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

    Default GitP PrC Contest XXXVI: Traditionally Speaking!

    Tradionally Speaking!

    ---

    At the end of it all, we stand united in discipline against the Tides of Chaos

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

    Giant in the Playground PrC Contest XXXVI

    The contest begins with the posting of this thread and will run through midnight of December 4th.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of December 14th.

    Rules

    1) You will be creating an 'original' prestige class. The theme is a bit esoteric this time; the theme is the Lawful alignment. Order, law, discipline, and all that implies. An order of monks who practice martial arts unseen by the uninitiated, leximancers who's mastery of the magic of Order is enough to make chaos bringers quake with fear, an order of knights who's oathes are so iron clad that the power of these words grants them supernatural abilities, and warriors who seek out the forces of chaos whereever they may lie to root them out with steel and fire. Sky's the limit here (feel free to use any of the above) and anything that is official Wizards of the Coast or Paizo Pathfinder material is allowed for source material. Homebrew material as a base is allowed by permission (just ask).

    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 or Pathfinder (please specify), 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. Additionally, do not post your work outside of the contest until such a time as the voting for the contest has been posted. 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 and Lead Developer of Path of War
    Freelancer

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

    My extended homebrew signature!

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

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    PRESTIGE CLASS NAME



    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

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

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

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

    Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/table]

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

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

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

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

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

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

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


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

    Spoiler
    Show
    [color=maroon][size=5][b]PRESTIGE CLASS NAME [/b][/size][/color]

    [IMG]http://Picture URL[/img]

    [i]Quote of Some Kind by a member of the class! [/i]

    A general description of whatever the class is!

    [size=4][color=maroon]BECOMING A CLASS NAME [/color][/size]
    How you would normally become a member of this prestige class.

    [b]ENTRY REQUIREMENTS[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]

    [b][size=3][color=maroon]Class Skills[/color][/size][/b]
    The Class Name's class skills (and the key ability for each skill) are....
    [b]Skills Points at Each Level: [/b]x + int

    [b]Hit Dice:[/b] dx

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

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

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

    [color=maroon][size=4][b]PLAYING A CLASS NAME[/b][/size][/color]
    Brief description on how to play the class you are designing.
    [b]Combat:[/b] 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.
    [b]Advancement:[/b] This is a section on different options and paths that the class can go down when they advance in power.
    [b]Resources:[/b] What resources might a member of this PrC be able to draw on..

    [size=4][color=maroon][b]CLASS NAME IN THE WORLD[/b][/color][/size]
    [i]A quote of somebody else talking about your class![/i]

    A brief description of how your class is persevered in the world and how he interacts with the world.
    [b]Daily Life:[/b] Some general information about the typical day in the life of your class.
    [b]Notables:[/b] 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).
    [b]Organizations:[/b] Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    [size=4][color=maroon][b]NPC Reaction[/b][/color][/size]
    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.

    [color=maroon][size=4][b]CLASS NAME IN THE GAME[/b][/size][/color]
    This is a good place to provide a quick note on how your class will effect game play statistically.
    [b]Adaptation:[/b] This is a place where you put in detail how people can adapt your class into their campaign setting.
    [b]Encounters:[/b] This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    [size=4][color=maroon][b]Sample Encounter[/b][/color][/size]
    Give an example of how one might encounter a member of this PrC.
    [b]EL x:[/b] Give the encounter level and description of a sample member of this class and a stat block for him/her.


    [size=4]Name[/size]
    alignment/Gender/Race/Levels
    [b]Init[/b] +0, [b]Senses[/b]: Listen +, Spot +,
    [b]Languages[/b]
    ------------------------------------------------
    [b]AC[/b] , touch , flat-footed ()
    [b]hp[/b] ( HD)
    [b]Fort[/b] +, [b]Ref[/b] +, [b]Will[/b] +
    ------------------------------------------------
    [b]Speed[/b] ft. ( squares)
    [b]Melee[/b]
    [b]Base Atk[/b] +, [b]Grp[/b] +
    [b]Atk Options[/b]
    [b]Combat Gear[/b]
    [b]Spells Prepared[/b]
    [b]Supernatural Abilities[/b]
    -----------------------------------------------
    [b]Abilities[/b] Str , Dex , Con , Int , Wis , Cha
    [b]SQ[/b]
    [b]Feats[/b]
    [b]Skills[/b]
    [b]Possessions[/b]
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

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

    My extended homebrew signature!

  3. - Top - End - #3
    Pixie in the Playground
     
    Planetar

    Join Date
    Aug 2012

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Gonna have to withdraw my entry for this contest due to having no time to work on it in the past few weeks. Hopefully I have more time for the next contest.
    Last edited by Zallera; 2012-12-04 at 02:24 PM.

  4. - Top - End - #4
    Ettin in the Playground
     
    Amechra's Avatar

    Join Date
    Dec 2010
    Location
    Where I live.

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    THE PALADIN

    The road to the abyss is made of good intentions.

    No one thinks of themselves as Evil; most just live their days out, trying their best to follow the laws of the land, keeping their heads down.

    But some see the problems with the world; that no-one is good enough. They see that they have to fix this problem, even if they themselves have to go to the Abyss.

    After all, a glorious bastion of good like them has to be an angel, right? And what better place for an angel than in hell, trying to help the devils?

    BECOMING A PALADIN
    First you need to sell your soul to a Devil; now, this might sound like it's an evil act, but really, it was just holding you back. Your sight has been all the clearer since it... left.

    WHAT IS RIGHTEOUS BEHAVIOR?
    Spoiler
    Show
    This class is based upon the premise of "righteous" and "unrighteous" behavior, terms that are not relevant rules-wise outside of this class.

    However, for the purposes of this prestige class, "righteous" behavior is defined as behaving in accordance to the laws of the most relevant governing group, with the exception of any laws that prevent brutality on the part of the lawkeepers. Likewise, "unrighteous" behavior is defined as behavior that is intentionally contrary to the relevant laws. A Paladin is merciful, and will let you get away with minor infractions; after all, too harsh a hand will ruin the beautiful machinery of society.

    For example, a Paladin enters a small village, tasked by his superiors with burning out heretics. As dragging a man kicking and screaming to the town square to be burned before his family and friends as a warning is against the laws of the hamlet, the Paladin would be indulging in unrighteous behavior. However, due to the fact that he is under orders by his supervisors, and specific orders by a direct superior trump general laws, his acts are entirely righteous.

    An interesting note is that murder and violence in the name of society are righteous behavior, even if the society has laws against violence and murder; this is not to say that pacifism and calm discourse are unrighteous, but Paladins certainly have no issue with personally dealing with lawbreakers.

    Additionally, if two opposing groups both have relevant claims towards a given situation (such as if an Orc tribe are defending themselves from a town militia seeking to oust them from their homes), the Paladin simply chooses one set of laws, and holds the other set of laws as unrighteous.

    Don't we all sleep well, knowing we have such virtuous defenders?


    ENTRY REQUIREMENTS
    Alignment: Must be Lawful
    Class Features: Eldritch Blast 3d6
    Special: Must have slain an innocent to "prevent them from knowing suffering later." Must have done so with no remorse, and no regret. There must be sacrifices for the greater good, after all.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

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

    1st|
    +1
    |
    +x
    |
    +x
    |
    +x
    |Splintered Path, Righteous Presence, Fist of Proper Behavior|-|1d8

    2nd|
    +2
    |
    +x
    |
    +x
    |
    +x
    |Touch of Mercy, Zealot's Vigor (Saves)|+1 level of Invocation-using Class|1d8

    3rd|
    +3
    |
    +x
    |
    +x
    |
    +x
    |Chide Wayward Children, Aura of Conviction|+1 level of Invocation-using Class|2d8

    4th|
    +4
    |
    +x
    |
    +x
    |
    +x
    |Majesty of the Law (Mount), Book of the Law|+1 level of Invocation-using Class|2d8

    5th|
    +5
    |
    +x
    |
    +x
    |
    +x
    |Zealot's Cause (AC), Repair Broken Cogs|+1 level of Invocation-using Class|3d8

    6th|
    +6
    |
    +x
    |
    +x
    |
    +x
    |True Condemnation, Excise Tumors from Society|-|3d8

    7th|
    +7
    |
    +x
    |
    +x
    |
    +x
    |Majesty of the Law (Winning Hearts), Long Arm of the Law|+1 level of Invocation-using Class|4d8

    8th|
    +8
    |
    +x
    |
    +x
    |
    +x
    |Zealot's Cause (Health), Laws are Life|+1 level of Invocation-using Class|4d8

    9th|
    +9
    |
    +x
    |
    +x
    |
    +x
    |The Law is Truth|+1 level of Invocation-using Class|5d8

    10th|
    +10
    |
    +x
    |
    +x
    |
    +x
    |Perfect Harmony Forever|+1 level of Invocation-using Class|5d8[/table]

    Weapon Proficiencies: A Paladin gains proficiency in all martial weapons.

    Invocations:
    At each level in this PrC except 1st and 6th, a Paladin increases their caster level and learns new invocations as if they had gained a level in whatever invocation-using class they already have levels in; this does not progress other class features, such as Eldritch Blast or a breath weapon.

    Splintered Path (Ex): A Paladin has thought about good and evil, and has come to the conclusion that he is good, like a wind taking the chaff away from the grains of wheat.

    A Paladin's alignment on the Moral axis automatically changes to Evil upon taking their first level of this class; they consider themselves above normal morality, and see nothing wrong with a little brutality to prove a point.

    In addition, they gain immunity to any effect, short of the direct intervention of a deity, that would alter their alignment. Instead, as long as they pursue righteous behavior, they consider themselves to be Good for the purposes of prerequisites; for all the rules they subject others to, they are the harshest on themselves. After all, others can be fixed with attentive care, and perhaps some... surgery, while the self can only be repaired through harsh work.

    Righteous Presence (Su): A Paladin is a paragon of Righteousness. Notice that the word "Goodness" was not spoken. They are not good. They are right.

    A Paladin has a Aura of equal strength to that of a Cleric of their level; this is always treated as if it were an Aura of Good as long as they do not act in an unrighteous manner, and as an Aura of their alignment otherwise. Paladins are always fastidious in their observance of laws, as they are key to their... self image.

    Fist of Proper Behavior (Sp): Sometimes, you need to punish the unrighteous in a direct manner, in the hope that, when they are dead, their sins will be wiped clean.

    Whenever a Paladin makes a melee attack against a creature that they know to be engaged in Unrighteous behavior, they may choose to forgo the normal damage that they would deal with their attack to instead deal damage equal to their Smite damage plus their caster level.

    If they choose to do this, they receive their Charisma bonus to attack rolls, they may apply any of their eldritch essences or class features that modify their eldritch blast to the attack, and the attack is treated as if it were a Smite Evil attempt.

    A Paladin may treat the dice from this class feature as if they were eldritch blast dice for the purpose of prerequisites, stacking with any eldritch blast dice they already have.

    This class feature counts as Smite Evil for the purpose of prerequisites.

    Touch of Mercy (Sp): Isn't it true that, after weeding out the dissidents, those that are left over need a little repair from the flailing of the ones removed? A Paladin sees this and understands.

    A Paladin of at least 2nd level may, as a Standard action, touch a creature to heal them for an amount of HP equal to the damage from their Fist of Proper Behavior class feature; in addition, they may remove any condition that they could inflict through the use of one of their eldritch essences.

    Alternatively, they can simply use Fist of Proper Behavior as a touch attack now; sometimes, the fallible need reminding.

    This class feature is treated as if it were Lay on Hands for prerequisites and the purposes of any feat or effect that alters or adds an effect to the damage healed by Lay on Hands.

    Zealot's Cause (Su): Some call Paladins mindless zealots. Paladins prefer to think of themselves as people who can do what needs to be done.

    A Paladin of at least 2nd level whose Aura of Righteousness is not displaying their true alignment receives their Charisma bonus to AC, as their actions in accordance to the law brings their bearing closer to the universal ideal; minor scuffs in their armor are buffed out when they wear them, mud seems to be lightly repelled, and the metal takes on a bright, hopeful sheen.

    A Paladin of at least 5th level who is benefiting from a bonus to AC from this ability also gains their Charisma bonus to all saves, as their flawless obsessions shield them from harm.

    A Paladin of at least 8th level that is benefiting from the bonus to AC from this class feature is immune to all sources of penalties, ability damage, and ability burn to their Charisma score and Charisma-based skill checks; a Paladin is always a strong, righteous figure, beautiful to behold.
    Chide Wayward Children (Su): One can hardly expect a person to cleave to laws that they don't know, can they? However, once taught, ignorance is no excuse.

    A Paladin of at least 3rd level may modify any of their spell-like abilities so that, in addition to the normal effects of the spell-like ability, they may also force the creature to roll a Will save against a DC of 10+Class Level+the Paladin's Charisma modifier, or have them become Aware.

    An Aware creature is treated as if they were wearing a Phylactery of Faithfulness at all moments for the remainder of their lives; they are allowed a Will save each day at dawn to remove this effect.

    This, of course, removes any excuse of ignorance on the part of those so blessed. In addition, any Aware creature that performs Unrighteous behavior is marked in a way unique to the Paladin that placed this effect on them; perhaps their eyes seem to not have pupils, or their hair turns a vibrant, bright green.

    Finally, once a creature has become Aware, their record is washed clean; they are no longer treated as if they were Unrighteous, until they perform an Unrighteous act.

    This is a Mind-Affecting ability.

    Aura of Conviction (Su): A Paladin cannot be the only one who stands up for a righteous lifestyle! Indeed, that would be most unfortunate...

    A Paladin of at least 3rd level constantly produces an aura that grants a morale bonus equal to their Charisma modifier to all Charisma based skill checks and to all Craft, Knowledge, and Profession skill checks, as long as those checks are performed as part of the pursuit of Righteous behavior.

    However, if a creature performs Unrighteous behavior within the radius of the Aura, the Paladin may make an attack of opportunity against them, which deals damage as with a Fist of Proper Behavior attack, regardless of whether or not the Paladin threatens that creature. Every creature within the aura is aware that they will be struck if they so much as walk a hair off the proper path.

    Majesty of the Law (Su): A Paladin cannot look like some bedraggled vagrant; they are the face of the law, and the law is beauty.

    A Paladin of at least 4th level shares all benefits of their Zealot's Cause class feature with any creature that they are currently riding, the beast's pelt and accoutrements cleaning themselves, becoming bright and beautiful.

    A Paladin of at least 7th level has become the beautiful face of the law; they gain a gaze attack that forces creatures to make a Will save against their Chide the Wayward Children class feature.

    In addition, the attitude of any Aware creature towards the Paladin or any other creature that makes or regulates laws start at Friendly, and improve by 1 step otherwise.

    Finally, any Aware creature treats any direct order by the Paladin as if it were a relevant law for the purpose of whether or not they are performing Righteous or Unrighteous behavior. A Paladin needs to take a Standard action to issue an order in combat, as they must place the full weight of their authority behind the words.

    Book of the Law (Su): A Paladin cannot enforce the law if they aren't aware of it, can they?

    A Paladin of at least 4th level automatically becomes Aware, if they weren't already. In addition, they may use Detect Evil at will as a Spell-Like ability; however, in their obsession for the observation of law, they see any creature that has performed Unrighteous behavior as Evil.

    How the Paladin responds to this is entirely based off of their personalities; some simply try to redeem the wayward children, while others see them as worthy of nothing more than death.

    Repair Broken Cogs (Su): It's a pity how some creatures simply go astray; a Paladin knows that, in their utter wisdom, sometimes creatures need to be... fixed.

    A Paladin of at least 5th level may, as part of a ritual that takes 24 hours, Fix a willing Aware creature. Once they have done so, that creature no longer receives Will Save to end their Awareness.

    Additionally, that creature treats any charm or compulsion effect that attempts to make them perform Unrighteous behavior as if it were a suicidal order, and they must perform a Will save against the DC of the Paladin's Chide the Wayward Child class feature to even perform any Unrighteous action.

    Finally, that creature's alignment shifts one step towards Lawful.

    True Condemnation (Su): Sometimes, it isn't enough to simply chastise a creature; examples must be made, after all.

    A Paladin of at least 6th level, whenever they would be able to apply their Chide the Wayward Child class feature, may instead choose to simply Condemn them.

    This causes the creature to make a Fortitude save against the same DC as their Chide the Wayward Child class feature; upon failing this save, they die from their lawbreaking ways, as they simply burst out of their skin in patterns of blood which serve to tell anyone who can read the precise patterns precisely which laws that the lawbreaker broke.

