack creatures affected by this power. If the creature can be classified as a Guilty and you can provide suitable proof of their status as a Guilty as a Divine Focus, the Hold Monster effect lasts for 24 hours. A Seropaenean Exorcist cannot use this Intervention until they are a 6th Level Seropaenean Exorcist.

    Extract Knowledge: Vecna will do whatever it takes to accomplish his ends, and he grants a Seropaenean Exorcist the power to do the same. Using this Intervention is a standard action that provokes no attacks of opportunity. As part of using this Intervnetion, make a touch attack against a creature. The touched creature must succeed on a Will Save or be affected by a Feeblemind effect. In addition, you add half of the creature's Intelligence and Charisma scores to your scores as an enhancement bonus. You also gain access to all of the creature's knowledge and memories. This power lasts for 24 hours and at the conclusion of the effect, you loose the enhancement bonuses and the touched creature's Feebleminded condition is restored; unlike a normal Feeblemind effect, the condition cannot be removed by any other means. You also loose memory of any knowledge you gained through Extract Knowledge, though nothing prevents you from recording your findings before the effect ends. A Seropaenean Exorcist cannot use this Intervention until they are a 9th Level Seropaenean Exorcist.

    Jury of Angels: In the eyes of Heironeous, the pure and righteous best exemplify the universe's laws, and a powerful Exorcist has the ability to command the legions of Heironeous against his foes. Using this Intervention is a full-round action that provokes attacks of opportunity normally. After activating this power, the Exorcist calls forth 1d4+1 Astral Deva Angels. These angels fly down from the heavens and appear in any space of their choosing. Upon calling to them, the Exorcist makes a request of the Astral Deva Angels, and they will do their best to complete the request as according to their alignment. The angels are only bound to the Exorcist for 1 round per Exorcist level the Exorcist possesses, and at the conclusion of the ability's duration, the Angels must return to the celestial realms. An Exorcist can never call to or command more Astral Devas then half of their Exorcist level. A Seropaenean Exorcist cannot use this Intervention until they are a 9th Level Seropaenean Exorcist.

    Order in the Court: As residing judge against the Guilty, St. Cuthbert's authority is undisputed as a being of absolute law and when he silences the courtroom, he's not merely asking. Using this Intervention is an immediate action that doesn't provoke attacks of opportunity. As part of using this Intervention, you must have a cudgel equipped. You slam the cudgel upon the ground, and at its thunderous roar, all creatures are still. Creatures within 10 feet per Exorcist level you possess become completely unable to act for 1 round (no Saving Throws allowed). This ability is dependent on sound, so effects such as Silence or being deaf can make a creature immune to this effect. With the exception of this sound-dependency, Order in the Court overcomes all immunities and affects friend and foe alike. A Seropaenean Exorcist cannot use this Intervention until they are a 9th Level Seropaenean Exorcist.

    Severe Life Wee Jas is unmerciful in disposing of those who trespass against the law, and it is with great satisfaction that the crimson flows of her enemies soil the earth. Using this Intervention is a standard action that provokes attacks of opportunity normally. After using this power, the Exorcist makes a touch attack against a creature he or she threatens. If the attack is successful, the creature must make a Fortitude Save or be slain. On a successful save, the creature takes 4d6 points of Constitution damage. A Seropaenean Exorcist cannot use this Intervention until they are a 9th Level Seropaenean Exorcist.

    Domains of the Court: At 1st level, your strong ties to the patron gods of the Order grant you their boons. This class feature works identically to the rules for Domain Spells for a Cleric, but with the following exceptions. When you take your first level in this prestige class, you select 2 Domains from each of the four patron deities of the Order of Seropaenes (Heironeous, St. Cuthbert, Vecna, and Wee Jas). If you had levels in Cleric prior to taking levels in this class, you retain your patron deity's domains (you don't get to reselect them). Unless your Domain spells were granted to you via levels in Cleric, you can only utilize these Domains if you assume the appropriate deity's Investiture (Jury for Heironeous, Judge for St. Cuthbert, Prosecutor for Vecna, and Executor for Wee Jas). If your domains were granted by levels in Cleric, you can only utilize the domains of your patron deity when you aren't assuming an Investiture. You do not gain additional domain spells per day for having levels in Cleric; you can prepare one domain spell per divine spell level you have access to. Changing Investitures doesn't refresh your Domain Spell Slots; you must share those Domain Spells between all of your Domains.

    In addition, you gain one Domain Power per two Domains you select. For example, you gain one Domain Power from Heironeous (either from Good, Law, or War), one Domain Power from St. Cuthbert (either from Destruction, Law, Protection, or Strength), one Domain Power from Vecna (either from Evil, Knowledge, or Magic), and one Domain Power from Wee Jas (either from Death, Law, or Magic). You can only use one Domain Power per Day, even if you switch Investitures (but see below), and you must be assuming the appropriate Investiture in order to use a Domain Power. For example, in order to use the Knowledge Domain Power, the Exorcist must be assuming the Investiture of the Executioner. This rule does not apply to a Cleric; they can use the Domain Power granted by their Cleric class normally without channeling an Investiture.

    {table=head]
    Deity
    |
    Alignment
    |
    Domains Granted

    Heironeous | Lawful Good | Good, Law, War
    St. Cuthbert | Lawful Neutral | Destruction, Law, Protection, Strength
    Vecna | Neutral Evil | Evil, Knowledge, Magic
    Wee Jas | Lawful Neutral | Death, Law, Magic[/table]

    Additional Domain Powers: As an Exorcist increases in power, they become an avatar of the gods of the Seropaenean Order. Their divinity causes the Seropaenean Exorcist to gain additional uses of their Domain Powers each day. Starting at 3rd level, a Seropaenean Exorcist can use their Domain Powers twice per day instead of once. An Exorcist can still only use any one Domain Power once per day, but they can use different Domain Powers granted from different Investitures for their additional Domain Power. At 9th level, an Exorcist can use their Domain Powers up to three times per day, though they can still only use any one Domain Power once per day.

    Castigate the Guilty (Ex): Binders and their ilk are the greatest threats to the gods, and the gods grant an Exorcist the much-needed power to punish their sins. Beginning at 4th level, whenever a Seropaenean Exorcist utilizes an ability that would have a greater effect on a creature of a particular alignment or only affect a creature of a specific alignment, any Guilty affected by the ability is considered to be the alignment that would be least beneficial for the purpose of the ability. For example, a Seropaenean Avenger with class levels in Paladin that uses their Smite Evil on a Binder of neutral alignment would deal damage as if the Binder had an Evil alignment.

    Smite Guilty (Su): By 7th level, a Seropaenean Exorcist can use their god-given powers to wreck havoc upon a Binder's very being. This ability functions identically to a Paladin's Smite Evil ability, except that it can only be used against the Guilty; against any other target, the power does nothing. An Exorcist can use Smite Guilty once per day per two Exorcist levels he or she possesses.

    Apart from Reality (Su): A true Exorcist knows that they deal with forces beyond their world, and as such they must transcend their world as well in order to fight on an even front. Starting at 8th level, once per day an Exorcist can completely nullify a single power, ability, or effect of a Guilty as an at-will action. The power is treated as being expended, so if it is restricted to a number of uses per day or is placed on cooldown after use, then those events occur normally. This ability has no effect on creatures who cannot be classified as Guilty.

    Continue to Page 2.
    Last edited by Golden-Esque; 2010-03-17 at 11:17 PM.

  • - Top - End - #17
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    Default Re: PrC Contest XVII: Mono e Mono

    Go Back to Page 1.

    PLAYING A SEROPAENEAN EXORCIST

    In their righteous crusade against Pact Magic, the Seropaenean Exorcists are the ultimate soldiers of the Order of Seropaenes. They are more then simple Clerics weaving the energies of the gods into miracles, however; a Seropaenean Exorcist is little less then an avatar of Heirenous, St. Cuthbert, Vecna, and Wee Jas. The Exorcists channel the very essences of these deities, allowing them refuge within their own souls to gain marvelous powers. It is with the resolve of these deities that the Seropaenean Exorcists press forward against Pact Magic, because what other foe could possibly unite such dynamically opposed deities? Indeed, some Exorcists wonder what will become of their tremendous powers when Pact Magic is no more while lower-ranked members of the Order of Seropaenes wonder if such a lofty dream is even possible at all.

    Combat: In a grand twist of irony, the Seropaenean Exorcists fight extraordinarily similarly to the practitioners of Pact Magic which they've sworn to annihilate. Seropaenean Exorcists channel bits of the divinity of the gods that make up the Order of Seropaenes; binding them to their very souls. Unlike Binders, however, Exorcists can increase the amount of energy they channel from a single gods to gain additional, more potent powers and they have access to powerful Divine Interventions, in which the very will of the gods manifests for the Seropaenean Exorcist. In combat, a Seropaenean Exorcist prefers to know what they are fighting; they may spend a few days tracking and stalking their targets, trying to find out if they are Guilty souls. Exorcists do not hold back against Guilty creatures, using their most powerful spells and abilities to subdue or eliminate them.
    Resources: The Seropaenean Exorcists have the resources of the entire divine community at their disposal. While not every cleric has heard of the Order of Seropaenes, virtually all of the High Priests have, and many clergies have been instructed to offer simple gifts such as information or housing to Seropaenean Exorcists seeking such things. Naturally, Seropaenean Exorcists are exalted among the Order of Seropaenes, however the clergies of Heironeous, St. Cuthbert, Wee Jas, and Vecna are both in awe and appalled by Seropaenean Exorcists, as none of them understand why their patron god would wish to cooperate so intimately with the other three.
    Advancement: Seropaenean Exorcists tend to have experience as Clerics, but Favored Souls and Paladins do occasionally take up the mantle. Druids are fairly rare within the Order of Seropaenes, but they are not completely unheard of. The seldom Ranger who enters the Order might also take up the Oath of the Seropaenean Exorcist. After fully completing their training as Exorcists, most Seropaenean Exorcists return to training in whatever class they had swearing the Oath, but some do multiclass into other classes to increase their effectiveness at tracking down practitioners of Pact Magic. The only class that is understandably excluded from the ranks of the Exorcists are Binders themselves.