    This is a Death effect.

    Excise Tumors from Society (Su): A Paladin cannot work alone; this is a fundamental fact. Everyone must pitch in to aid in their crusade!

    A Paladin of at least 6th level may use Aid Another as an Immediate action; in addition, the next attack made by a creature that the Paladin performs an Aid Another for is augmented by either Chide the Wayward Child or True Condemnation, whichever would be more relevant.

    Long Arm of the Law (Su): It is simply amazing how many think that they can escape the reach of the law. It is a fool's gambit. The law is everywhere.

    A Paladin of at least 7th level that makes an attack of opportunity due to Aura of Conviction does not use up an attack of opportunity from their allotment that round; it would be ridiculous if punishment was curbed by something so pitiful.

    In addition, the Paladin may forgo performing an attack of opportunity to instead Silenced, as per the spell, for 1 round per caster level of the Paladin, as their traitorous words simply stop at their lips, thus preventing their heresy from spreading.

    Laws are Life (Su): It is true that laws are far more important in this world than such pitiful requirements such as food and sleep. The Paladin, in their mercy, extends such benefits to all that choose to see the true path.

    A Paladin of at least 8th level does not need to eat, sleep, or drink; the benefits of this do not apply on any day in which they perform an unrighteous act. This benefit (and restriction) also extends to any creature Fixed by the Paladin, or that is Aware and within the Paladin's Aura of Conviction.

    Laws are Truth (Su): Why do creatures choose to break laws? It must be madness; therefor it is.

    A Paladin of 9th level's ability to guide the wayward improves.

    The Paladin may apply Chide the Wayward Child to their Aura, affecting any non-Awakened creature that tries to enter. They must make this save once every 24 hours that they spend inside the aura.

    In addition, the Paladin's Chide the Wayward Child and True Condemnation class features now ignore any immunity to Mind-Affecting and Death effects that a creature may have; not even the dead escape the law.

    Perfect Harmony Forever (Su): In a Paladin's ideal world, the trains run on time, and they themselves are unneeded.

    Any creature that fails 2 consecutive saves against a Paladin's Chide the Wayward Child class feature automatically becomes Fixed, as per the Paladin's Repair Broken Cogs class feature. They need to succeed on 2 consecutive saves to lose their Awareness.

    In addition, any organization where at least half of it's members are Aware is treated as if all of it's members were within the Paladin's Aura of Conviction; any creature that joins the organization is treated as if they just entered the Paladin's Aura.

    Finally, a creature's Awareness is practically contagious; any creature that comes in contact with an item created through a Craft check augmented by the Paladin's Aura of Conviction, or that gains money through a Profession check augmented by the Paladin's Aura, must make a Will save against the Paladin's Chide the Wayward Child class feature. They are only forced to make this save once per day per object.

    PLAYING A PALADIN
    You are a scythe through a field of the law-breaking. It is rather pathetic, the level of resistance that they give.
    Combat: A Paladin at first fights like any Warlock, augmenting their attacks with Chide the Wayward Child. After all, striking a law-keeper is against the law, most of the time. Later, they may simply strike down a creature that disobeys the law, or even a direct order...
    Advancement: A Paladin may follow any path after they finish their pursuit of the law; there is no real amount of restriction towards how they will advance after they reach their apotheosis.
    Resources: A Paladin will be supported by whatever organization that they are a part of; they will especially be aided by the Devils that took their pact, as are they not the most righteous of creatures? They break no laws, and the Paladin is indebted to them.

    PALADINS IN THE WORLD
    I can't say nothing bad about him; that's against the law.

    Paladins are seen as terrors by criminals, blessed guardians by law-abiding citizens that have never met one, terrors by law-abiding citizens who have met them, and as wonderful friends by those who have been... repaired by a Paladin.
    Daily Life: A Paladin will follow the schedule for their organization for all of their lives, until the organization either falls or they draw their final breaths.
    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: A Paladin is part of any organization that will take them; there are even orders made purely of Paladins, which make their own laws...

    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
    Last edited by Amechra; 2012-11-11 at 05:52 PM.
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    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  5. - Top - End - #5
    Bugbear in the Playground
     
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    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Designer's comment:
    Spoiler
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    Yes, I know this is better than basically every published monk prestige class. However, in my defense, I refer you to the fact that monks are awful, and monk prcs other than the casters are nearly as bad. So hopefully this brings them up to respectability.

    Plus, it should be fun. >:D


    CLOCKWORK CENOBITE

    Image!

    I have achieved Nirvana in flesh.

    Deep in the heart of Mechanus lies the Order of the Gear. The monastery is a perfectly circular tower, and the rooms within are concentric rings, with metallic walls laid out at geometrically regular intervals. Each room has exactly the same area, and though the dimensions vary, they do so in a clear progression which is both exact and aesthetic.

    In the central courtyard train the Clockwork Cenobites (or Metal Monks, as some like to call them), a sect of militant meditants who have achieved the understanding that the vagaries of flesh can never truly represent the perfection of self that others of the same persuasion seek. No, to achieve true order and enlightenment, flesh must be replaced with the rigidity and constancy of metal.

    Through training, meditation, and strictly-adhered-to ritual, initiates to the Order are taught to transform the outer layers of their skin into protective metal, fashioned after the perfection of Nirvana, and then (when their training is complete) to unleash their will upon the world, infusing rigid order into chaotic situations.

    BECOMING A CLOCKWORK CENOBITE
    To become a clockwork cenobite, a character must have training in unarmed combat, and must have the correct mindset to enter as an initiate. While non-monks can enter the class, only characters with training and background in the search for personal and physical enlightenment will unlock the full benefit of becoming a clockwork cenobite.

    ENTRY REQUIREMENTS
    Alignment: Lawful Neutral
    Skills: Concentration 8 ranks
    Feats: Improved Unarmed Strike, Stunning Fist
    Special: Must undergo the Rite of Gears, supervised by a Clockwork Cenobite of at least 3rd level.

    Rite of Gears
    This extremely formalized ritual must be undertaken upon acquiring enough experience (and meeting the prerequisites) to take the first level in Clockwork Cenobite. It involves several days of fasting and meditation and 1000 gp in specially-prepared mineral oils. At the end of the Rite, the initiate enters the prestige class, growing the Mechanus Skin for the first time.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1st|+1|+2|+2|+2|Clockwork Style, Mechanus Skin
    2nd|+2|+3|+3|+3|Infinite Gyre, Refined Musculature +2
    3rd|+3|+3|+3|+3|Inevitable Strike, Initiation
    4th|+4|+3|+3|+3|Mechanus Motion, Synchronicity
    5th|+5|+4|+4|+4|Refined Musculature +4, Ordered Flight
    6th|+6|+4|+4|+4|Great Gear of Nirvana
    7th|+7|+5|+5|+5|Improved Inevitable Strike
    8th|+8|+5|+5|+5|Refined Musculature +6, Immutability
    9th|+9|+6|+6|+6|Greater synchronicity
    10th|+10|+6|+6|+6|Perfection[/table]

    Weapon and Armor Proficiencies: A clockwork cenobite is proficient with unarmed strikes, monk weapons, and natural weapons, and with Mechanus Gear Armor.

    Clockwork Style: The Order of the Gear teaches enlightenment through absolute perfection, achieved via meditation, transformation, and physical prowess. A clockwork cenobite's class levels stack with his monk levels for the purpose of determining his unarmed damage, bonus to Armor Class, unarmored speed bonus, slow fall distance, and uses of the Stunning Fist feat. His class levels do not apply to other monk abilities such as flurry of blows, etc. If he does not have any actual levels in monk (effective levels gained from feats or items don't count), then he gains no benefit from this ability.

    Mechanus Skin (Ex): Upon undergoing the Rite of Gears, a clockwork cenobite learns to alter his body towards physical enlightenment, to become more than he was. He gains the ability to grow an array of cogs, gears, plates, and other metal parts on top of his skin, forming a suit of Mechanus Gear armor (Planar Handbook, pg 69-70). The suit requires 8 hours to grow, but this process can take place at night while the clockwork cenobite is sleeping. The cenobite can sleep in his Mechanus Skin without penalty.

    While wearing his Mechanus Skin, the clockwork cenobite counts as unarmored for the purposes of his monk abilities (if any). While the armor reduces his base speed as normal, the cenobite's unarmored speed bonus is applied after the reduction (so a human monk 5/clockwork cenobite 4 would have a speed of 15 + 30 = 45 feet).

    The clockwork cenobite cannot take off his Mechanus Skin, but can choose to shed it. Doing this requires 10 minutes of concentration and results in sloughing off a pile of cogs, gears, and scrap metal that crumbles to dust if handled. The mechanus skin can be enchanted just as other armor can, using the Craft Magic Arms and Armor feat. The clockwork cenobite must be present for the entire time it takes to enchant the Skin, and each time he sheds and regrows it, the Skin is identically enchanted. In addition, spells and infusions that normally target armor, such as magic vestment, can be cast with the Mechanus Skin as the target, just as for any other suit of armor.

    Finally, a clockwork cenobite learns to use his Mechanus Skin to improve his unarmed strikes. Any unarmed strikes he makes while wearing his Mechanus Skin ignore damage reduction and hardness as if made of adamantine. In addition, if the clockwork cenobite has the Ki Strike (Magic) ability, he can enchant the Mechanus Skin as a weapon, just like as armor (or affect it with infusions and spells intended for weapons). In this case, any enhancement bonus or weapon properties apply to any unarmed strikes he makes while wearing the Mechanus Skin.

    Infinite Gyre (Ex): Starting at 2nd level, a clockwork cenobite learns to move with the endless rotation of the Gears of Mechanus, which tends to cause disorientation in his opponentes. Whenever a creature misses the clockwork cenobite with an attack, that creature suffers a cumulative -1 penalty to all attack rolls until the end of the encounter. In any round where the creature does not attack the clockwork cenobite, the penalty is reduced by 1 (to a minimum of no penalty).

    Refined Musculature (Ex): Beginning at 2nd level, the a clockwork cenobite integrates his Mechanus Skin more closely with the underlying muscles and joints. He increases the max Dex bonus by +2 and reduces the armor check penalty of his Mechanus Skin by +3, increasing by +2 and +3 respectively every 3 levels after.

    In addition, if he has the Purity of Body class feature, the clockwork cenobite gains a 25% chance to negate critical hits and precision damage while wearing his Mechanus Skin. This chance increases by 25% every 3 levels, to a maximum of 75% at 8th level.

    Inevitable Strike (Ex): At 3rd level, a clockwork cenobite achieves the next level in his training, learning to attack like an inexorable force of order, an unstoppable Inevitable. When making an unarmed strike, the clockwork cenobite can spend a daily use of Stunning Fist as a free action to make an inevitable strike. He must choose to use this ability before making his attack roll. If the attack misses, as long as the attack roll was higher than a natural 1, the target of the inevitable strike takes damage equal to the clockwork cenobite's base unarmed strike damage (not including Strength or any other damage bonuses). If the attack hits, he instead deals maximum damage. This ability can be used a maximum of once per round.

    Initiation: Upon achieving 3rd level, a clockwork cenobite is considered versed enough in the Order's lore to assist new initiates in the Rite of Gears.

    Mechanus Motion (Ex): Beginning at 4th level, a clockwork cenobite moves with the same regularity and immovable purpose as the gears of Mechanus, and no one else will change that without extreme effort. Whenever an effect (other than a teleportation effect) moves the cenobite against his will, reduce the distance he is moved by 10 feet + his slow fall distance (if any).

    Synchronicity (Ex): A clockwork cenobite of 4th level or higher has begun to understand that every event in the Multiverse has been planned and predetermined. By predicting the inexorable progression of events, the clockwork cenobite can place himself in the best possible position. A number of times per day equal to his Wisdom modifier, the clockwork cenobite can spend an immediate action be in the right place at the right time, intercepting an attack, targeted spell, or similar effect which was intended for an ally adjacent to him. The attack or effect targets him instead, and if an attack roll is required, it must beat his AC as normal. If the clockwork cenobite has the Slow Fall ability, he may intercept any attack within his Slow Fall distance, without moving from his position.

    Ordered Flight (Su): Upon reaching 5th level, a clockwork cenobite gains an intuitive understanding that true motion occurs in all three dimensions; such is the natural order of the Universe, and to oppose it is incomprehensible. He gains a flight speed equal to his unarmored speed bonus, with good maneuverability. If he has the Slow Fall ability, the clockwork cenobite's maneuverability improves to perfect whenever he is within his slow fall distance of a surface (a wall, the ground, etc.). This speed is not reduced by the Mechanus Skin, though fly speeds or other movement modes gained through other ways might be.

    Great Gear of Nirvana (Su): At 6th level, whenever he makes a successful unarmed strike attack, a clockwork cenobite may spend a use of Stunning Fist as an immediate action to conjure an enormous gear from Mechanus, which binds the struck opponent. The opponent must make a Reflex save (DC equal to Stunning Fist save DC) or be grappled by the gear for a number of rounds equal to the clockwork cenobite's Wisdom modifier. Each round, a grappled character can attempt to escape the grapple as a standard action with an Escape Artist check at the same DC. The gear may also be destroyed, freeing the individual inside. It has an AC of 10, hardness 20, and 100 hit points.

    Unlike a normal grapple, neither the gear nor the bound opponent need make grapple checks. A bound creature can move up to half their speed with a move action by making a Strength check at the same DC.

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    Improved Inevitable Strike (Ex): Beginning at 7th level, whenever a clockwork cenobite uses his Inevitable Strike ability, he may instead spend two uses of Stunning Fist to do normal damage on a missed attack (as long as the attack roll was not a natural 1) or double maximum damage on a successful attack.

    Immutability (Ex): A clockwork cenobite of 8th level or higher achieves a form of magical enlightenment, in understanding that most magical effects are anathemic to the natural, perfect order of the Universe, and thus ignorable. The clockwork cenobite gains spell resistance equal to 10 + character level + Wisdom modifier, which he can raise or lower as a free action.

    Greater Synchronicity (Ex): Beginning at 9th level, a clockwork cenobite has become one with the machinery of existence, moving exactly as he has been predestined to move. The clockwork cenobite can enforce adherence to this gracefully-choreographed dance of fate and perfection. As an immediate action, the clockwork cenobite can spend two uses of his Synchronicity ability to change the target of an attack, spell, or similar effect. An effect which originally targets an ally can be redirected at any valid ally within range of the effect, while an effect which originally targets an enemy can be redirected at any enemy within range of the effect. The new target is allowed a Will save, if it wishes, at a DC of 10 + 1/2 character level + Wisdom modifier; on a successful save, the effect continues to target the originally intended subject.

    The clockwork cenobite must be aware of an attack, spell, or similar effect to use this ability, and it must occur within a distance of 10 feet times the cenobite's Wisdom modifier.

    Perfection: Upon reaching 10th level, a clockwork cenobite completes his transformation, becoming the most perfect possible version of himself. He is a paragon of the Order, and gains a morale bonus to Charisma-based skill checks equal to his Wisdom modifier when used against other clockwork cenobites. His type changes to Construct, with the Living Construct subtype. He also becomes immune to critical hits, precision damage, and mind-affecting spells and effects.

    In addition, you can enter a state where no event, no creature or god, can mar your perfect self. While in this state, your body ignores all harmful (and helpful) effects for 1 round, during which time you are invulnerable to all attacks, spells, powers, and similar effects. You can use this ability a number of times per day equal to your Wisdom modifier, as a swift action.

    PLAYING A CLOCKWORK CENOBITE
    A clockwork cenobite is a mithril monk, an adamantine adept, a titanium ninja. He recalls the inevitables and other enlightened beings of Mechanus, seeking to achieve physical, mental, and magical enlightenment. Training alone or with others of the Order, he refines his mental, physical, and spiritual essence until he has reached Nirvana in all ways.
    Combat: As this class is built off of a monk base, it is primarily a melee combatant. It should have significantly more potent offensive and defensive capabilities compared to a standard monk, due to increased base attack bonus, several class features using Stunning Fist, and of course the Mechanus Skin. At high level, it also gains spell resistance and a number of immunities.
    Advancement: This class pairs well with monk and unarmed swordsage, and with other classes and abilities which improved unarmed fighting.
    Resources: Clockwork cenobites can sometimes inspire others by leading through example, but can also have problems with folks who find their single-minded dedication to personal perfection to be overly narrow.

    CLOCKWORK CENOBITE IN THE WORLD
    I just don't understand... I thought it was some sort of golem, at first, but it moved so fast! It punched that dragon right in the nose, somehow avoided the fiery breath, flew into the air, and then there was this enormous gear, right around the dragon's midsection! I think I need to quit drinking before noon...

    A clockwork cenobite does not seek to push others toward enlightenment -- he understands that most creatures do not possess the capacity for perfection that he does. His expectations are more internal and introspective. A cenobite will often be amused by (and sometimes condescending toward) others who do not understand their own inconstancy and imperfections. He stands as a gleaming example of what is possible, though most choose to set less lofty personal goals.
    Daily Life: A clockwork cenobite's day begins with meditation and exercise, whether or not he is adventuring. He spends time polishing and maintaining his Mechanus Skin, and works through his rigorous training routine. Then, if he is in residence at the Order, he may take some time to instruct initiates and evaluate hopefuls. More meditation, along with individual and group training, follows. In contrast, an adventuring clockwork cenobite meditates on the road, and practices his clockwork style upon the bodies of his enemies.
    Notables: The founder of the Order of the Gear is a being known only as Axiom, whom it is said resides deep within the gear upon which the monastery is built, in a state of perpetual meditation. Legend tells that Axiom was once a human man, but in discovering and mastering the Rite of Gears, he became something much, much more.
    The current head of the Order is Ellera Song, originally an elf maiden who forsook her people's independent and chaotic ways to achieve a unity of being unparalleled in the current generations of the Order.
    Organizations: The Order of the Gear is the foremost organization of clockwork cenobites. There is at least one chapter house of the Order on most planes, though they tend to be stashed away in remote places away from prying eyes and minds. Each is architecturally styled to match the original cylindrical monastery, and built on a gear-shaped platform of metal.
    At a chapter house, a prospective can begin training in the techniques of physical enlightenment, and be evaluated for promise and dedication. The very best are sent directly to Mechanus to be taught by the foremost members of the Order.

    NPC Reaction
    Well, y'see, there's this metal man who comes round ever' now 'n 'gain. Puts th' hurtin' on any folk what wants ter break th' law, real graceful-like. At first I thought 'e were just wearin' armor, but 'e don't move like a knight... Never seen 'is like afore, nor heard stories. Not sure what 'e is, ter be right honest. But 'e always asks permission o' the Mayor, so 'e can't be all bad, and it ain't like we never seen stranger. Maybe some kind o' golem sheriff...? 'E's real polite, too.

    CLOCKWORK CENOBITE IN THE GAME
    The clockwork cenobite is that rarest of commodities, an effective monk tank. It's primarily a melee character, with greatly enhanced offensive and defensive capabilities compared to the standard monk.
    Adaptation: In one campaign, the Order of the Gear could be a group of magical experiments created by infecting elite soldiers with golem-parasites which slowly take over their biological systems. In another, the Order could instead be associated with dryads, growing wooden armor and eventually becoming living plant-people. In a sci-fi setting, the clockwork cenobite can easily be refluffed as a crew of cyborg or genetically-engineered martial artists whose outer skin and flesh have been replaced with robotics or some sort of carapace, respectively.
    Encounters: An NPC Clockwork Cenobite would likely belong to the local chapter house of the Order, as an initiate or full member. Alternatively, one could be traveling, to carry out a mission furthering the Order's interests as determined on Mechanus.

    Sample Encounter
    EL 12: Soria Gendry was raised at the Order of the Gear on Mechanus. She has spent her entire life training with the higher echelons of the Order, and is a shining (or, more appropriately, gleaming) example of their teachings. Soria is now a trusted agent and enforcer of the Order, and is sent on missions, particularly to aid chapter houses throughout the planes which are having difficulties.

    The party encounters Soria as she examines the spoor of a medley of slaadi which recently ransacked the nearby Order chapter house. She's attempting to track the slaadi and mete out justice. She's willing to hire the party to aid her, since she's not much of a tracker.


    Soria Gendry
    Female LN Axani Martial Monk 6/Clockwork Cenobite 5
    Init +8, Senses Listen +12, Spot +12, Low-light vision
    Languages Common
    ------------------------------------------------
    AC 31 (+3 Dex +4 Wis +2 monk +12 armor), touch 23, flat-footed 28
    hp 86 (11d8+33 HD)
    Fort +12, Ref +12, Will +13
    ------------------------------------------------
    Speed 45 ft. (9 squares), fly 30 feet (good/perfect)
    Melee Unarmed strike +14/+9 melee (2d10+5,20/x2)
    Base Atk +9, Grp +13
    Atk Options Snap kick, decisive strike, inevitable strike, stunning fist
    Combat Gear Monk's belt
    -----------------------------------------------
    Abilities Str 18, Dex 16, Con 16, Int 10, Wis 18, Cha 8
    SQ Evasion, still mind, slow fall 30 feet, purity of body, ac bonus, unarmored speed bonus, clockwork style, mechanus skin, infinite gyre, refined musculature +4, initiation, mechanus motion, synchronicity, ordered flight
    Feats Improved Unarmed Strike, Snap Kick, Combat Reflexes, Superior Unarmed Strike, Expeditious Dodge, Elusive Target, Stunning Fist, Improved Trip
    Skills Tumble 14 ranks, Concentration 8 ranks, Spot 14 ranks, Listen 14 ranks, Diplomacy 6 ranks
    Possessions Mechanus Skin (+2 nimbleness ghost ward; +1 warning), monk's belt
    Last edited by sirpercival; 2012-11-17 at 11:53 AM.
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  6. - Top - End - #6
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    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Enforcer of the Continuum



    Be careful with what you do here. If you break the whole of space and time, the gods might not give you another one to play with.

    Space and time are fragile. Whenever a wizard uses a Teleportation spell, such as a dimension door, he distorts space in order to place his position and his destination in the exact same position, if only for a moment. Most of the time, this manipulation leaves its mark on the otherwise solid structure of space. Similarly, time stop spells and similar effects change the linear nature of time, stretching it or bending it.
    Quaruts (Fiend Folio 102) are inevitables responsible for the protection of the space-time continuum, acting when it is scarred by the actions of mortals. But they cannot be everywhere, and their numbers aren't sufficient to repair the damage caused by every foolish mortal wizard. For this reason, they started teaching residents of the Material Plane why they should preserve the threads of space and time, and how to do it. The individuals who walk in the steps of the Quaruts are given powers not only to strengthen the continuum, but also to punish those who threaten it. They are known as Enforcers of the Continuum.

    Becoming an Enforcer of the Continuum

    Many Enforcers of the Continuum began their career as Duskblades or Hexblades. Fighters, Paladins and Rangers with an interest in the arcane arts can also benefit from this class.
    Because of the pact they sign, of their link with Inevitables, and of the nature of their mission - that is, preserving a law of existence - all Enforcers of the Continuum are lawful.

    ENTRY REQUIREMENTS
    Alignment : Lawful.
    Skills : Knowledge (Arcana) 4 ranks, Knowledge (the Planes) 4 ranks, Spellcraft 4 ranks.
    Base Attack Bonus : +5.
    Feats : Quarut Science (see Appendix 1).
    Special : The character must be taught the techniques and lore of the Enforcers, either by another Enforcer or by a Quarut, and sign a binding contract (see Appendix 2).

    Class Skills
    The Enforcer of the Continuum's class skills (and the key ability for each skill) are : Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).
    Skills Points at Each Level: 2 + int.

    Hit Dice: d10.

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Energy Pool, Speed Surge (bonus attack), Smite Transgressor 1/day

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Time Consciousness, See Through the Crack

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Mark Transgressor, Smite Transgressor 2/day, Haste 1/day

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Speed Surge (swift action), Cross the Crack

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Dimension Lock, Surveil Transgressor, Smite Transgressor 3/day

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Temporal Lock, Haste 2/day

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Speed Surge (move action), Smite Transgressor 4/day

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Temporal Stasis 1/day

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Haste 3/day, Smite Transgressor 5/day

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Speed Surge (standard action), Time Regression 1/day[/table]

    Weapon Proficiencies: An Enforcer of the Continuum gains no additional proficiencies.

    Energy Pool : An Enforcer of a Continuum can channel some of the energy that is emitted when she repairs a space-time disruption.
    When she uses her Quarut Science feat to mend a disruption, she gains an energy point. At any time in the next 24 hours, she can use this point to power her Speed Surge, Haste and Cross the Crack abilities.
    An Enforcer can never have more energy points stored than she has Enforcer levels.
    It is worth noting that intentionally creating disruptions for the sole purpose of getting energy by repairing them is a grave violation of the Enforcer's contract.

    Speed Surge (Su) : The Enforcers often use the energy they gathered from the repaired disruptions to boost their speed.
    As part of a full attack, an Enforcer can spend an energy point to gain a bonus attack at her highest base attack bonus. The attack granted by this ability stacks with bonus attacks from any other sources.
    Starting at 4th level, the Enforcer can spend two energy points as a free action to gain a swift action.
    Starting at 7th level, the Enforcer can spend three energy points as a free action to gain a move action.
    Starting at 10th level, the Enforcer can spend four energy points as a free action to gain a standard action.
    Using this ability does not create a disruption. An Enforcer cannot use this ability more than once per round.

    Smite Transgressor (Su) : An Enforcer of the Continuum can attempt to dispel certain kinds of magic with a weapon attack. In addition to the normal damage inflicted by the attack, she makes a special targeted dispel magic check, using twice her Enforcer level as her caster level. This ability can only dispel disruptive spells (see Appendix 1).
    If a spell is dispelled by this ability, it is for all targets of the original spell, and not only the target of the attack.
    In addition, for every such spell successfully dispelled, both the target of the attack and the caster of the spell take 1d6 points of damage per level of the spell. If the same creature is the target of the attack and the caster of the spell, it takes 2d6 points of damage per level of the spell instead.
    An Enforcer can use this ability a number of times per day equal to half her class levels, rounded up.

    Time Consciousness (Ex) : Starting at 2nd level, an Enforcer of the Continuum gains a bonus on initiative checks equal to half her class level.

    See Through the Crack (Su) : Starting at 2nd level, an Enforcer of the Continuum has a greater understanding of the structure of space, which allows her to project her senses. Whenever she is adjacent to a disruption left by a Teleportation effect, she also perceives the surroundings of the other side of the effect, as she would with a clairaudience/clairvoyance spell centered on the disruption on the other side. Activating and dismissing this effect is a free action.

    Mark Transgressor (Su) : Starting at 3rd level, an Enforcer of the Continuum can mark a creature who used disruptive magic as her target. She does not need to know what the creature is or where it is, using a disruption in space or time to focus on the transgressor.
    To mark a creature as her target, the Enforcer must study a rupture this creature left. This takes a full-round action and needs the Enforcer to be adjacent to the rupture. Once the creature is marked, it stays so, even if the rupture is repaired afterwards.
    Alternatively, the Enforcer can use a swift action to mark a creature she saw using disruptive magic in the previous round.
    An Enforcer can have no more than one target per two class levels at a time.
    When attacking one of her targets, the Enforcer can dispel any spell (not only disruptive spells) with her Smite Transgressor ability, dealing the appropriate damage every time.
    As a full-round action, the Enforcer can find the direction of any one of her targets, as with locate creature.

    Haste (Sp) : Starting at 3rd level, an Enforcer of the Continuum gains the ability to cast haste, as the spell, with a casting time of 1 swift action. Her caster level is equal to her Enforcer level.
    This ability, like the haste spell, causes a disruption in the time continuum. The quaruts teach it to the Enforcers with the implication that they will repair the damage they cause by using it. As with all such spells she casts, she risks to lose her class features if she doesn't mend the damage quickly.
    The Enforcer can use this ability once per day per three levels. In addition, she can spend three energy points as a free action to gain an additional use of this ability for the day.

    Dimensional Lock (Su) : Starting at 4th level, whenever an Enforcer of the Continuum successfully identifies a spell with the Teleportation subschool being cast within 60 feet, or a spell-like ability reproducing such a spell, she can revert it as an immediate action. Reverting it causes every creature or object affected by the teleportation effect to stay at its original position. Any other effects of the spell or ability still apply : the major image effect of a flee the scene invocation would still occur.
    Every affected creature is entitled a Will saving throw (DC 10 + Intelligence modifier + Enforcer level) to negate the effect, with an exception : a creature marked as a target of the Enforcer does not get a saving throw against this ability.

    Cross the Crack (Su) : Starting at 4th level, an Enforcer of the Continuum can use the cracks in space to a greater effect. As a full-round action, the Enforcer can travel through the disruption left by a Teleportation effect and bring willing creatures, as per greater teleportation, with a caster level equal to twice her class level. The Enforcer must be adjacent to the disruption she wants to use. The destination is either the destination of the original Teleportation effect (if the Enforcer is adjacent to its origin) or its origin (if the Enforcer is adjacent to its destination).
    Using this ability does not create an additional rupture : the Enforcer and the willing creatures merely cross the disruption left by the original effect. The rupture is closed in the process ; this does not grant the Enforcer an additional energy point.

    Surveil Transgressor (Sp) : Starting at fifth level, an Enforcer of the Continuum can, once per day, use scrying, as the spell, on one of her targets. The target isn't entitled to a saving throw, but spell resistance applies normally. Her caster level is equal to her character level.

    Temporal Lock (Su) : Starting at 6th level, whenever an Enforcer of the Continuum identifies a spell, spell-like ability or supernatural ability that grants bonus actions, bonus attacks, and / or an enhancement bonus to a movement speed to one or more subjects being cast or used within 60 ft., she can cancel it as an immediate action. Cancelling it denies each target the use of their bonus actions and / or attacks, and their speed bonuses. Any other effects of the spell, power or ability still apply : the dazing effect of a celerity spell would still occur.
    Every affected creature is entitled a Will saving throw (DC 10 + Intelligence modifier + Enforcer level) to negate the effect, with an exception : a creature marked as a target of the Enforcer does not get a saving throw against this ability.

    Temporal Stasis (Sp) : Starting at 8th level, an Enforcer of the Continuum can use temporal stasis, as the spell, except that it can be dismissed. She can use it once per day. Her caster level is equal to her character level. The save DC is 10 + Intelligence modifier + Enforcer level.
    This spell is very harmful to the fabric of time, and this is the reason why Quaruts only grant this ability to Enforcers who have already proved their devotion to the cause.
    If an Enforcer uses this spell without dismissing it and repairing the crack it caused, she risks a very high sanction (see Appendix 2).

    Time Regression (Su) : A level 10 Enforcer of the Continuum understands the nature of time and space better than even the most powerful wizards. Once per day, she can use time regression, as the power.
    Because this ability only affects the most recent actions, and because it rewrites time entirely instead of stretching it or distorting it, it does not endanger the time continuum and is not a violation of the Enforcer's arrangement with Quaruts, nor does it create a disruption.


    Appendix 1 : Space-time disruptions

    When used in the description of this class, the words "disruption" and "rupture" both design areas of damage caused to space, time, or both, by the use of supernatural abilities or spells. Those spells are called "disruptive spells". They include the following :
    • The origin and destination of teleportation spells and effects.
    • The place of use or casting of effects involving extraplanar travel, such as shadow walk or blink.
    • The place of use or casting of effects granting actions or additional attacks, such as haste, celerity and snake's swiftness.
    • The place of use or casting of effects improving or decreasing a creature's speed, such as slow and expeditious retreat.
    • The place of use or casting of effects distorting the flow of time, such as time stop and temporal stasis.

    A disruption cannot be repaired until the duration of the spell that caused it has ended.

    New Feat : Quarut Science

    Prerequisites : Knowledge (the Planes) 2 ranks.

    Thanks to a comprehensive study of the nature of space and time, the character has attuned his senses to their fluctuations, and has learned how to mend them.

    Benefit : You can continuously feel the status of the threads of time and space around you. You perceive all spots which present a rupture of space or time within 60 feet, and automatically knows the nature of the effect that caused every disruption you can sense, as well as its age.
    You are able to repair any disruption of the space-time continuum. This is a supernatural ability that takes a full-round action during which you must be adjacent to the rupture.