    SEROPAENEAN EXORCISTS IN THE WORLD

    They be a rotten lot, mon. They channelin' der gods inta themselves, gettin' powers da likes 'o which ya never seen before! You run inta onena dem and you be dead fer sure! An' da most ironic part 'o dem Exorcists is dat in reality dey ain't no different ferm us ....
    ~ Deygeo Darkskin, a Seropaenean Avenger, about Seropaenean Exorcists

    The existence of Binders is a well-guarded secret by the various clergies of the world. If word got out about an easily accessible means to power, all priests agree that it would only be a matter of time before scores of people left the paths of the gods to worship creatures that are completely apathetic to their existence. The temptation of power would cause the gods to fall from their divine thrones and possibly raise the Vestiges up into those vacant places of honor. Adamant to prevent this from happening, most clergies use their influence to arrest Binders and turn them over to the Order of Seropaenes, who commit unspeakable crimes upon suspected Binders. Seropaenean Exorcists are the cause of the vast majority of these unspeakable crimes, doing the most vile and inhumane methods of torture and execution to any that they perceive to be Guilty. The Order of Seropaenes is, however, a secret Organization, and as its highest members the Seropaenean Exorcists operate with the same levels of discrepancy; so long as it suits them. Many in the Order see the destruction of Pact Magic as little more then a measure of time, for with such formidable allies how could Binders do anything but simply cease to exist?

    Daily Life: Their hunt for Binders is a life-consuming task for a Seropaenean Exorcist. Everything they do has that goal in mind. Seropaenean Exorcists travel the world in search of stories and leads to what might possibly be Binders practicing in secret, or better yet an entire Pact Magician community. The Seropaenean Exorcists typically play the roles of wandering hermits and preachers so long as it suits them, though they are not afraid to show their true colors to followers of the Order of Seropaenes's patron deities. Typically it is simpler to remain incognito during a chase, and many do not understand the urgency of their hunt that would require sharing one's soul with both Good and Evil forces.
    Notable: There are few notable Seropaenean Exorcists; they try their best to remain hidden from even the most potent of knowledge-gatherers. Perhaps the most famous of their lot is their captain. The Captain of the Seropaenean Exorcists gains their position for being the most ruthless and effective member of their Order; slaying countless Binders in the name of justice and preservation. Through tradition, the Captain of the Seropaenean Exorcists is renamed "Seropaenes" in honor of whom many Exorcists see as the first and greatest of their kind. No one knows when this tradition began, or even if it began when the Order of Seropaenes was originally founded, but to date there have been 175 Captains, and Seropaenes LCXXVI is the current Captain. Like his predecessors, he is cunning and ruthless beyond compare, and he is also a primary member of the Order of Seropaenes's council; consisting of a powerful Cleric from each of the four patron deities and the Captain. It is said that the fifth seat was added so that there would never be a stalemate in decision-making, as the threat Binders pose is too great to sit around a table arguing.
    Organizations: The Seropaenean Exorcists belong to the Order of Seropaenes (detailed on page 90 of the Tome of Magic). This Organization strives to wipe Pact Magic from the face of the planet and will stop at nothing to achieve its goals. The Seropaenean Exorcists are the elite among those faithful to the Order of Seropaenes, and they are treated with an extremely high level of respect amongst their brothers. The Seropaenean Exorcists also garter respect from the clergies of Heirneous, St. Cuthbert, Wee Jas, and Vecna. However, no clergy is truly friendly to an Exorcist, as all of them are baffled as to how bitter enemies can unite themselves. The people who ask that question, however, no not of the dire threat of Pact Magic.

    NPC REACTION

    Few people have heard of the Order of Seropaenes, so most people see a Seropaenean Exorcist as a particularly zealous cleric. Most members of the Order proudly display the Holy Symbol of the deity that worshiped prior to joining the Order of Seropaenes, though more acute observers will recognize the oddities and uncharacteristic traits of those whose loyalties truly belong to the Order of Seropaenes. Binders who recognize the Seropaenean Exorcist for what he or she is become terrified and do whatever it takes to get away from the Seropaenean Exorcist as soon as possible. All Binders know of the Order of Seropaenes, and rumors of its Exorcists are whispered softly like a child's nightmare.

    SEROPAENEAN EXORCISTS IN THE GAME

    Seropaenean Exorcists require the Order of Seropaenes to be added into a Campaign, but the Order itself can be molded to fit the needs of the setting. Instead of being fanatics against Pact Magic, they might despise Shadowcasters, Truenamers, or Soulmelds. As the Order's zeals is redirected, the only real change in the Seropaenean Exorcist's class would be what is classified as being part of "The Guilty." The category shouldn't be extremely broad, however, as the Seropaenean Exorcist's powers are designed to only function against their favored foes. Alternatively, a setting that uses Rangers might allow them to take the Guilty as a Favored Enemy, or other such minor changes.

    Encounters: Seropaenean Exorcists are almost always encountered on the road traveling. They seldom pursue conflicts unless they are with members of the Guilty, though Seropaenean Exorcists who channel Vecna are noticeably more arrogant then others. They perfer to save their most powerful abilities, the Investitures, to use against the Guilty, but if the situation calls for it, they have no moral issues with using these powers in front of others. If anything, Seropaenean Exorcists seem to enjoy their hunt with a sadistic glee and many truly wonder if the Exorcists would be happy in a world completely devoid of Pact Magic.
    Lore: The Seropaenean Exorcists's existence is high-classed knowledge, and they are considered to be a DC 30 on a Knowledge {Religion} check made to research the Order of Seropaenes (see page 92 of the Tome of Magic). A Knowledge {Religion} check of 40 or more is required in order to specifically name members of the Order of Seropaenes, and a check between 30 and 39 only gives basic information about Seropaenean Exorcists.
    Last edited by Golden-Esque; 2010-03-17 at 11:20 PM.