    Appendix 2 : The Enforcer's contract

    In order to become an Enforcer of the Continuum, the character must subscribe to a code of conduct similar to that of a paladin. The future Enforcer must sign a contract specifying her engagements : preserving the fabric of time and space, restraining herself from intentionally harming the spacetime continuum, and being a model of order and discipline. She is then given a copy of this contract.
    This contract forbids an Enforcer from causing space-time disruptions without repairing them afterwards. An Enforcer has 24 hours to fix a rupture upon causing it. Past this period, she is considered to have broken her oath, and suffers the appropriate punishment.
    She is forbidden from using disruptive spells and abilities lightly. Particularly, she is forbidden from creating spacetime disruptions for the sole purpose of gathering energy when she repairs them.
    An Enforcer is supposed to repair any disruptions he comes across.However, failing to do so is not sanctioned, as circumstances can sometimes hamper the Enforcer's work, and other work can take priority.
    The contract also states that Enforcers owe assistance to one another in the pursuit and the elimination of transgressors. They also owe assistance to all Inevitables. Harming a fellow Enforcer is strictly forbidden, and harming an Inevitable even more so.
    Finally, an Enforcer is bound to embrace self-discipline and order.

    Enforcers who stray from this code can suffer the following consequences.
    Failing to repair her own disruptions within 24 hours of their creation causes an Enforcer to be deprived of her powers until she mends it, and for the 24 hours following the reparation. If the disruption is not repaired within a week, the loss of the Enforcer's powers is permanent, until an atonement spell is cast.
    Causing disruptions for the sole purpose of filling their energy pool also results in the permanent loss of all Enforcer powers.
    The consequences of denying an Enforcer or an Inevitable assistance can go from a week of loss of Enforcer abilities to a permanent loss, depending on the consequences and the importance of the mission.
    Willingly harming an Enforcer or an Inevitable causes the immediate loss of all Enforcer abilities, and can result in the sending of a punitive expedition in order to dispatch the troublemaker. Those expeditions are often led by Kolyaruts, since these inevitables' jurisdiction include oath-breakers.


    Playing an Enforcer of the Continuum

    Combat: In combat, the Enforcer enjoys a high number of attacks. At level 3, provided she uses her Haste and Speed Surge abilities, she can make four attacks in the same full attack action, three of which are at her highest base attack bonus. Her Smite Transgressor ability, while situational and hampered by a low caster level, can deny her opponents any bonus attacks they may have, giving her even more of an edge over them. If possible, her Mark Transgressor ability should be used to improve that last option.
    At mid-level, Time Consciousness' bonus starts being high enough to be noticed. The Enforcer strikes often, and more importantly, she strikes first. Smite Transgressor can be used more reliably because of an increased caster level. Dimensional Lock and Temporal Lock will help her apprehend her targets by keeping them from escaping. Her earlier options improve, with an increased Energy Pool and the ability to grant herself a swift action with Speed Surge.
    At high level, the Enforcer still relies on the same options in most fights, albeit with greater efficiency. In addition, she gains two powerful abilities : Temporal Stasis will help her against powerful opponents, and Time Regression is her get out of jail free card.
    Advancement:
    Resources: Enforcers are all part of the same organization, and can rely on one another, should they run into a transgressor they cannot handle alone.

    Enforcers of the Continuum in the world
    The thing with those guys is, you can't run away. Well, you can run away, but you can't teleport away, and they run faster than you anyway.
    Daer'Ras, conjurer.

    Enforcers of the Continuum aren't well-liked by wizards and sorcerers, which isn't surprising given that their career choice makes them very efficient at hunting and killing arcane spellcasters.
    The ones truly dedicated to the cause spend most of their days repairing disruptions and pursuing the spellcasters responsible for these ruptures, either to try and convince them to use their magic more reasonably or to slay them.
    Despite their appartenance to the same organization, Enforcers of the Continuum usually work alone, but on several occasions, members of the class joined their forces when facing a common enemy.

    NPC Reaction
    Most NPCs cannot differentiate an Enforcer from any other front-line fighter, or from a member of their base class. Those who know of their career are often puzzled by the Enforcer's obsession with time and space.

    Enforcers of the Continuum in the Game


    Adaptation: Depending on the place and existence of Quaruts in your campaign, the Enforcer of the Continuum can be easily adaptable or might require more work. Most of the abilities of the Enforcer are useful against spellcasters, but in a psionics-heavy campaign, it could also apply to manifesters using similar powers.
    Encounters: An Enforcer of the Continuum NPC tracking PCs using disruptive spells can be very dangerous to the spellcasters of the group, because its abilities won't allow the PCs to escape if things go wrong.

    EL 11: Scylla Teram is among the most uncompromising of the Enforcers. Every time she comes across a disruption, she marks its creator as her next target, and she revels in the following hunt. If one of the PCs is using disruptive spells, he could be one of her targets.
    Scylla usually engages combat with a full energy pool. She uses Speed Surge to grant herself additional swift actions to use her Quick Cast and Haste abilities and to cast blade of blood.

    Scylla Teram
    Female Mechanatrix Duskblade(5) Enforcer of the Continuum(5)
    LE Medium Outsider (native)
    Init +7, Senses: darkvision 60 ft.; Listen +13, Spot +15
    Languages Common, Elven, Draconic
    ------------------------------------------------
    AC 17, touch 10, flat-footed 17(+1 natural, +6 +1 breastplate)
    hp 95 (10 HD)
    Fort +13, Ref +3, Will +9
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee +1 warning falchion +15/+10 (2d4+6/15-20)
    Ranged +1 composite longbow +11/+6 (1d8+4/x3)
    Base Atk +10, Grp +14
    Atk Optionsshocking grasp, arcane channelling, quick cast, speed surge, smite transgressor, haste, Power Attack, Combat Expertise
    Combat Gear potion of cure critical wounds, wand of see invisibility
    Spells Known CL 5th melee touch +14, ranged touch +10, DC 13 + lvl
    2nd (3/day) -- dimension hop
    1st (6/day) -- shocking grasp, true strike, ray of enfeeblement, blade of blood, swift expeditious retreat
    0 (6/day) -- acid splash, disrupt undead, ray of frost, touch of fatigue
    Supernatural Abilities see through the crack, dimensional lock, cross the crack
    -----------------------------------------------
    Abilities Str 18, Dex 10, Con 18, Int 16, Wis 11, Cha 9
    SQ electricity healing, armored mage, time consciousness +2, energy pool 5
    Feats Combat Casting [B], Power Attack, Quarut Science, Combat Expertise, Improved Critical (Falchion).
    Skills Spot +15, Listen +13, Knowledge (the Planes) +7, Spellcraft +18, Knowledge (Arcana) +11, Sense Motive +8
    Possessions combat gear plus +1 warning falchion, cold iron warhammer, +1 composite longbow, 20 arrows, +1 breastplate, cloak of resistance +1, gauntlets of ogre power

    Sources :
    Magic Item Compendium (warning weapon property)
    Player's Handbook II (Duskblade base class + spells)
    Fiend Folio (Mechanatrix race, under Planetouched)
    Last edited by Keynub; 2012-11-29 at 02:46 PM.

  7. - Top - End - #7
    Bugbear in the Playground
     
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    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    The Ironwill

    My fatigue does not bother me.
    My wounds are not there.
    My weaknesses do not exist.
    My mind and body are not broken.
    My death did not happen.
    For Thy Will Shall Be Done.
    - The Iron Mantra.

    The idea that through the application of will you can shape the body is not a new one, but few people have taken the philosophy as far as the Ironwills. They survive and live by force of will and a simple refusal to lay down and die.

    Becoming an Ironwill
    To become an Ironwill is simple but hard - one must have the ability to defy all but the greatest obstacles with unbreakable focus.

    ENTRY REQUIREMENTS
    Alignment: Any Lawful
    Skills: Concentration 13 Ranks
    Feats: Diehard, Endurance, Iron Will, Steadfast Determination, Indomitable Soul
    Maneuvers: Must be able to initiate the following maneuvers: Moment of Perfect Mind, Action over Thought, Mind Over Body and Iron Heart Surge.
    Special: Must of succeeded on rolling a natural 20 for a Concentration check at least once.

    Class Skills
    The Ironwill's class skills (and the key ability for each skill) are Balance (Dex), Climb (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str)
    Skills Points at Each Level: 4 + int

    Hit Dice: d12

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

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |I Am Not Tired!, Focus Without Measure

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |I Am Not Wounded!

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +3
    |I Was Not Caught Unguarded!, Endless Will

    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |My Mind and Body Are Fine!

    5th|
    +5
    |
    +4
    |
    +4
    |
    +4
    |I Did Not Die![/table]

    Weapon Proficiencies: An Ironwill gains no new proficiencies.

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

    Maneuvers: At each odd-numbered level, an Ironwill gains new maneuvers known from the Diamond Mind and Iron Heart disciplines. An Ironwill must meet a maneuver's prerequisite to learn it. They add their full Ironwill levels to their initiator level to determine their total initiator level and their highest-level maneuvers known.
    At 2nd and 4th levels, an Ironwill gains additional maneuvers readied per day.

    Stances: At 1st and 5th level, an Ironwill learns a new martial stance from the Iron Heart or Stone Dragon disciplines. They must meet the stances prerequisites to learn it.

    I Am Not Tired! (Ex) At 1st level, the Ironwill's focus gives him an unconscious ability to shrug off the shackles of slumber. The Ironwill gains immunity to fatigue, exhaustion and sleep effects. Additionally, the Ironwill now only needs two hours of sleep, although they must get 8 hours of rest (which can include the two hours of sleep) to refresh spells per day, powerpoints and other abilities.

    Focus Without Measure (Ex): An Ironwill is a paragon of focus and a ruler of their mind. They gain a perfection bonus to Concentration checks equal to twice their Ironwill levels.

    I Am Not Wounded! (Ex): An Ironwill is a strange being, as with focus they can force their bodies to work as if they were not cut - the wounds do not go away, but the bodies function perfectly as if they were not cut, but only for a time. Once every 3 rounds as a swift action, the Ironwill may make a Concentration check as a swift action, healing the Ironwill for an amount of hit points equal to the check's result. However, at the end of the encounter, the Ironwill cannot keep up this single-mindedness, and the healing is undone. The Ironwill immediately loses hit points equal to the hit points healed by this ability (this cannot be avoided or reduced in any way), and depending on the hit point loss, may indeed die from their wounds.

    I Was Not Caught Unguarded! (Ex): At 3rd level, the Ironwill can swat away precise attacks at their weak points as if they were ordinary blows. Once per encounter as a free action, when the Ironwill would be subject to a critical hit, the Ironwill may immediately make a Concentration check with a DC equal to the critical hit's confirmation roll. If the check exceeds the roll, then the critical hit does not deal any extra damage and is treated as a normal attack.
    The Ironwill may also use this ability against a Sneak Attack, or any other precision attack, in which case the Concentration check's DC is equal to the attack roll. If successful, then the attack does not deal any extra damage and is treated as a normal attack.

    My Mind and Body Are Fine! (Ex): At 4th level, the Ironwill can mend broken bones and shattered psyche by willing themselves well once more. This ability functions like I Am Not Wounded!, except instead of temporarily healing hit points, the Ironwill may heal ability damage, drain and burn equal to 1/4 of the Concentration check. Likewise, this healing is undone at the end of the encounter and could kill the Ironwill.

    I Did Not Die! (Ex): At 5th level, if the mind is willing, the Ironwill will go on, even sidestepping death's door if need be.
    At 5th level, once per day the Ironwill may ignore one effect that would kill them, if they make a successful Concentration check (as a free action) against a certain DC. It it is hit point damage, then the DC is equal to the damage dealt by the attack (total damage if the attack is a full attack). If the attack has a save but no damage, then the DC is equal to the original save DC +15, and if the attack has no save or damage and just kills the Ironwill outright, then the DC is a whopping DC 100.
    If the Ironwill fails the Concentration check, then they die. If they succeed, then not only do they ignore the whole ability that their attacker used (not just the part that would've killed them), but they become immune to the same attack for the rest of the encounter if it was a Spell, Spell-like ability or Supernatural ability.
    At the end of the encounter, sadly all things must come to an end, and the Ironwill drops dead from the sheer strain of trying to defy their untimely end. However, the Ironwill simply drops dead of exhaustion (which is not negated by the Ironwill's I Am Not Tired! ability), possibly allowing for an easier resurrection.

    Playing an Ironwill
    By [Diety], when will they stop!? - A very common curse said when fighting an Ironwill
    Combat: Combat continues as normal - the only difference is that you enter battle with the knowledge that it will take an army to bring you down, and only if they're lucky
    Advancement: The only advancement an Ironwill focuses on is the study of their mind, by sword or by tome.
    Resources: Monasteries of both the divine and the ascetic are excellent places for an Ironwill to learn their trade and hone their skills.

    Ironwills in the World
    He.....he just wouldn't stop going! It took fourteen different divisions just to slow him down enough to negotiate a surrender! - Lord-General Barbarus (now deposed and executed), former ruler of the Black Mountains

    Ironwills seem normal enough, although possibly look like they're stuck in a daydream even though they're probably engaging in small mental tricks to focus their mind. However, get them on the battlefield and you'll recognize them soon enough - he takes hits like a Tarrasque and dishes them out like the wrath of an angry deity.

    Daily Life: Daily life continues as normal, although one common complaint is that as an Ironwill progresses in their teachings, they either become colder and emotionless, or a single-minded zealot without reprieve or thought for others.
    Notables: A notable Ironwill is Roarke, Conqueror of the Black Mountains (LN Half-Orc Warblade 10/Ironwill 5). After being heavily discriminated as a soldier in the human tyranny called the Kingdom of the Black Mountains his entire life, he raised a massive army and staged a successful coup to take control of the kingdom. After many years of a strong rule, he set up a school for martial adepts that still produces the finest Warblades and Ironwills in the nation, hundreds of years after Lord-General Roarke passed away.
    Organizations: The Unbreakable Temple in the Black Mountains is just one of the many temples that can and do train Ironwills, although the requisite focus means that many Ironwills do and prefer to be self-trained.

    NPC Reaction
    Ironwills are normally seen as normal Martial Adepts until they get on the battlefield and shrug off an axe to the head, at which point much respect and fear is due.

    Ironwills in the Game
    Not Dying: PrC Edition
    Adaptation: It's a simple PrC, but an idea is to change it to a PrC that aspires to gain the indomitability of a Construct.
    Encounters: Ironwills are encounters wherever you could find a Warblade and mostly being self-taught are thus more common than one would think.
    Last edited by TheGeckoKing; 2012-11-05 at 08:25 PM.
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  8. - Top - End - #8
    Firbolg in the Playground
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    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Hand of the Dark Master


    I didn't sell Him my soul for power. He claimed that after I sold Him everything else.
    -Heshrac, Hand of Tharizdűn


    There are men who will sell their souls for power, a one-time deal with the devil for power. They may regret it later, but they only committed the foul act once. And then there are the despicable few who willingly serve Demon lords, becoming Thralls to Demons to keep reaping the benefits of services, often with terrible consequences. And then there are the Hands of the Dark Masters.

    These are the people who will commit their lives, their bodies, and their souls to whoever will offer them the most power, regardless of the consequences. They enter contracts with Elder Evils and dead Gods for the power they wield, and so long as they follow those contracts, they are rewarded with powers that men cannot dream of. Should they fail their Masters, a fate worse than death awaits them...

    Becoming a Hand of the Dark Master
    The path of the Hand of the Dark Master is open to most anyone willing to follow it, so long as they have a substantial measure of martial power of their own. However, more Warlocks than members of any other class tend to become Hands of the Dark Masters, as they're not only the most prone to making deals, but the dark magic wielded by the Hands of the Dark Masters most closely resembles the Warlock's own.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +6
    Skills: Intimidate 10 ranks, Knowledge: the Planes 5 ranks
    Special: Must have the Eldritch Glaive invocation.
    Special: Must signed a Dark Contract with an evil Outsider that is either an Elder Evil or has over 20 Hit Dice.
    Alignment: Lawful Evil

    Class Skills
    The Hand of the Dark Master's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Slight of Hand (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)

    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Dark Boon (Least), Dark Pact, Contract|

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Unholy Smite +2d6|+1 level of existing invoking class

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Master's Grace, Pact of Renewal|+1 level of existing invoking class

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Blood Magic, Dark Boon (Lesser)|+1 level of existing invoking class

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Master's Wards, Unholy Smite +4d6|+1 level of existing invoking class

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Pact of Eternity, Blood Magic (2)|+1 level of existing invoking class

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Master's Call, Dark Boon (Greater)|

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Unholy Smite +6d6, Blood Magic (3)|+1 level of existing invoking class

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Master's Shadow, Pact of Pacts|+1 level of existing invoking class

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Transcendance, Dark Boon (Dark), Blood Magic (4)|[/table]

    Weapon Proficiencies: A Hand of the Dark Masters is proficient with all Simple and Martial Weapons. A Hand of the Dark Master gains no proficiency with any armor or shields.

    Invoking: At each class level except 1st, 7th, and 10th, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.

    Dark Pact:
    My name is Heshrac, and I have done horrible things. I have sworn to serve a dark master. I have obeyed His every command, and committed crimes in His name.

    I have betrayed those who defended my home. One by one, I have killed the Guardians of Athar. And with no one left to stop me, I have brought an entire kingdom to its knees.

    My name is Heshrac, and I have done horrible things.

    And I have no regrets.
    Journal of Heshrac, Hand of Tharizdűn, Preface


    That which defines a Hand of the Dark Master is their contract with their Master. Most people who know of the Hands believe it is just an oath of fealty. They are be wrong. In order to become a Hand of the Dark Master, the prospective Hand must sign a Dark Contract with their Master. Though the exact terms vary from being to being, the basics remains the same: The Hand must complete at least one Contract from their Master each year. Should they fail to do so, they are stripped of all class abilities, including invocation advancement, but not including BAB, HD, and Skill Points, until the Hand completes a Contract from their Master. Should they fail to do so within 6 months, their contract is terminated, and their soul is claimed by their Master. What this means varies from Master to Master, but none look kindly upon failure.

    Contract (Su):
    Tharizdűn, my Master, has granted to me a revelation through my dreams; The Inquisition of Athar has been charged by the King with extirpating all cults in the kingdom, including those of my Master. Danthius, one of the Guardians of Athar, heads this organization. He of the Eternal Darkness demands his death. Should I succeed, however, He has offered me a potent boon that I may wield in His name.
    Journal of Heshrac, Hand of Tharizdűn, Second Entry


    A Hand of the Dark Master’s purpose is to complete missions given to him by his Master, in exchange for the powers he receives. The Hand does this through the completion of Contracts, given to them by their Master through their dreams. Upon taking their first level in this class, a Hand of the Dark Masters is given a Contract, which takes the form of a Geas spell, caster level 21, with the following change: Hands of the Dark Masters are able to ignore the Geas for a number of days equal to their class levels before they're treated as not completing their Geas. After returning to their Geas, however, they cannot take ignore the Geas again for at least 10 days without suffering consequences as normal. Contracts tend to have difficult, hard to obtain objectives, such as infiltrating the court of a king, assassinating them, and placing the blame on their Grand Vizier, to destroy a particular branch of an army, or some similar goal. (DM Note: These goals should be long-reaching enough to be completed only rarely; completing one contract ever two levels is usually the right amount.) Should the Hand complete the contract, they are given a great reward: At any point thereafter, they may use one Limited Wish, as the spell, as a Supernatural ability. A Hand of the Dark Master may have any number of Wishes stockpiled in this manner; however, it is rare to see a Hand have more than one wish reserved in this fashion at a time. When a Contract is completed, the Hand is immediately given another one; there is no time for rest in the life of a Hand of the Dark Master.

    If a Hand of the Dark Master feels that they are unable to complete their Contract, they can beg their master for a new one. For their Masters to even consider granting them a new contract, they must make their request after 24 hours of supplication and self-flagellation within an area of complete darkness. At the end of this time, they must roll a Charisma check. If they roll a 15 or higher, their requests are heard, and they are granted a new quest. If they fail, their request is ignored. Regardless of the result, the Hand's Master is not pleased at the weakness of its servant, and places a curse on them, as per the Bestow Curse spell. No effect save for a Wish spell, or a Limited Wish granted by the completion of a Contract, may end the Curse.

    Finally, each day a Hand of the Dark Master does not follow their Contract, they are not granted the benefits of any Supernatural or Spell-Like Abilities granted to them by this class. Additionally, these abilities may be temporarily taken away by a Consecration spell; if the Hand is targeted by Consecration, as if they were a Shrine or Altar to another deity, and they fail a Will saving throw (DC = 10+1/2 Consecration's caster level+Caster's Wisdom modifier), they lose their Spell-Like and Supernatural class abilities for a number of rounds equal to the Consecration effect's caster level.

    Dark Boon (Sp):
    The Father of Elder Evils has whispered to me in the night, his susurrations revealing to me such secrets...

    He knows how to sculpt the magic I have long since traded my soul for. To aid my ability to act in His name, He Who Waits has sent parts of His most divine knowledge to me, whispers on the edge of my consciousness, the power out there for me to just take! But when I do, the whispers fade until the Ebon Sun's night rises once more.
    Heshrac, Hand of Tharizdűn, Third Entry


    Hands of the Dark Masters are called upon to act as the perfect agents of their Masters, able to perform any task their Master requires of them. To this end, the Master grants a Hand a wide range of powers to use in the pursuit of their goal. Once each day, and Hand of the Dark Master can use an Least Invocation from the Warlock or Dragonfire Adept lists. They do not need to select the Invocation they will use ahead of time; they may choose which Invocation to use when they are activating the ability. However, once they use this ability, they may not use it again until night falls. At 4th level, a Hand of the Dark Master may use any Least or Lesser Invocation with this ability. At 7th level, a Hand of the Dark Master may use any Least, Lesser, or Greater invocation, and at 10th level, a Hand of the Dark Master may use any invocation with this ability.

    Unholy Smite (Su):
    The whispers of the Master have come again today. In my search for Danthius, I have attracted the attention of two of his Inquisitors. They had nearly subdued me, when the whispers in my head ceased. They picked up again, chanting ever louder, burning my mind, and taking over my senses. When I recovered, I felt frail and powerless. I was alive. Burn marks scorched my hands, twisting into hellish patterns, and spreading up to my chest and neck. There was nothing left of the Inquisitors but charred bone and melted steel.

    The Eater of World's whispers are still scarred in my mind. When I recite them, my burns begin to glow with a hellish light, and my Eldritch Blast becomes painful to call on. Hail the Dark God, for He has granted me the right to wield Hellfire in His name.
    Journal of Heshrac, Hand of Tharizdűn, Fifth Entry


    "Forbidden" means nothing to the Elder Evils and Archdemons that Hands of the Dark Masters swear to. They know of dangerous techniques and sources of power that mortals have forbidden as too risky to teach, and pass the knowledge onto their Hands, so that may serve more effectively. Whenever a Hand of the Dark Masters uses a Maneuver that requires an attack roll, an Eldritch Blast, or a Weaponlike Spell with an Instantaneous duration, they may choose to channel Hellfire into it, to strengthen the blast. If they do, the Maneuver, Spell, or Blast deals an additional 2d6 damage in addition to its normal damage. If the Maneuver, Spell, or Blast would deal damage to multiple targets, it deals this additional damage to all targets affected by the Smite. This damage is not fire damage. Hellfire burns hotter than any normal fire, as described in the sidebar on page 119 of Fiendish Codex II. This Hellfire damage does not stack with Hellfire from any other sources, such as that granted by the Hellfire Warlock class.

    Each time a Hand of the Dark Masters uses this ability, they take 1 point of Constitution damage. Because of the nature of Hellfire, if they do not take this damage, such as if they do not have a Constitution Score or they are immune to ability score damage, the Unholy Smite has no effect. Damage caused by Unholy Smite is harder to restore than other forms of ability damage, and can only be healed by time or Conjuration (Healing) magic (including Magic Items that replicate Conjuration (Healing) spells, such as Orb of Bodily Restoration), and not by other means (such as Naberius's Ability Healing ability).

    Master's Grace (Ex):
    I can feel myself changing, warped by the will of the Author of Wickedness. In His most blessed darkness, my vision is unclouded, unlike that of the guards surrounding the Hall of the Inquisitors, now deceased. However, within the building so covered in light, my eyes burn as His shadows recede within me. I pray that I may find Danthius soon, that I may kill him and be free of this spiteful light.
    Journal of Heshrac, Hand of Tharizdűn, Eighth Entry


    As Hands of the Dark Masters develop, they begins to take on some of their Master's affinity with darkness. At third level, they gain Darkvision 60ft, which can penetrate even magical darkness. However, bright light becomes harmful to them; they gain the Light Sensitivity trait, as the Orc racial feature.

    Pact of Renewal (Su):
    All glory to the Ender, for He has saved me! This day, my assassination of Danthius has failed. I had snuck into the kitchen's staff, enchanting them to make them believe I always worked here. Danthius always dines in his own chamber, I learned, and so I had put poison in the food bound for him. Unfortunately, he knows the taste of poison, and shrugged off its effect.

    I had barely escaped his wrath with my life. In Danthius's fury, he had cleaved through my arm and a lucky slash began to eviscerate me. I finally managed to activate my wand of Dimension Door, just as he was preparing for the final blow. Instead of dying in that hellhole, I was bleeding out in the patio on the lawn, watching my last sunset.

    But, rather than claim me so soon, the Ebon God has spared me, restoring to me back my arm and sealing the wound in my stomach, granting me His sanction to try again. I shall not fail him.
    Heshrac, Hand of Tharizdűn, Ninth Entry


    Hands of the Dark Masters are useless to their Masters if they are incapacitated, and so are granted supernaturally fast means of recovery. Once each day at nightfall, a Hand of the Dark Master receives the benefits of a Heal and a Regenerate spell, as cast by a 21st level Cleric. If the Hand is undead, they instead gain the benefits of a Harm spell. However, this ability comes with a cost: the Hand of the Dark Master can no longer heal naturally. No cuts or wounds will ever heal naturally for the Hand of the Dark Master, causing their body to gradually become patchwork masses of scars and old wounds. Additionally, this means that Hands of the Dark Masters do not regain hit points for resting each day, so if they are denied the benefits of Pact of Renewal (such as if they no longer attempt to follow their Contract), they are unable to restore their health without the use of magic.

    Blood Magic:
    At last, it is done. Though the burns now covering my body tell the story of the costs I paid to do it, Danthius is dead by my hand. And now, as I stand over his body, as the lifeblood is leaking out of him, He of Eternal Darkness's Whispers have returned in my mind. In a trance, I draw a seal around the corpse, and drawn the Spiral and the Obex of my Master within it, offering Him my kill. To my surprise, the Whispers grew, and I knew that my Master had granted me a reward. Expending the energy in the Whispers, I fell into the guise of one of the maids in the kitchen, and left the gory scene.
    Heshrac, Hand of Tharizdűn, Tenth Entry


    Lifeblood has power. Not the sheer amount of stored energy that a soul does, but enough that it, too, is desired by deities and Devils alike. As a Hand gains more of the essence of its Master, it, too, can begin to access the power of lifeblood. Starting at 4th level, a Hand of the Dark Masters gains the ability to prepare a small number of of Divine spells by harnessing this power. By performing a minute-long ritual over the body of a living being that had blood in their veins killed within the last 10 minutes, a Hand may prepare a spell from the Law, Evil, Death, or Trickery domain, of a level no greater their character level divided by 3, rounded up. The spell may be of a level no greater than 1/2 the being's Hit Dice. No more than one spell can be prepared per corpse. The Hand must have a Charisma score at least equal to 10+the spell's level in order to prepare the spell. Once prepared, the spell may be cast at any time as a Divine spell (Caster level equals the Hand's Character level), with a DC of 10+the spell's level+the Hand's Charisma modifier. The spell remains prepared until expended. If a Hand tries to prepare another spell when all of its spells are prepared, they can either cast that spell immediately, or cause another prepared spell to harmlessly dissipate to make room for the new spell. At 4th level, the Hand may only have one such spell prepared at a given time. At each even-numbered level after that (6th, 8th, and 10th levels), a Hand of the Dark Masters can hold one additional spell in this manner.

    Master's Wards (Ex):
    I am supposed to be killing Tritus, second Guardian of Athus! Not fleeing from Inquisitors! One had finally found me today, and it was only through the Ebon Sun's grace that I survived his attack! It was in the darkness of the shed I was camped out in, and he just barely missed my, instead striking at the dancing shadows that had begun to accompany me. I managed to fend him off, but were it not for the shadows, I would have died today.
    Journal of Heshrac, Hand of Tharizdűn, Fifteenth Entry


    At 5th level, the essence of the Hand's Master has grown stronger within them. Shadows have learned to respect a Hand of the Dark Masters as they would the Hand's Master, protecting them when they can. While in an area of shadowy or darker illumination, creatures attempting to target a Hand of the Dark Master with a weapon or an individually targeted spell suffer a 20% miss chance. However, the Hand of the Dark Master's sensitivity to light has increased. In addition to their Light Sensitivity, they have Light Blindness, as per the Drow racial trait, and whenever natural sunlight touches their skin, they are Sickened for as long as the light touches them and for one round thereafter. Dressing in shadowy, concealing robes negates this penalty. Despite this, most Hands tend to avoid the light altogether, to avoid the chance of getting exposed.

    Pact of Eternity (Su):
    They've finally done it. The bastard Inquisitors have killed me. In a way, this is a good thing. They may finally stop hunting me, so long as they don't know I survived. But this benefit was not worth spending nine hours in the Chained God's prison, waiting by His side in the soul-numbing darkness even I could not see through for the nightfall that the Master said would herald my return. I now understand the hatred Tharizdűn feels for the world, if it trapped him in this prison. Were it not for my duty to kill Tritus, I should love to hunt and bring every one of the Inquisitors back to the Chained God's prison.
    Journal of Heshrac, Hand of Tharizdűn, Eighteenth Entry


    At 6th level, a Hand of the Dark Masters is too valuable for their Master to let die. Ever. Whenever a Hand of the Dark Masters of 6th level of higher dies, their body is immediately dissolved into smoke and fades away, leaving no remains. Even the soul is missing; attempts to trap it fail, and attempts to bring the Hand back fail. Should the Hand fall in an antimagic field, their body still fades away; their Master's influence is powerful enough to steal the soul as it moves between the planes. Only if the Hand cannot benefit from the Supernatural abilities of this class, such as if they were targeted with a Consecration spell, can this ability be suppressed. If the suppressing effect is temporary, the remains will fade away as soon as the effect ends, unless the soul has been captured and stored by some means. (Should the effect trapping the soul end, the Pact of Eternity will take effect immediately thereafter, dissipating the remains. Time spent imprisoned does not count against the time granted for completing Contracts or breaks from the Contract.) At the beginning of the next nightfall, the Hand of the Dark Masters is Resurrected at a location of their choice within 5 miles of the location of any of their deaths. However, unlike the spell, they are always brought back as Young Adult versions of themselves. This is a curse as much as it is a blessing for the Hand; in addition to the well-known drawbacks of immortality, each time the Hand is reborn, they lose any age-related bonuses to Intelligence, Charisma, and Wisdom they have acquired. They are forced to enter the world, fresh again, constantly learning the same lessons and facing the same failures, again and again and again...

    Master's Call (Su):
    Tritus's fall was far too easy. Unlike the chaste and vigilant Danthius, I found Tritus spending his time in a brothel, disreputable as that is one of his station. While he was waiting for his favorite whore to arrive, I called in a favor that a pair of Succubi owed my Master; Tharizdűn has granted me sanction to call them in on His name. After that, it was too easy. One took the form of the woman he called for, and the other slipped in when Tritus was distracted by the first. He barely tried to resist.
    Journal of Heshrac, Hand of Tharizdűn, Twenty First Journal Entry


    At 7th level, a Hand of the Dark Masters has been granted the knowledge of those in their Master's debt, and the authority to call them in. Once per day, a Hand of the Dark Masters may use Planar Binding, as the spell (with a CL equal to the Hand's character level), with a Standard action to call a creature without the [Good] or [Chaotic] subtypes. Unlike the normal version of the spell, it lasts only for 1 Round/Level. However, if the creatures fail their saving throw, they are treated as Helpful towards the Hand for the duration of the spell.

    Master's Shadow (Su):
    Darcible. The last of the three Guardians. Now dead by my hand. After the two other Guardians had been assassinated, he upped his security, for all the good it did him. The Shadows listen to my whispers as they do my Master's, and they carry our dark power all the same. Through a Hellfire chain, I killed them before they knew I was there. And in the shadows, I hid from Darcible, sending volley after volley of Hellfire at him, while keeping out of the range of his legendary swords' reach. If he had reached me, or even seen me, I would have died. But within the shadows, He of the Eternal Darkness rules supreme.
    Journal of Heshrac, Hand of Tharizdűn, Thirty Fifth Entry


    At 9th level, a Hand of the Dark Master's affinity with darkness has grown so much that he can wield the power of his Master through it. As a free action, while in an area of shadowy illumination, a Hand of the Dark Master can cause any area of shadow he stands in to be affected by Kelgore's Grave Mist, as the spell, up to a range of 25ft + 5ft per character level. Each square within the area of Shadowy Illumination is treated as though it were affected by the spell. However, the Hand and their companions are unaffected by the spell. Additionally, whenever the Hand of the Dark Masters uses their Unholy Smite ability, they can treat any creature within the area of Grave Mist as though they were any distance away from each other. For example, a Hand of the Dark Masters may treat any creature as 10ft away when using their Eldritch Glaive invocation, or any creature as within melee range while using a Maneuver. Alternatively, they may treat all creatures within the area as 30ft away when they use the Eldritch Chain invocation. However, this ability does not actually cause any beings in the area to change position.