  • - Top - End - #18
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    Default Re: PrC Contest XVII: Mono e Mono

    DISCIPLE OF THE NINE



    "One does not gain true power at the hands of the gods, they are greedy with their power;
    to attain the authority you deserve, turn to Asmodeus, for he holds the keys to the gates of fiery Hell!"
    ~ Retan Bescall, disciple of the nine ~

    A disciple of the nine, disheartened with the lackluster approach of those who call themselves "good," has turned to a more questionable source of power, that of the devils of hell itself. To truly further the greater good and ensure world peace, the disciples of the nine have converted to the raw power of the Lords of the Nine. Disheartened by the virtuous deities’ lackluster methods of defending the righteous, the disciples are instead granted power by the archdevils, using evil means for good ends. To the deranged minds of the disciples of the nine, utilizing evil methods for the greater good is perfectly cogent. By making necessary sacrifices along the way, a disciple of the nine gains extraordinary power to combat evil, using their own techniques against them. Most of the truly righteous look upon the disciples of the nine with disgust, as they have no qualms against committing necessary evils for the greater good.

    However, in order to gain this power, the disciple of the nine must hold up their end of the bargain. In return for the devils’ gift, the disciple of the nine must literally sell his soul to Hell. Upon death the disciple of the nine’s soul goes straight to Hell, at which point he must serve whichever devilish lord he is appointed to.

    Through excessive use of the evil powers of hell, the disciple of the nine's body warps to resemble the creatures who granted him power. This newfound power is used to combat good and evil alike, whoever would dare to stand in the way of what they view as righteousness. Through ritual sacrifice, draining the life-force of their foes and using it against them, even eliminating the virtuous if necessary, the disciple of the nine accomplishes his goals.

    BECOMING A DISCIPLE OF THE NINE

    Those who follow the path of the divine, but are tired of the despondent methods of their church may seek a more malevolent and effective power. By using evil magic as a necessary force to bring about harmony, by either casting an evil spell, utilizing sacrifice to gain power, or pleading to an archdevil itself, a prospective disciple of the nine can gain access to this infernal and hellish power.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +4
    Alignment: Lawful Good
    Skills: Knowledge (the planes) 8 ranks, Knowledge (religion) 4 ranks
    Spellcasting: Must be able to cast 2nd level divine spells
    Special: Must do at least one of the following: sacrifice an innocent to an archdevil, contact a devil, or utilize evil magic (all in the name of the greater good).

    Note: When using any of the methods above specifically for the reason of gaining access to the disciple of the nine prestige class, the player's alignment does not change, nor are class codes violated.

    Class Skills
    The Disciple of the Nine's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

    Skills Points at Each Level: 4 + Int modifier

    Hit Dice: d8

    Level BAB Fort Save Ref Save Will Save Special Spellcasting
    1st
    +0
    +2
    +0
    +2
    Malignant mind, violate spells, diametric blade, hellbound
    +1 level of existing divine spellcasting class
    2nd
    +1
    +3
    +0
    +3
    Body of the baatezu (tail, horns, skin +1)
    +1 level of existing divine spellcasting class
    3rd
    +2
    +3
    +1
    +3
    Sacrifice (sacrifice)
    +1 level of existing divine spellcasting class
    4th
    +3
    +4
    +1
    +4
    Body of the baatezu (claws, body, skin +2)
    +1 level of existing divine spellcasting class
    5th
    +3
    +4
    +1
    +4
    Sacrifice (pain)
    +1 level of existing divine spellcasting class
    6th
    +4
    +5
    +2
    +5
    Body of the baatezu (mind, skin +3)
    +1 level of existing divine spellcasting class
    7th
    +5
    +5
    +2
    +5
    Sacrifice (self)
    +1 level of existing divine spellcasting class
    8th
    +6
    +6
    +2
    +6
    Body of the baatezu (wings, skin +4)
    +1 level of existing divine spellcasting class
    9th
    +6
    +6
    +3
    +6
    Sacrifice (soul)
    +1 level of existing divine spellcasting class
    10th
    +7
    +7
    +3
    +7
    Body of the baatezu (soul, skin +5)


    Weapon Proficiencies: The disciple of the nine gains proficiency with all martial weapons, but not with any armor or shields.

    Spellcasting: From 1st level on, and excluding level 10, when a new disciple of the nine level is gained, the character gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of disciple of the nine to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly.

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

    Malignant Mind: A disciple of the nine is convinced that his actions are for the greater good. A disciple of the nine always retains his lawful good alignment despite any potentially evil actions he may commit, and may even retain the use of powers that require adherence to a specific moral code as long as all violations are committed either in the pursuit of the greater good, or when seeking to destroy evil. A disciple of the nine is considered both evil and good for all purposes.

    Violate Spells (Su): A disciple of the nine can warp his spells with evil to greater effect. Once per day per Wisdom modifier, a disciple of the nine can violate a spell of his choice as per the Violate Spell feat (BoVD). Using this ability does not increase the spell level of the spell cast.

    Additionally, a disciple of the nine is regarded as both evil and good for all purposes; if a spell or effect has a different effect depending on their alignment, treat him as whichever has the stronger effect. A disciple of the nine may cast spells with either evil or good descriptors regardless of his alignment (for example, a disciple of the nine would have access to both cure and inflict spells). A disciple of the nine with previous paladin levels does not receive any penalties for multiclassing into the disciple of the nine prestige class.