    Pact of Pacts (Su):
    The Guardians are dead. The Kingdom is slowly devolving into chaos; organized crime is becoming stronger than ever, the Inquisitors are beginning to fail in their tasks, and other Kingdoms are beginning to encroach on the King's territory.

    All according to plan.

    The heads of the Thieves' and Assassins' guilds are putty in my hands. They accepted servitude to my Master, to me, in exchange for some of the invulnerability I have. They can no longer refuse my demands. I am the one who calls the shots now; I am the true ruler of Athar.

    Hail Tharizdűn, for He has given me a direction to steer my new Kingdom to. We shall wield it to lay siege against those who keep the Master imprisoned.
    -Journal of Heshrac, Hand of Tharizdűn, Thirty Seventh Entry


    At 9th level, the Hand has been granted the right to allow others to benefit from their protections, as long as they stay in the Hand's good graces. So long as any creature aids the Hand of the Dark Master in completing their Contract, they gain the benefits of the Hand's Pact of Renewal and Pact of Eternity abilities. The Hand of the Dark Master may take away or restore this benefit to a creature as they see fit; this is often used as a reward for cultists of the Master, or to coerce influential figures into aiding the Hand.

    Transcendance:
    The bonds tying Tharizdűn to his prison from this world have been shattered. Athar has been destroyed in the process, but nothing less could have been sacrificed to break the seals on this plane. And yet, He is still chained.

    It was not all in vain. In shattering that which binds him from this world, we have allowed some of His essence to escape from His prison, and He has invested it in me, along with his final command:

    In His name, I shall be the one who ends the world.

    All Hail Tharizdűn.

    All Hail me.
    Journal of Heshrac, Hand of Tharizdűn, Final Entry.


    At 10th level, the Hand of the Dark Master has attained a higher state of being: they are imbued with part of the divine spark of their Master, becoming an avatar of Them, granting the Hand the power to manipulate the world around them as they see fit. The Hand of the Dark Master can shape the shadows around them to mimic any form they can think of, manifesting as the ability to use Shadow Evocation, Shadow Conjuration, and Major Image at will as Supernatural abilities (Saving Throw equal to 10+Character Level/2+Charisma modifier) while within areas of shadowy illumination or complete darkness.

    Additionally, the terms of Contracts have changed. The Hand of the Dark Master is granted freedom by their Master to impose the Master's will upon the world; those Hands who have existed long enough to reach this state call this The Final Contract. So long as the Hand does not perform any actions that would affect their standing with their Master, they are free to act as they choose, so long as they further His goals. In this state, they are granted one Limited Wish each time they level up; they no longer have to complete Contracts to earn them. A Hand does not need to complete any Contracts in this time to maintain their class abilities. Should they fall from their Master's good graces, they must complete another Contract for their Master and an Atonement spell before they are accepted back into the Master's good graces.

    PLAYING A HAND OF THE DARK MASTERS
    As a Hand of the Dark Master, you're a relatively fragile combatant who can deal out massive damage, with a decent amount of versatility.
    Combat: Hands of the Dark Masters undergo little change in their methods as they pursue this path, picking up a few defensive abilities and combat tricks along the way. In combat, Hands of the Dark Masters' greatest strength is their ability to use Unholy Smite to pile on additional damage. In the case of Warlocks, this damage can rack up fast. Additionally, you have tricks to use in combat through your Blood Magic and Dark Boon abilities, and eventually your Transcendance ability, giving you the ability to fill almost any role, granting you day-long buffs or one-time use tricks like Chilling Tentacles. Finally, though you rarely use it, you have the option of calling in the benefits of your Contracts if worst comes to worst, firing off exactly the effect you need exactly when you need it most.
    Advancement: Becoming a Hand of the Dark Masters is a path that many take relatively late in their careers, ending the path at near epic levels. However, there are a number of options that can be taken. Many Warlocks who qualify go on to become Cyran Avengers, taking advantage of the Charisma synergy between the two classes, and the Spellcasting advancement of the Cyran Avenger. Martial Adepts that take levels in the class often just take more levels in their base class, as that allows them to continue advancing their skills at a strong pace.
    Resources: Hands of the Dark Masters' resources are mostly based on the connections they make in their travels, and the supporters of their Master. Hands of Tharizdűn, for example, have few resources available to them, save for a few insane cults of Tharizdűn. Hands of Asmodeus, or Demon Lords, have significantly more resources due to how many cults they operate. However, Hands can never stay in the same place for too long, and so cannot often join large organizations, often causing them to be loners or work in small, elite groups.

    HANDS OF THE DARK MASTERS IN THE WORLD
    There's somethin' wrong with that dark fellow in the corner, but I can't place my finger on it...
    -Geoff, Barkeep


    Not many people know much about Hands of the Dark Masters, and Hands don't often reveal their nature to most people. They tend to fill the dark, brooding loner archetype, which is common enough that most people don't question it too much. However, should their identity as a Hand become known, they would be ostracized, killed, or worse by the local populace. People don't take kindly to Blood Magic or Devil-Worshipers, after all.
    Daily Life: Hands of the Dark Masters tend to be loners and wanderers, trying to fill their Contracts before the year is up, and trying to find the most efficient way of doing so. They meet with many different people and take different roles in accomplishing their goals, and live an intensely adventurous life.
    Notables: If a Hand of the Dark Master is doing his job correctly, no one will know him as such; they tend to be clandestine about their operations. However, a number of Demon Lords count Hands of the Dark Masters among the lieutenants and generals of their armies.
    Organizations: The only organizations that Hands of the Dark Masters are truly attracted to are cults dedicated to their Masters, as those are the only people who will accept the Hands for who they are, and welcome them among their ranks. Occasionally, a Hand will do odd jobs for another organizations, such as Adventurer's Guilds, but such operations are almost always temporary, given the nature of a Hand's Contracts.

    NPC Reaction
    To most NPCs in the setting, Hands of the Dark Masters are deranged psychopaths who would sell their minds, bodies, and souls to horrible, monstrous entities for power. While this is a fair generalization, they associate such behavior with serial killers and other such types who kill people for fun, which, while a Hand might go on a murdering spree to fill his Blood Magic every now and again, is not completely accurate. No one will probably care about the specifics, though.

    HANDS OF THE DARK MASTERS IN THE GAME
    Hands of the Dark Masters grant bonus damage and additional flexibility to the classes that follow this path in combat. Out of combat, however, they can change quite a lot. Their Contracts will tend to direct game flow, as the Hand will become intent on completing as many as they can for the Wishes, and so they can keep using their class powers. They can fill a number of roles through their Dark Boon and Blood Magic class features, acting as infiltration agents, scouts, or occasionally Battlefield Controller, as the case may be. This is further advanced when they obtain their Transcendance ability; though the effects are limited in combat, they have a huge number of out of combat uses. Hands are also rather difficult to permanently get rid of, especially at higher levels; they can escape Death, Insanity, Feeblemind, and just about any way of permanently getting rid of them.
    Adaptation: The class is a general one, and can be well-adapted to many campaign settings; so long as people are willing to sell their minds, bodies, and souls to unholy monstrosities, there is room for Hands of the Dark Masters in the campaign setting. One interesting twist, though, would be to introduce Hands of the Holy Masters; that is, people who devote their minds, bodies, and souls to the forces of Good to cleanse the world of evil, letting absolutely nothing stop them.
    Encounters: Hands of the Dark Masters make for excellent high-level recurring villains. They have an objective that they will stop at nothing to achieve, and are nearly impossible to kill for good. Causing one to fail his contract for a year is the only way to truly put him down for good, and doing so, by design, would be an adventure in and of itself.
    Last edited by Fable Wright; 2012-11-15 at 03:22 AM.
    Used to be DMofDarkness
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    Spoiler: Collection of Signature Quotes
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  9. - Top - End - #9
    Troll in the Playground
    Join Date
    Mar 2009
    Location
    Jyväskylä, Finland
    Gender
    Male

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    *Work in progress*

    I’ve got something else here. I don’t have a nice picture, but I do have a theme song! Anyway, I decided to create this class for arcanists, not because I think they do not get enough attention, but because I wanted to make an arcane PrC that focuses on team play. That’s the arcanist I prefer, both as player and as DM.


    Breaking the Law!
    Following the rules does not make one lawful, making them does!

    Members of this class are lawful by definition, but they do not conform to the general consensus on what makes a lawful being. Most people associate lawful with loyalty, abiding laws laid down by government and esoteric concepts forced upon humanoidkind by exterior forces. This makes that some see the members of this class as chaotic, but make no mistake: ‘those who break the laws’ are utterly lawful. Teamwork and discipline is their motto, but they just uphold a different definition of the law.

    To those of you who read this and qualify for the prestige class: Let’s be real here, huh? Who makes the laws? Some fancy deity, whose followers put so much inspiration into their piety, granting them a bland substitute for magic? The king of the land, a most likely lazy man that issues laws at his whim to oppress the dim-witted average man? The determined knight who does not have the capabilities to oversee what he is doing? Or our most fierce opponent: Nature? Yes, any law can be bent and broken, but all have to obey the laws of nature.

    All? No, not us. We stand above these laws. We do not listen to the gods, we understand the gods, their motives and concepts. We do not answer to the kings, the kings come to us, begging for advice while the knight fears our power. And the laws of nature, seriously? Not having to obey them separates us from the rest!

    How to break the law
    Breaking the law comes most naturally to wizards, though any sorcerer that has the mental faculties can become one. While the typical bard has almost all it takes to join the ranks, they tend to lack the sense of order, discipline and team work to pursue breaking the law (well, the laws that matter). There are rumors of distant lands where psionicists have taken a habit of breaking the law, but let’s focus on the arcanists for now.

    While one might think otherwise, breaking the law does not stem from direct training in most cases. It tends to be an insight obtained at a certain point in life. Order, commanding and synergy can drive yourself as well as the meek to greater heights, and what greater pleasure is there to bend the laws of nature and at the same time propel others to greatness, leaving out the necessity to expose yourself to various forms of messes?

    ENTRY REQUIREMENTS
    Alignment: Any lawful
    Arcane caster level 5
    Must have a familiar

    Class Skills
    Breaking the law class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft [all] (Int), Diplomacy (Cha), Knowledge [any two] (Int), Profession [all] (Wis), Sense motive (Wis), Spellcraft (Int)
    Skills Points at Each Level: 2 + Intelligence modifier

    Hit Dice: d4

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Team work I| -

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Breaking the Law | +1 to existing arcane caster level

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    | | +1 to existing arcane caster level

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | | +1 to existing arcane caster level

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Planning ahead | +1 to existing arcane caster level

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | | -

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | | +1 to existing arcane caster level

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    | | +1 to existing arcane caster level

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    | | +1 to existing arcane caster level

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    | Team work II | +1 to existing arcane caster level [/table]

    Weapon Proficiencies: Breaking the law does not grant you any extra weapon or armor proficiencies.

    Team work I Team work starts with your closest ally, your familiar. The special bonus (such as a +2 to reflex saves) your familiar grants you, is doubled. Also, levels in this prestige class add to your effective level that determines your familiar special abilities.

    Breaking the Law You are the one with the brains and the insight to lead this operation. Guiding your team mates is your job and the best way to inspire them is to show your awesomeness, to break the laws. Breaking the laws of physics and nature is your job. While casting, you bark around commands as you oversee the battle from a safe distance, creating order where chaos tends to prevail. And when you do so, you drive your allies to greater heights. The benefits described below last for 1 round for each level you have been breaking the law. You can break the laws in three different ways:

    Breaking the Physical Laws Starting at level 2, when you cast an Evocation spell that alters the physical conditions on the battlefield (such as a Wall of … spell, Gust of wind or Resilient sphere) or an Illusion spell that successfully tricks your opponents into thinking it has, you can follow up with a move action during which you bark tactical orders. Following these orders, you and your allies gain double the bonus for moves that involve team work, such as flanking and aid another. Which spells and bonuses qualify are up to the DM.

    When you reach level 6, you can guide your team even better, tripling the bonus for team work rather than doubling them.

    Breaking the Metaphysical Laws Upon reaching level 3, after affecting one or more of your allies with an Abjuration, Enchantment or Transmutation spell, you can follow up with a move action during which you instruct them on how to optimally make use of these new advantages. Following these instructions, you inspire them all to carry these buffs beyond the benefits they usually give:

    Abjuration: After affecting one or more of your allies (excluding yourself) with an abjuration spell, all your allies (including yourself) gain a +1 insight bonus to AC and saves.

    Enchantment: After affecting one or more of your allies (excluding yourself) with an enchantment effect, all your allies (including yourself) gain a +1 circumstance bonus to attack and damage rolls.

    Transmutation: After affecting one or more of your allies (excluding yourself) with a transmutation spell, all your allies (including yourself) gain 2 temporary hp per HD.

    When you reach level 7, these bonuses double and at level 10 the bonuses triple.

    Breaking the Opponent From level 4 on, when you cast a Necromancy or Enchantment spell that disrupts the tactical plans your opponents have by impeding movement or breaking their formation (such as a Hold … spell, Confusion or Fear effect), you can follow up with a move action to inform your team on how to break your opponents’ tactical plans and give them insight in their next moves. As a result, your allies (including yourself) gain the Uncanny Dodge feature. If a character already has this, he or she instead gains blindsense out to 10ft.

    Starting at level 7, your allies (including yourself) also gain Improved Uncanny Dodge with an effective rogue level of your caster level minus three. If a character already has Improved Uncanny Dodge, he or she has his or her effective rogue level increased by three.

    Planning ahead: Altering, shaping and ordening the universe has benefits for your allies and yourself, but as the master manipulator, there is something in it just for you. From level 5 onwards, after casting a Conjuration or Divination spell, spells that allow you to shape and give you insight, you can follow up with a move action in which you re-assess the situation now it is altered by your Conjuration or now you see clearer through your Divination.

    Conjuration: After casting a conjuration spell, you gain a +1 circumstance bonus to your caster level for 1 round per level that you have been breaking the law.

    Divination: After casting a divination spell, you gain a +2 insight bonus to all skill checks for 1 minute per level that you have been breaking the law.

    Starting at level 8, these bonuses double


    Team work II Team work also ends with your closest ally. As long as you and your familiar are within 5 ft of each other, you can attempt to negate ill effects. Three times per day, as a free action, when one of you fails a saving throw against a magical effect and the other did not, the one not affected can choose to roll a save. If he/she saves successfully, both of you are unaffected. If the one that re-rolled did not save successfully, he or she is affected by the effect and the initial target is not



    Breaking the law
    Remember, by breaking the laws, you create the laws. You are in control of events when it matters. How this affects your mentality in the game is variable, though. Some who break the law are humble and serving as long as their law-breaking is not required, knowing their role. Others are more aloof, estranged to worldly matters when law-breaking is not necessary. Seldom, however, are they arrogant. You know, more than anyone else, that even the weakest peon can grow into a hero under your supervision, so earning their respect is important.

    Planning, following strategy and executing tactics in perfection is extremely important to you. Even the smallest task requires a well laid out plan and people not adhering to what was agreed have a hard time earning your respect. This makes you a sometimes frustrating member of the team for some, but typically others will find that your plans and tactics are useful and a great benefit on the battle field.

    Combat: In combat you use your arcane powers to alter reality, just like any arcanist does. However, your goal is to promote team play, synergy and coordination. You create the reality that allows them to defeat the monster.

    Advancement: Those who break ther law tend to gravitate towards other prestige classes that allow them to advance their arcane prowess as well as their ability to promote and enhance effective team play. Most notable in this regard is the War Weaver class. While a very powerfull combination, remember that for each of the special buffs this class grants, a seperate move action is needed to trigger it.

    Resources: There is not an organization all lawbreakers are tied to, but the majority of them have a history of advicing rulers, entrepeneurs and craftsmen on how to reach their goals in an optimal way, applying their logics, magics and knowledge. Often, these services are performed without payment: The thrill of finding the most logical and efficient solution to a problem is often reward enough. This means that most lawbreakers have people of reasonable power and wealth scattered throughout the lands that have a very helpful attitude towards them.