    Diametric Blade: Any ability that the disciple of the nine uses that specifically targets or affects a creature of good or evil alignment, the spell or ability can affect either a good or evil target interchangeably. For example, if a paladin disciple of the nine uses his smite evil ability, it may be used against both good and evil targets.

    Hellbound: A disciple of the nine has sold his soul to the devils. At any point, if the disciple of the nine is to die and is not resurrected within a number of rounds equal to his hit dice his soul is sent to one of The Nine Hells. The level of Hell that the disciple of the nine is sent to depends on how much of the devils’ power he used. A disciple of the nine who reached 1st or 2nd level is sent to the first level of Hell. A disciple of the nine who reached third level is sent to the second level of Hell, and so on (a disciple of the nine who reached 10th level is sent to the ninth level of Hell). Once a disciple of the nine reaches Hell, he must work irrevocably under the devil he has been assigned to’s command. If an ally of the disciple of the nine wishes to resurrect him after his soul has passed to Hell, such a resurrection is much more difficult and much more harmful to the soul, requiring double the time normally necessary and causing the disciple of the nine to gain an additional 2 negative levels than usual. If a year has passed since the disciple of the nine’s death, normal resurrection is impossible.

    Body of the Baatezu (Ex): The disciple of the nine's body warps to resemble the very devils from which he draws his power.

    At level 2, the disciple of the nine's body warps, growing horns, a tail, and scaly skin. The disciple of the nine gains a natural horn attack which deals 1d6 damage. If the disciple already possesses a natural horn attack, use whichever is greater. The disciple of the nine also gains a prehensile tail, which, while it does not have enough strength to hold heavy objects, can hold small objects such as material components, spell focuses, etc. (never exceeding 1 pound). The disciple of the nine's skin grows scales, increasing the disciple of the nine's natural armor by +1. This bonus increases by an additional +1 at level 4, and every even level thereafter.

    At level 4, the disciple of the nine grows razor-sharp claws and his body becomes tough and durable. The disciple of the nine gains two natural claw attacks, which deal 1d4 damage each. If the disciple of the nine already possesses a natural claw attack, use whichever damage is greater. Additionally, the disciple of the nine gains DR/good equal to his class level.

    At level 6, the disciple of the nine's mind sharpens with the cunning and guile of devils, granting him spell resistance equal to his character level + 10.

    At level 8, the disciple of the nine sprouts devilish, scaly wings. The disciple of the nine gains a flight speed equal to double his base land speed, with good maneuverability.

    At level 10, the disciple of the nine's soul darkens, as if he was one of the baatezu. The disciple of the nine gains traits similar to that of a baatezu, gaining summon baatezu (BoVD 175) as a spell-like ability 1/day, as well as the following: telepathy 100 ft., ability to see in perfect darkness of any kind (even magical darkness), poison immunity, fire resistance 20, acid resistance 10, and cold resistance 10. A disciple of the nine no longer requires food, water, or sleep to survive.

    Sacrifice (Su): The disciple of the nine will stop at nothing to further the greater good, even sacrificing the lives of others to achieve his goals.

    At level 3, the disciple of the nine can make a sacrifice to whichever archdevil he follows for greater personal power. Whenever he kills a creature with a soul with a coup de grace, he gains temporary hit points equal to the creature's HD, and a +2 profane bonus to his Strength and Charisma scores. All three benefits last for one hour. This ability stacks up to 1/class level (maximum 3).

    At level 5, the disciple of the nine can utilize their enemy's pain to gain magical power. For every 15 hit point damage the disciple of the nine deals to his enemies, he gains one pain point. The disciple of the nine may cast a spell as if his CL were increased by 1 for each pain point expended. Pain points expire in a number of rounds equal to the disciple of the nine's Wisdom modifier. Gaining additional pain points refreshes the expiration time remaining. The maximum number of pain points usable is equal to one-half of his class level.*

    At level 7, the disciple of the nine can sacrifice his own wellbeing to gain the upper hand in combat. As a full-round action, he may cast a single spell that he knows without expending a spell slot by dealing damage to himself. He casts any spell he knows with a casting time of no more than one standard action. The spell need not be prepared, but the disciple must have at least 1 spell slot of the same level available. This ability inflicts damage to the disciple of the nine equal to 2d6/level of the spell. Level 0 spells inflict 1d6 damage. This damage cannot be avoided in any way, nor reduced in any fashion. Damage taken due to this ability is healed at half the normal rate.

    At level 9, the disciple of the nine can use the very souls of his enemies to power his own spells. Once per round, whenever the disciple of the nine directly kills an enemy with a soul that's within his natural reach, he may immediately cast a spell as a swift action. The level of the spell is not increased as normal for a quickened spell, nor is a feat required. If the disciple of the nine casts a spell with a casting time of 1 swift or immediate action with this ability, his caster level for this spell is increased by +3.