    Breaking the law in the world
    "Vera? Well she is peculiar and demanding, but if anyone can lead a team to success, she can!"

    Breaking the law in the way members of this class do is pretty rare in most worlds. Their powers can be used to advance the goals of both good and evil and as such there is no general view on members of this class. Those who assemble teams to adventure seek out members of this class to lead the team and their advice is welcomed by rulers, especially those preparing for war.
    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
    Last edited by Autopsibiofeeder; 2012-11-11 at 11:28 AM.
    Avatar by Recaiden

  10. - Top - End - #10
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Knight of the Shackled Soul

    "The chains I have placed upon my soul were of my own choosing. The ones I place on your body are another matter entirely."
    Kestrel Vain, a Knight of the Shackled Soul, debates ideals with a prisoner.

    Knights of the Shackled Soul are the sometimes-praised, often-maligned servants of Law. Aligning themselves with the Outer Planes that serve lawful interests, they oppose chaos and disorder, as well as those who spread it, on the Prime Material Planes and sometimes beyond. Viewed by some as bulwarks against chaos and devastation and by others as the enemies of freedom and creativity, none can deny the power that the Knights wield in service to their otherworldly masters.

    Becoming a Knight of the Shackled Soul
    The Knighthood of the Shackled Soul is, essentially, always recruiting. While they look for a particular combination of dedication to order, hatred of chaos, grit, zeal and intelligence, they don't mind having to train some of these qualities into candidates that lack them. Sometimes they join forces with churches dedicated to law and order and recruit from the congregation; other times they cooperate with lawful governments as special agents or retained mercenaries. From there they keep an eye on potential candidates to eventually induct into their august ranks.

    Other times, an individual makes a strident service in the cause of law and order. Maybe they seal an Abyssal gate. Maybe the Knighthood hears tales of a sacred vow of silence that they upheld through forty days and nights of torture. Powerful clerics and champions of law catch their attention and the Knighthood sends recruiters after these people to sound them out. There's never any real pressure, at least in the sense of negative responses, but the Knighthood is completely unashamed to display their powers for the potential Knight in order to entice them with the promise of personal and mystical prowess.

    Once a candidate is deemed ready to join the Knights, they offer her the Shackling Rite, wherein she swears service to one of the planes of law. This oath is expected to take precedent over and above any loyalty to a secular government or a deity or church, and candidates are warned of this well beforehand so as not to be caught between obligations. Assuming that they are not rejected (see the sidebar, below), the potential Knight feels the Chains settle over her and officially gains her new status.

    Entry Requirements
    Alignment: Any Lawful
    Skills: Knowledge (The Planes) 6 ranks, Craft (Metalworking) or Profession (Lawyer) 13 ranks
    Feats: Iron Will
    Special: The character must voluntarily undergo The Shackling Rite. The character cannot be forced through the rite, nor may they be magically controlled into undergoing it.

    The Shackling Rite
    Spoiler
    Show
    To come


    Class Skills
    The Knight of the Shackled Soul's class skills (and the key ability for each skill) are: Appraise (Int), Concentrate (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Any, chosen individually) (Int), Spellcraft (Int), and Use Magic Device (Cha).
    Skills Points at Each Level: 4 + Intelligence modifier

    Hit Dice: D8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Aura of Law, Forbid 1/Encounter|-

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Sense the Unrighteous|+1 level of existing class.

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Forbid 2/Encounter|+1 level of existing class.

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Summon Shackles|+1 level of existing class.

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Inviolate Decree 1/Encounter|-[/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.
    Last edited by Lord_Gareth; 2012-11-17 at 05:21 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.
    My extended homebrew sig

  11. - Top - End - #11
    Troll in the Playground
    Join Date
    Nov 2005
    Location
    Bellingham, WA
    Gender
    Male

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Despoiler of Entropy

    Dessel Von the Despoiler, imposing on a Daelkyr

    There are monsters in existence that are twisted and vile. There are creatures that are only out to bring disorder to the entire multiverse. Despoilers know that not all of these creatures can help themselves in these matters, it is their nature. This does not mean they are not lawbreakers, and all lawbreakers must be brough to justice. The Despoilers of Entropy are a rare and powerful rank of lawgiver that works in the name of Sul Primus so that it's justice may spread. Where chaos falters, law must be there to fill in the gaps and organize.

    Ri Tul om dumas Von Ri.

    Design Notes
    Spoiler
    Show
    This is a class designed around the Pathfinder system, and is centered into the Nation of the Dead setting canon, though it can easily be used in any other setting where supernatural law is prevalent.

    This is also my first class in aaaages, and I'm feeling unconfident in my homebrewing skills from being so incredibly rusty. I fear lots of confusing wording or confusing rules. If that's the case, please let me know.

    Becoming a Despoiler of Entropy
    The calling of ultimate law does not fall upon many. There are very few creatures in the multiverse that are capable of such incredible order that they can be such an imposition on those that relish disorder. As such, there are only 50 despoilers brought into their order every 250 years, plus an additional one for every one killed before appropriate recruitment. This class is obtainable only by outsiders, so many creatures enter this class without class levels and instead expand on their own natural abilities. Some do enter with previous class levels, commonly a warrior class of some sort or even as a cleric. Clerics are uncommon though, as the class does not increase the spellcasting prowess of the character.

    HD: d8

    Prerequisites
    Race: Any nonchaotic outsider or construct with the Extraplanar subtype OR any living humanoid that can trace their lineage to such an extraplanar being within the past ten generations.
    Alignment: Lawful neutral. If you were previously a lawful good or lawful evil outsider, you must forsake your stance on morality in order to clash with chaos.
    Skills: Knowledge (the planes) 5 ranks, Intimidation or Diplomacy 5 ranks
    Feats: Great Fortitude, Iron Will
    Special: You must recieve your personal brand from the Authority of High Dictum, the overarching sentient government enforcement of Sul Primus. Must speak the Menta Von language.

    Class Skills: Acrobatics, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (nobility), Knowledge (planes), Perception, Sense Motive, Spellcraft and Swim.
    Skill-points per level: 4+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special
    1st|+0|+1|+0|+1|Imposition, brand, lawful subtype
    2nd|+1|+2|+0|+2|First authority
    3rd|+2|+2|+1|+2|Hammer of the law
    4th|+3|+3|+1|+3|Second authority
    5th|+3|+3|+1|+3|Authoritarian
    6th|+4|+4|+2|+4|Third authority
    7th|+5|+4|+2|+4|Voice of dictum
    8th|+6|+5|+2|+5|Fourth authority
    9th|+6|+5|+3|+5|Full jurisdiction
    10th|+7|+6|+3|+6|Ultimate authority
    [/table]

    Weapon and armor proficiencies: A despoiler of entropy does not gain any additional weapon or armor proficiencies.

    Imposition (Su): The very first power that is granted to the new Von is that of the Imposition. This ability works exclusively on creatures of a chaotic alignment with a character level equal to or less than the despoiler's, and are within 30 feet of the despoiler. It is usable a number of times per day equal to your despoiler of entrpy level plus your Cha modifier, as a standard action. When used against a chaotic foe, it allows the despoiler to hammer the tiniest bit of order into the lawbreaker's essence. This causes the creature to focus entirely on the them, and granting it a +2 bonus on all attacks against the despoiler. However, this causes them to lose focus on all others, who consider the lawbreaker to be flat-footed against their attacks and take a penalty to their armor class equal to the despoiler's class level. This effect lasts until the end of the encounter or until the despoiler decides to stop the effect. As the class progresses, they gain additional effects added to their imposition. These abilities last as long as their spell effect intends, not after(or before) the imposition would normally end.
    If the despoiler is wielding their brand while using the imposition class feature the are granted a protection from chaos effect for the imposition's duration. At 9th level, this effect becomes that of a shield of law spell.

    Brand (Ex): Upon taking your first level in this class and gaining the authority of the Imposition, you are also granted a weapon or tool marked with your personal symbol as given by higher authorities of Sul Primus. This is usually in the shape of a weapon the despoiler is proficient with, such as a staff or sword emblazoned with the symbol. The weapon comes with a +2 enhancement bonus and can be enhanced further by anyone with the Craft Magical Arms and Armor feat, just as a normal weapon.
    When their brand is in their possession, and they use their Imposition class feature the brand glows with the brighness of a torch. Whether or not the brand glows, when they wield the brand they are granted a bonus to diplomacy and intimidate checks against creatures of lawful alignment equal to their class level. When affected by an imposition, the imposed creature bears an obvious, identical mark though it does not grant and bonuses to skills.

    Lawful Subtype (Ex): The final mark as a Von of Sul Primus is a full integration into the ultimate law of the plane. The despoiler gains the Lawful subtype.

    First Authority (Su): At second level, you are granted the privilege of your station to have authority over law breakers on both a mortal and cosmic scale. Whenever you use your Imposition ability while wielding your brand, you also affect the target chaotic creature with a touch of idiocy effect. If the target is an outsider with the chaotic subtype, the penalties from the effect are instead turned to ability damage. The DC of this ability is equal to 10+(character level/2)+Cha modifier and affects them even if the target creature is immune to enchantment effects.
    This ability also grants the despoiler the use of charm monster at will, but only effects outsiders of lawful alignment. At fifth level, it works on all creatures of lawful alignment.

    Hammer of the Law (Su): At third level, the despoiler becomes powerful in the face of chaos. When wielding their brand, the despoiler treats it as an axiomatic weapon. Additionally, all spells and spell-like abilities used against creatures of a chaotic alignment recieve a +1 to their save DC's.
    At 7th level, the despoiler is also granted a +2 on all attack rolls against chaotic creatures, and a +2 effective caster level with all spells and effects against chaotic creatures.

    Second Authority (Su): This ability is granted at 4th level, and works just as the first authority class feature with the following changes; The target chaotic creature is affected by a hold monster effect, and if the target creature is an outsider with the chaotic subtype, it may also affect them with a suggestion effect. The DC of this ability is equal to 10+(character level/2)+Cha modifier and affects them even if the target creature is immune to enchantment effects.
    Additionally, the despoiler can use suggestion at will, but only effects outsiders of lawful alignment. At seventh level, it works on all creatures of lawful alignment.

    Authoritarian (Ex): At 5th level, the despoiler of entropy is capable of imposing it's laws on lawbreakers en masse instead of singularly. This feature allows them to use two authority class features on the same creature while using the Imposition class feature, as a full round action and only if the despoiler is wielding her brand.

    Third Authority (Su): This ability is granted at 6th level, and works just as the first authority class feature with the following changes; It must be used by making a touch attack action against the target chaotic creature. If the effect hits and the lawbreaker fails their saving throw, it affects them with a dispel chaos effect. If the affected creature is an outsider with the chaotic subtype, they recieve a -2 penalty to the save against the effect.
    This ability also grants the despoiler the use of charm monster at will and does not allow a save, but only effects outsiders of lawful alignment. At ninth level, it works on all creatures of lawful alignment.

    Voice of Dictum (Sp): At 7th level, the despoiler of entropy is capable of shouting the commandments of the laws of Sul Primus audibly against the enemies of order. This allows her to use dictum at will as a spell-like ability. This requires the speaking of appropriate Sul Primus laws in Menta Von, but effects creatures that don't understand the language anyway.

    Fourth Authority (Su): This ability is granted at 8th level, and works just as the first authority class feature with the following changes; When used against a chaotic creature, it activates a plane shift effect that accurately transports the lawbreaker to the prison holds of Sul Primus, which is under the care of the powerful of inevitables in charge of the incarceration and imprisonment of lawbreakers. These forces are in charge with fulfillment of the creature's punishment. If the imposed creature is an outsider with the chaotic subtype, they are dealt with harshly.
    This ability also grants the despoiler the use of suggestion at will and does not allow a save, but only effects outsiders of lawful alignment.

    Full Jurisdiction (Ex): At 9th level, the despoiler of entropy is capable of using her authority in a wide area as a full round action. She may use her Imposition class feature on any number of creatures equal to her Cha modifier or less, so long as all creatures are within 30 feet of the despoiler and if the despoiler is wielding her brand. This ability still uses only a single daily use of Imposition, and is compatible with the Authoritarian class feature.

    Ultimate Authority (Su): This ability works just as the first authority, with the following exceptions; This authority is usable as a full-round action, and when used against a chaotic creature acts as a dominate monster effect. The creature must make two saves against this effect. Failing one save inflicts only the dominate effect, but failing both imposes the refined template. The DC of this ability is equal to 10+(character level/2)+Cha modifier and is incompatible with the Authoritarian and Full Jurisdiction class features.

    Playing a Despoiler of Entropy
    A despoiler is a class that does not easily suit any one base class, and due to it's orientation around outsiders, rarely is taken with a single base class in mind, if any. The powers of the class will either augment those of the creature that takes it or simply give them a new arsenal of weapons against chaos. This is quite useful in campaigns where chaotic enemies are abound, and especially if they are chaotic outsiders.
    For DM's this class is extremely useful as a powerful opponent to chaotic PC's, as the powers of the class can leave them dead in their tracks or worse. This class could be very useful against problematic chaotic player characters.
    Combat: Though physical combat is not the strength of this class, it is also not unknown. With the powers of the brand, a despoiler can make use of their combat prowess, and especially so if their race is built in such a way as to be a warrior. The real strength of the class though is it's dominance over chaotic foes and it's spell-like effects. When it comes to chaotic enemies or lawful underlings, there is no greater neutralizer than the Despoiler.
    Advancement: If the player chooses, this class can be of use to any path they decide to proceed down. Be it combat, power effectiveness or social prowess, the despoiler can easily dominate. However, spellcasting is left by the wayside, as the powers of this class are singular, and powers such as arcane magics are too varied and frequent utility in conjunction with this class.
    Resources: The greatest resource for this class is strangely enough, those that primarily feature monsters. These books allow use of this class with outsiders represented in the books, who can be altered to fit a game or used as is with a few additional despoiler levels.

    Despoilers of Entropy in the World
    "I SUGGEST THE FULLEST COOPERATION WITH THE VON. MY PRECIOUS FREEDOM WAS RIGHTFULLY PURGED OF ME. PLEASE SUBMIT TO THE AUTHORITY OF LAW."
    -Qr'i, an imposed imentesh

    The Despoilers of Entropy possess only one place in the multiverse. They are agents meant to police and punish the enemies of law, and thus they do little else but provide this policing. The nature of the creature is altered, sometimes dramatically in order for this to be so. It is not uncommon for despoilers to never end their duties, even for centuries.
    Daily Life: The daily life of the despoiler is that of duty. Each and every moment is filled with ever-vigilant dominion over lawbreakers in all their forms. There is no rest, there is no pleasure. There is only law.
    Notables: The most powerful despoiler of entropy is a kolyarut by the name of Septim Von, an accomplished fighter and high ranking member of Sul Primus authority. Because of his station as a despoiler of entropy, he cannot exceed the rank of Von. If not for that, he would likely achieve the rank of Prim, the highest non-divine ranking in the plane.
    Organizations: There is only one organization of the despoilers of entropy, and that is the authority of Sul Primus. No others may command their order, and they follow the laws of the plane without fail.

    NPC Reactions
    Many of the powerful kingdoms of Tanzen recognize these soldiers of Sul Primus as a useful force in Peth. Many of the freely minded members of the kingdom do not agree, and this is only because they are to be the next victims of their dictum... or so the creed of the despoilers explains sensibly.
    Members of Arcnus Mortis do not feel the force of these creatures is unwanted, and only see fault with the fact that most of these creatures are indeed technically alive. Many powerful extraplaner undead have even tried to enter this class, but as of yet have not achieved the power.
    The authority of the despoilers in Shello is unknown, as the very nature of the nation of magic leaves many mysteries. One of the traits the despoilers do not appreciate and always fight against.

    Despoilers of Entropy in the Game
    This class may be very powerful in games where chaotic creatures, such as proteans, daelkyr or demons are many. If creatures the players face are frequently lawful or even neutral, this class could lose most or all of it's effectiveness. For balance, a good DM should use a balance of chaotic and nonchaotic enemies if a player chooses to be this class.
    As a DM, this class follows similar usefulness. If the party is mostly chaotic, creatures with this class can be exceedingly powerful and bring them to their knees easily. If the group is lawful, the class is either useless as a foe, or powerful as an ally. Neutral parties would see members of this class as mostly ineffective.
    Adaptation: This class can be adapted many different ways. Because of the nonstandard nature of the class, it could be bend into being more useful for warriors, by increasing combat prowess while taking away effectiveness of their spell effects. It could also be made more useful to spellcasting outsiders, by taking away their combat prowess and grant the class a spellcasting progression. It makes the most sense to tie this class to divine spellcasting, as the style of the class fits the devotion of many a cleric.
    Encounters: Typically, PC's can expect this class to arrive when they have broken laws that many can see, or have committed a string of broken laws over a long period of time that have caught the despoiler's eye, or the eye of his overseers. Chaotic creatures should rightly fear when a despoiler shows up, as they are the most vulnerable to their powers.