    PLAYING A DISCIPLE OF THE NINE
    Playing a disciple of the nine can be difficult, depending on the setting it is used in. Committing evil acts in the name of good tends not to go over too well with the general public, so generally disciples of the nine will keep to themselves, utilizing their skill in stealth to avoid detection.
    Combat: Disciples of the nine focus on draining the life of their opponents or even themselves in order to gain an advantage in combat, casting powerful, debilitating spells with ease and rapidity. Due to their devilish defenses, disciples of the nine will rarely hold back in combat, and are often found in the middle of a fight.
    Advancement: Depending on the path the disciple of the nine has chosen, that of a warrior or a spellcaster, there are many paths a disciple of the nine might choose. Be it advancing further in his previous class, or choosing a new path to follow in order to advance his melee or spellcasting might, the knowledge gained from being a disciple of the nine does not hinder access to most prestige classes (in fact, the reduced alignment restrictions most likely facilitate entry into all kinds of prestige classes).
    Resources: Other than the overpowering resource of the power of Hell, a disciple of the nine does not gain access to much more resources than a normal character would.

    DISCIPLE'S OF THE NINE IN THE WORLD
    "One of the greatest scourges to humanity I know of, a true black sheep hiding amongst the pure and virtuous."

    Unless a disciple of the nine manages to hide his true allegiances from his society, he is most likely persecuted in almost all sects of life. In both evil and good communities, the disciple of the nine is an outcast. Only amongst those with similar ideologies is a disciple of the nine truly at home.

    Daily Life: Daily life for a disciple of the nine consists of either incessant plotting, sacrifice, or destroying those who would stand in his way. A devotee of the archdevils has little time for recreation.
    Notables: Although there have been many prominent disciples of the nine, they tend to keep such information a secret from their peers. Because of this, there are no well-known disciples of the nine, although many well-known priests and politicians have been practioners in the devilish arts.
    Organizations: Apart from small, secret cults, there are no large organizations dedicated to those who follow the Lords of the Nine. However, organizations that appear to be a dedicated, righteous association may be, in truth, a front for a group of disciples of the nine.

    NPC Reaction
    Depending on the circumstance in which an NPC sees a disciple of the nine, their reaction would differ. In full devil attire, during a sacrifice, or during battle, an NPC would most likely immediately associate the disciple of the nine with evil, pure and simple. However, in disguise or when displaying his devilish attributes as angelic ones, NPCs would likely have a much different and favorable reaction.

    DISCIPLES OF THE NINE IN THE GAME
    Disciples of the nine can be placed into the game primarily as a damage dealer (and in some cases a healer), either as an enemy or a friend. Due to their dual nature they can cast both healing and inflict spells, which allows them to fit many roles.
    Adaptation: A good way to adapt the disciple of the nine to most settings is through use of the Hide True Nature feat (described below) which can also be introduced as a class ability (DM discretion) if necessary. Additionally, the source of power for a disciple of the nine can be altered based on the campaign setting (some other nefarious source instead of devils).
    Encounters: Disciples of the nine can be easily adapted to fit many roles, ranging from taking the part of a humble priest to a iniquitous warlord. Because of this a disciple of the nine can be an opponent or ally, but an ally only under a ruse of some sort.


    NEW FEAT

    Hide True Nature
    While you are well aware that you serve the greater good, others tend to get a bit put off by your appearance. Thus, you've managed to gain some control over your fiendish appearance so as to avoid negative attention when necessary.
    Prerequisites: Body of the Baatezu class feature, Charisma 15.
    Benefit: As a standard action, you may hide the devilish attributes you have gained. All physical manifestations of your Body of the Baatezu ability cease immediately, also removing any benefit you gained from having them. You need not hide all attributes, but each time you change which attributes are shown, a standard action is required.

    Alternatively, instead of hiding them, you may alter the modifications to your body to instead resemble angelic qualities. Horns become a glowing halo, devilish claws become eagle-like talons, scaly skin becomes a glowing sheen of gold, and wings become feathered instead of demonic. This also requires a standard action; while your features are disguised in this way, they still function fully, but anyone who sees you may make a Sense Motive check opposed by your Bluff or Disguise check to see through your disguise. If they succeed, your true nature immediately becomes apparent, and you may not hide it again for 24 hours.

    Opposed Class: Supplicant of the Seven
    Last edited by Vaynor; 2014-09-05 at 05:26 PM.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

  • - Top - End - #19
    Barbarian in the Playground
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    Default Re: PrC Contest XVII: Mono e Mono

    SUPPLICANT OF THE SEVEN



    No, you three evacuate the town. I'll hold the fiends' advance if it costs me my life.

    Since the early days of creation, the Celestial Hebdomad has reigned in the Seven Mounting Heavens, and furthered the causes of righteousness and virtue throughout the multiverse. They are the epitome of justice tempered with mercy, and the Seven Heavens are a testament to the splendor that such a moral code can create.

    Supplicants of the seven are pure, upright individuals who seek to see mercy and justice prevail in the world, and to that end have devoted themselves to the Celestial Hebdomad. They venerate the Seven and seek to represent them to the Material plane and beyond. They do not place the Hebdomad in the place of the deities, but in their proper place, in between man and gods, and this channel grants greater access to the powers of the divine. They train to combat evil in its many forms, and slowly grow closer and closer to the archons, the servants of the seven.

    BECOMING A SUPPLICANT OF THE SEVEN
    An original divine connection is required for a potential supplicant to further enhance and empower. Additionally, supplicants almost universally have some martial prowess, so as to better fight evil (particularly fiends) where they find it. However, a potential supplicant who has already pledged herself to the Hebdomad finds it easier to channel the essence of the Seven.

    ENTRY REQUIREMENTS
    BAB: +5
    Skills: Diplomacy 4 ranks, Knowledge (religion) 8 ranks, Knowledge (the planes) 4 ranks
    Spellcasting: Able to cast 1st level divine spells
    Special: If you have the feat Servant of the Heavens, you may ignore one requirement.

    Class Skills
    The supplicant of the seven's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d8

    {table="head"]Level|BAB|Fort|Ref|Will|Special |
    Spellcasting

    1st|+1|+2|+2|+2|Aura of good, blessing of the archons (magic circle against evil, electricity resistance)|
    +1 level of existing divine spellcasting class

    2nd|+2|+3|+3|+3|Barachiel's blade|
    +1 level of existing divine spellcasting class

    3rd|+3|+3|+3|+3|Bonus domain, Domiel's ward|
    --

    4th|+4|+4|+4|+4|Blessing of the archons (immune to petrification, tongues)|
    +1 level of existing divine spellcasting class

    5th|+5|+4|+4|+4|Erathaol's sight|
    +1 level of existing divine spellcasting class

    6th|+6|+5|+5|+5|Bonus domain, Pistis Sophia's peace|
    --

    7th|+7|+5|+5|+5|Blessing of the archons (aura of menace, wings)|
    +1 level of existing divine spellcasting class

    8th|+8|+6|+6|+6|Raziel's wrath|
    +1 level of existing divine spellcasting class

    9th|+9|+6|+6|+6|Bonus domain, Sealtiel's shield|
    --

    10th|+10|+7|+7|+7|Zaphkiel's gift|
    +1 level of existing divine spellcasting class
    [/table]

    Weapon Proficiencies: A supplicant of the seven gains proficiency with all simple and martial weapons.

    Spellcasting: At every level except 3rd, 6th, and 9th, a supplicant of the seven gains new spells known and per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds her spellcasting levels of supplicant of the seven to her levels in whatever other divine spellcasting class she has, then determines spells and caster level accordingly.

    If she had more than one divine spellcasting class before she became a supplicant, she must decide to which class she adds each spellcasting level of supplicant of the seven for the purpose of determining spells.

    Supplicants of the seven are frequently paladins, and find their divine power to be enhanced the closer they draw to the Hebdomad. Every level of spellcasting granted by this class that is added to paladin spellcasting adds a full caster level to the paladin class (instead of one-half, as is normal for paladin levels), and stacks with the supplicant's paladin levels for her Smite Evil, Lay on Hands, and Special Mount abilities.

    Blessing of the Archons: A supplicant of the seven's connection with the ruling council of the Seven Heavens slowly begins to change her to be more similar to the Hebdomad's archon servants. At 1st level, she gains a permanent magic circle against evil effect surrounding her as a supernatural ability, with an effective caster level equal to her hit dice. She also gains electricity resistance equal to 3 times her class level.

    At 4th level, she may speak with any creature that has a language, as a permanent tongues effect. This is a supernatural ability. She also becomes immune to petrification.

    At 7th level, she gains an archon's Aura of Menace. Any opponent who gets within a 20 foot radius of the supplicant must make a DC 10 + class level + Charisma modifier Will save. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the supplicant. A creature that has resisted or broken the effect cannot be affected again by the same supplicant’s aura for 24 hours. She also grows angelic white wings, allowing her to fly at twice her base land speed, with good maneuverability.

    Barachiel's Blade (Su): At 2nd level, the supplicant learns to channel the Messenger's legendary command of lightning. As a swift action, she may charge a metal melee weapon to deal +1d6 electricity damage on its next successful attack roll, as long as it is made within one round. She may also use a melee weapon to channel a bolt of lightning at an opponent within 30 feet, dealing 1d6/class level electricity damage on a successful ranged touch attack. Using Barachiel's Blade in this manner requires a standard action. At level 4, and every even level thereafter, the supplicant of the seven may use Barachiel's Blade to attack an additional target. When used as a ranged attack, Barachiel's Blade may target an additional opponent within 10 feet of the previous target. To successfully attack the new target, a separate ranged touch attack roll must be made, and the attack deals 1/2 damage it dealt to the first target.

    Domiel's Ward (Su): At 3rd level, the supplicant shares in the Mercy-Bringer's sacrosanct nature, and becomes resistant to unnatural death. She is immune to negative energy damage, and may add her Charisma bonus (if any) to any saves against death spells, magical death effects, energy drain, and any other effects a death ward spell would defend against.

    Bonus Domain: At 3rd level, the supplicant's greater connection to the Hebdomad grants her a closer connection to the source of her divine power. She gains a bonus domain from the following list: Celestial, Glory, Herald, Protection, Good, Law, Purification, and Healing. She may prepare the domain's spells as normal for bonus domains, and gains the domain's powers; however, unlike a normal bonus domain, the domain's powers are based on her character level instead of her cleric level. At levels 6 and 9, the supplicant of the seven gains an additional bonus domain, and gains the ability to cast an additional domain spell of the highest level available to her once per day. When casting these additional domain spells, the slots may be used spontaneously and do not require preparation. Spells may be selected from any domain available to the supplicant of the seven.

    Erathaol's Sight (Su): At 5th level, the supplicant's connection to the Seer grants her greater perceptive abilities. She gains low-light vision and darkvision with a range of 60 feet. If the supplicant of the seven already possesses low-light vision or darkvision, their effectiveness is doubled. Additionally, strongly aligned auras become visible to her as the spell arcane sight, but instead detect alignments as the spells detect chaos/evil/good/law.

    Pistis Sophia's Peace (Su): At 6th level, the supplicant gains a partial measure of the Ascetic's perfection. She gains immunity to poison and disease, resistance 10 against acid, cold, electricity and fire, and DR 5/magic.

    Raziel's Wrath (Su): At 8th level, the supplicant can channel the Crusader's wrath against evil doers, particularly fiends and those like them. She adds her Charisma bonus (if any) to melee damage rolls against all evil creatures, or double her Charisma bonus against evil outsiders. Due to their strong connections to the baatezu, Disciples of the Nine are subject to bonus damage as though they were evil outsiders.

    Sealtiel's Shield (Su): At ninth level, the supplicant's connection to the Defender grants her protection against those who would do her harm. Her damage reduction improves to DR 10/evil, and she gains spell resistance equal to 10 + character level. If the supplicant of the seven already possesses spell resistance her spell resistance improves by +4.

    Zaphkiel's Gift: At tenth level, the Supplicant gains a connection to the leader of the Celestial Hebdomad, the Watcher, and her archonic transformation becomes complete. She becomes an Outsider with the Archon subtype. This grants a +2 racial bonus to her Aura of Menace save DC, immunity to electricity damage, and an Archon's teleport ability, giving her the power to use Greater Teleport on herself and no more than 50 pounds of objects at will, as a supernatural ability. She is considered native to the Seven Mounting Heavens of Celestia, and gains the Extraplanar subtype whenever on any other plane.

    PLAYING A SUPPLICANT OF THE SEVEN
    Supplicants of the seven are devoted to justice, and to mercy above that. They are natural leaders and adjucators, and frequently find themselves hoisted in positions of authority by those who respect them and what they represent.
    Combat: Supplicants of the seven do not relish combat, but are more than willing to charge headlong into the fray when the cause is just. They can attack with both sword and spell, and their variety of defenses can make them difficult for an opponent to wound; this frequently leads to supplicants being in the middle of the fray, where they can best attack their opponents and defend their allies.
    Advancement: The largest two categories of supplicants would be those whose divine casting comes from the cleric class, and those whose casting comes from the paladin class. Clerics will find themselves functioning similarly as before, with the focus on spellcasting, though their added defenses and combat prowess improves their already impressive melee capabilities to previously unseen heights. Paladins likewise remain similarly focused on melee combat, with their new defenses making them even more implacable defenders of the innocent.
    Resources: The Hebdomad already has legions of archons to command, so they do not actively seek mortal followers; thus, supplicants of the seven are few and far between, and there is no structured group of supplicants. That said, most churches devoted to good deities are more than willing to take care of a supplicant with whatever resources they are able to spare.

    SUPPLICANTS OF THE SEVEN IN THE WORLD
    "She just had this glow about her... and she helped us even though we had no money! The world could use more of her sort."

    Among much of civilized society, and plenty of uncivilized, supplicants often quickly achieve a position of honor, even if they're only in a given place for a short time. However, their devotion to justice and righting wrongs can lead to persecution by those who have something to hide - often some of those in the highest positions of authority - so it is rare for a supplicant to plant roots in any one location, instead being ready to leave when the atmosphere turns hostile, rather than be forced to harm those whose wrongs don't quite warrant it.

    Daily Life: Supplicants of the seven often spend a great deal of time in the mornings and/or evenings in prayer to their deities, and in meditation on the Hebdomad. Many enjoy reading, particularly religious literature dealing with the Seven Heavens and the Hebdomad.
    Notables: The knight supplicant Sir Chalain brought the supplicants to interplanar fame when he singlehandedly stopped a fiendish invasion of a small port town that was unknowingly positioned above a gateway to hell. Though it cost him his life, such was his valor that the Hebdomad recovered his soul and fashioned him into one of their chief archons.
    Organizations: The Hebdomad already has legions of archons to command, so they do not actively seek mortal followers; thus, supplicants of the seven are few and far between, and there is no structured group of supplicants.

    NPC Reaction
    Good NPCs are usually more than friendly towards supplicants given their reputation and holy purpose. Evil NPCs' reactions are far more varied, whether fear, anger, or even occasionally curiousity. Neutral NPCs, depending on the individual, react the same way they would for any strong moral figure, whether that's gratefulness or apathy.

    SUPPLICANTS OF THE SEVEN IN THE GAME
    Supplicants of the seven still fulfill a similar purpose to other divine classes, though often with a more martial emphasis. They are more likely to function as combatants and buff the party than as defenders and heal, though obviously they are still capable of a myriad of roles.
    Adaptation: It would be very simple to remove the focus on the celestial hebdomad and instead reflavor the supplicants to a more generally celestial class, probably (but not necessarily) with a focus on Archons.
    Encounters: Supplicants can be handled much the same as paladins or even just particularly fiery clerics, though they're perhaps more likely to be lone wanderers, travelling the plane in search of fiendish taint.

    Opposed Class: Disciple of the Nine
    Last edited by DaTedinator; 2010-03-14 at 09:15 PM.
    Thanks to Dashwood for the avatar!

    Check out my Homebrew.

  • - Top - End - #20
    Ogre in the Playground
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    Default Re: PrC Contest XVII: Mono e Mono

    And the winners are... Golden-esque and Xallace with their Seropaenean Exorcist and Avenger!

    -X
    Chris Bennett
    Author of Path of War
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