    Sample Encounter
    Metsid Von (CR 16, Kolyarut Despoiler of Entropy 4) is a relatively young Kolyarut, having been forged in the furnaces of Sul Primus merely 225 years prior. As predicted, Metsid showed usefulness as a soldier and lawbringer in the name of Sul Primus and order in general. He became a despoiler on the 75th anniversary of his forging. He was gifted with a new blade, that bore the brand of his authority: A circle with three horizontal lines at it's center, emblazoned in blue.
    Last edited by Krimm_Blackleaf; 2012-12-11 at 03:47 PM.
    My Deviantart, Please enjoy it.
    Invincible Maiden Avatar by GryffonDurime.

    Spoiler
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    Homebrew by Krimm Blackleaf


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

    Join Date
    Jun 2008

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    GEOMETRIST


    ”If you could please just... oh no, please get back in... stop moving around please... GET IN LINE. NOW.” - Theodore Quistus - Geometrist

    Psionic studies have a tendency to attract a certain category of individual. Certainly, a great deal of them are as hardened and typical an adventurer as the fighter they call friend, but in any order dedicated to studying and elucidating the power of the mind you will find some who are a touch... off. Maybe they read one too many books, maybe their mind just works differently than others, but whatever may have been the cause they found refuge in the well-defined world of mathematics and theory.

    Unfortunately, the real world never works quite as nicely as their books call it to.

    These unique men, then, seek to order the world around them as best they can. Their own offices typically meticulously clean and ordered, everything having a place and everything being in that place. Eventually, though, they have to venture outside of this zone of safety, and when that occurs, these psionic folk face the choice between dealing with it, running from it, or putting everything in its proper place.

    Geometrists opt for the latter.

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

    ENTRY REQUIREMENTS
    Alignment: Any Lawful
    Special: Kineticist Psion
    Feat: Psionic Meditation

    Class Skills
    The Geometrist’s class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge(all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int), Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha).

    Skills Points at Each Level: 4 + int

    Hit Dice: d4

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Ordering Power
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Ducks in a Row

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Everything in its Place

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Stillness of Mind

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Reorientation

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Matching Set

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Place Everything

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Clean and Neat

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Psionic Tether

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Your Place in the Universe[/table]

    Weapon Proficiencies: A place to put the different proficiencies.

    Powers Known: At every level from 2nd through 9th, a geometrist gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting 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 (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of geometrist to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

    If a character had more than one manifesting class before she became a geometrist, he must decide to which class he adds the new level of geometrist for the purpose of determining power points per day, powers known, and manifester level.

    Ordering Power (Ex): The Geometrist likes nothing more than for things to be neat and tidy. This can have a variety of meanings, and in a pinch, objects existing in an arrangement as simple as a circle or line is enough, especially when dealing with terminally disorganized things like living creatures.

    When the Geometrist manifests a psionic power that affects an Area (i.e. burst, emanation, spread, cone, line, sphere, etc.) he may expend his Psionic focus to make that power an Ordering Power.

    Ordering Powers exert their manifester’s will on creatures near their area of effect. All creatures within 10ft of an Area targeted by an Ordering Power must make a Fortitude Save (DC 10 + the Power’s level + Int Mod + ˝ class level) to resist this powerful draw.

    A creature that makes its save remains unmoved. Creatures failing the save by 5 or less are pulled 5’ closer to the nearest square affected by the power. Creatures failing by 10 or less are pulled inexorably into the nearest square affected by the power. All other creatures failing their save are pulled inexorably into the nearest square affected by the power and knocked prone.

    Creatures moved into the area affected by the power are affected by the power as if they had been within the area when the power was manifested.

    Ducks in a Row (Ex): The Geometrist works best when he can keep himself well organized. Nice, straight lines are mentally stimulating, and not surprisingly, that has a very visceral effect when that mental power is unleashed.

    Any time the Geometrist manifests a power that affects multiple targets but not an area, this effect activates. If the Geometrist and at least two targets of the power occupy the same line, the Power being manifested is automatically and freely Empowered.

    Everything in its Place (Ps): Sentient beings are chronically uncooperative with the Geometrist’s preferences for organization. Even if he puts them in a nice, neat order they will rebel and move about and generally wreak havoc on his schemes. A simple solution is called for, which comes in the form of a unique ability they develop.

    The Geometrist can manifest Everything in its Place at-will as a Psi-like ability.

    Everything in its Place
    Spoiler
    Show

    Level: Psion 3
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Medium (100 ft. +10 ft./level)
    Target: One creature
    Duration: Concentration, up to 1 min/level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 5

    Directed Psionic Energies lace the ground around your target, forming a flowing field of telekinetic power that glows in a directed field, pointed toward where your target is currently standing.

    The square(s) the creature is currently occupying will be referred to as “center square(s)” in the following description. All squares within 10’ of the target that are not center squares become Difficult Terrain. Any creature ending its turn within the area of the field is automatically moved in a straight line to the nearest center square. If this movement is obstructed, the creature is moved as close as possible along the straight line but is otherwise unharmed.

    Augment

    For every 4 additional power points you spend, the area this power affects increases by 5’.

    By spending an additional 5 power points, the each square of difficult terrain created by this power costs 3 squares of movement.


    Stillness of Mind: Now and then, everyone needs a moment to catch their breath. A calm time to themselves to recoup and come back swinging harder. For the Geometrist, taking even a brief moment to quiet their minds in the midst of the chaos of battle can be a powerful thing.

    As a move action, the Geometrist can make a Concentration check. The next power he manifests that round is considered Heightened 1 level for every 5 points the Concentration check exceeds the power’s DC (10 + power level + Int mod.)

    Reorientation: As any Geometrist will tell you, they are nothing but flexible. They understand the world can’t revolve around them, and not everything can be perfectly lined up just for them. As long as things are lined up for someone they can make do. See? Perfectly flexible.

    When manifesting any power that affects a Line area, the Geometrist can manifest it as if he were standing anywhere within a circle centered on him with radius equal to the spell’s range to which he has line of sight. The spell can be aimed in any direction from this point, but any area that would be affected beyond this circle is, instead, not.

    Matching Set: Organization goes beyond simple spatial placement but still, please don’t move that, it’s there for a reason. If possible, things should share common characteristics as well, or at least all receive the same treatment so one doesn’t stand out.

    Any time the Geometrist and at least two allies occupy the same line, all Personal effects affecting the Geometrist are shared among all of his allies occupying that line.

    Placing Everything: Sometimes, you just need to move something and move it fast. Creatures don’t understand that there is a place for them, no matter how gently you might suggest it to them. Eventually, you can’t be gentle anymore.

    The Geometrist can manifest Shunt as a psi-like ability.

    Shunt

    Spoiler
    Show

    Level: 5
    Display: Material and visual
    Manifesting Time: 1 standard action (See below)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will Negates (See below)
    Power Resistance: Yes
    Power Points: 9

    You forcibly teleport one creature against its will up to 25’ in any direction. Creatures cannot be teleported to an environment that cannot support them.

    If this power is manifested as a standard action, there is no save. This power can, alternatively, be manifested as a Swift action. In this case, or any other case where it is manifested as less than a Standard action, a successful Will save prevents the teleportation.

    Augment

    For every additional power point you spend, the distance you can teleport the target increases by 5’. For ever 10’ this distance increases, the save DC increases by 1.



    Clean and Neat: Efficiency is key. The more efficiently something can be done, the more that thing should be done. It just makes sense.

    By expending his Psionic Focus, the Geometrist can cause Powers he manifests that affect an area have additional, powerful effects based on the number of creatures affected.

    {table=head]Number of Creatures | Additional Effect
    1 | None
    2 | Power is Empowered
    3 | Power is Twinned
    4 | Power is Maximized
    5 | Power is Maximized and Empowered
    6+ | Power is Maximized, Empowered, and Twinned
    [/table]

    Psionic Tether (Ps): No matter how hard you try, some things will just never work the way you want them to. A little delusion never hurts. Just pretend that orc is standing dutifully in its spot, and act accordingly.

    At will, as a swift action, the Geometrist can mentally “tether” a creature to a point. The creature and the square it is in are both marked for a number of rounds equal to the Geometrist’s Int score. For this duration, a glowing psionic tether connects the creature with the square it was in when this ability was used. During this time, for the purposes of the Geometrist’s Powers and abilities, the Geometrist can target any square the tether passes through as if the creature occupied that square. Abilities that affect multiple squares still only affect the creature once.

    Point of Order: The Geometrist is a bastion of control, of himself and, in the ideal case, others as well. Though his power has become very great, he still cannot influence the whole of the world. He can, however, dominate what is near him - caught in his ultimate sphere of influence. As a singular point of order, approaching the Geometrist is a dangerous prospect.

    The Geometrist gains Psychokinesis as a Psi-like ability at will as a free action.

    The Geometrist can manifest his Shunt Psi-like ability as an Immediate action on any creature that enters a square he threatens.

    By expending his Psionic Focus and spending the required Power Points, the Geometrist can manifest Psionic Telekinetic Sphere, centered on himself, as an Immediate Action.

    PLAYING A GEOMETRIST
    The world just won't cooperate with you, so you'll have to make something happen. Orderliness is ideal, but it's up to you what that means, really. You don't necessarily want to control everyone around you, but damned if they don't make it tempting.
    Combat: The Geometrist functions, by and large, like a blaster with some controller twist. Through careful battlefield manipulation, your area spells can be truly devastating, and foes will have a hard time getting anywhere near you for long.
    Advancement: Increasing the power and DC of your Powers is key. This really is the center of the class.
    Resources: Geometrists only work so well with others. Sometimes, they can be convinced to leave their office or home or what-have-you to go on some mad adventure, but other than the contacts they have made on their own, like Universities and the like, he may find himself wishing for more friends.

    GEOMETRISTS IN THE WORLD
    "Professor Tullius is not to be disturbed. The last student to intrude on his studies was trapped in a cupboard for hours."

    Geometrists are quintessential oddballs, eccentrics and oddballs. People around them may appreciate their hard work and results, but cannot begin to fathom how they survive day to day living within their brains.

    Daily Life: Typically, they take up academic works, where they can get quite a lot done sealed away in an office or otherwise maintaining a space for themselves they can organize and optimize to their satisfaction and keep it that way.
    Notables: Professor Tullius was a renowned teacher at the College in Redhelm for many years. His research in the fields of Psychokinesis and Psychoportation were unmatched, and his propensity for scaring students half to death with his insistence on "arranging" them spread quickly. No student deaths have ever been definitively tied to him, which, paired with his key role in the defense of the University when it fell under attack, earned him tenure.
    Organizations: No organizations in particular, save the occasional Telepathic study, take interest in Geometrists. They tend to instill themselves in organizations almost against the will of said organization, but since their contributions are typically of the highest quality, they only complain so much.

    NPC Reaction
    The average Drizzt on the street will typically find the Geometrist eccentric at best, more typically annoying, and infuriating at worst. They tend to have trouble fitting into broader society.

    GEOMETRISTS IN THE GAME
    The class is primarily a blaster with some battlefield control abilities sprinkled in liberally. It can definitely have a powerful affect in certain combats, but the power of his ability to move foes essentially at will will be offset by requiring him to blast less often and less powerfully.

    That said, given the right arrangement of foes, his blasting abilities should not be underestimated.
    Adaptation: Rather than a neatness-obsessed psion, the Geometrist could function, with liberal adaptation, as some form of vector-themed mage or control-obsessed ruler.
    Last edited by Hyooz; 2012-12-03 at 08:25 PM.

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  13. - Top - End - #13
    Ogre in the Playground
    Join Date
    Sep 2011

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Adrospring

    I know what you feel, and I've mastered it. I know what you are. When you're this angry, it tears you apart inside not to release it. I can do so anyway.
    - Skarn street enforcer, taunting a barbarian native to the slums

    It is very easy for a member of a civilized race to get unhinged, whether in body, mind, or spirit. Great alterations and breakpoints can channel deep flaws and exalted strengths into new traits, sometimes bizarre. The classic example is a Barbarian's rage, which can unlock inhuman strength and nigh-impossible endurance. But any number of things can go wrong--open a strange tome, get curious, and you're suddenly a Binder. Spend some time training with the Sumblime Way, and your mind no longer works on the same level as anyone else's--higher in the case of Diamond Mind, lower for Tiger Claw. And this is to say nothing of genetic disease, mental illness, fanaticism, psychological trauma...it's enough to make the pursuit of order seen hopeless.

    The first adrosprings resulted from the combined studies of retired adventuring parties meeting up in their home cities, in their attempts to catalogue and understand the mechanics of a specific breakpoint: Rage. What caused it? Why are its effects so dramatic, and even moreso for frenzied berzerkers? And, most importanly, how can something so chaotic be ordered?

    They never quite answered the first two questions, but they found a method for the latter. The psychological and biological methods are quite specific, and require a degree of discipline in the subject. Thus, the information is obscure, with few interested in carrying it on--which means that the few who would learn the technique must also be learned enough to catalogue, record, discuss, and carry on the fundamental idea of understanding breakpoints.

    These modern adrosprings are rare, indeed, but their mastery of their breakpoint grants them power to rival even that of a frenzied berzerker.

    BECOMING AN ADROSPRING
    ENTRY REQUIREMENTS
    Base Attack Bonus: +6
    Skills: Knowledge (Local) 8, Concentration 4, Tumble 4, Heal 2, Autohypnosis 2
    Feats: Weapon Finesse, Knowledge Devotion, Iron Will
    Class Feature: Ferocity. The form of rage that emerges in cities has seen the bulk of the adrosprings' work.
    Alignment: Any nonchaotic.
    Special: Must be literate. (This is not an issue except for single-classed barbarians and totemists.)
    Special: Must train with another adrospring in feats of speed, studiousness, and/or self-control. The exact details of this are up to the DM.

    Class Skills
    The Adrospring's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Concentration (Con), Climb (Str), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Heal (Wis), Knowledge (Local) (Int), Listen (Wis), Jump (Str), Perform (Cha), Profession (Wis), Speak Language, Survival (Wis), and Swim (Str)

    Skills Points at Each Level: 4 + int

    Hit Dice: d10

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

    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Breakpoint Control, Redline 1/day

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Inspire Control

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Redline 2/day

    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Spring Attack

    5th|
    +5
    |
    +1
    |
    +4
    |
    +1
    |Redline 3/day, Greater Readline

    6th|
    +6
    |
    +2
    |
    +5
    |
    +2
    |Adrenal Finesse

    7th|
    +7
    |
    +2
    |
    +5
    |
    +2
    |Redline At-will

    8th|
    +8
    |
    +2
    |
    +6
    |
    +2
    |Staccato Weaponry

    9th|
    +9
    |
    +3
    |
    +6
    |
    +3
    |Overpowering Redline

    10th|
    +10
    |
    +3
    |
    +7
    |
    +3
    |Breakpoint Mastery[/table]

    Weapon Proficiencies: An Adrospring gains no additional proficiencies.

    Breakpoint Control (Ex): All adrosprings have studied the key to control over their actions while their minds and bodies are burning incredible amounts of energy. While in a rage-like state, an adrospring can make a DC 20 Will save once per round to ignore the restrictions on what actions they can take, for the rest of the round. A "rage-like state", for the purposes of this class, is the use of an extraordinary ability that temporarily increases one or more of the character's physical attributes while preventing the character from taking certain kinds of actions. For example, ferocity, frenzy, primal scream, and rage qualify, but the Transformation spell does not (because it is not extraordinary). If the adrospring is in two or more rage-like states, the DC of the Will save increases by 5 per extra state.

    In addition, the adropspring is no longer subject to the alignment restriction of the barbarian class. If they become lawful (as many adrosprings do as they train to enter the class), they may still rage or enter ferocity, whichever is appropriate, and may continue to gain levels in the barbarian class.

    Redline (Ex): Once per day, an adrospring can push their hearts to their limits, flooding their bodies with oxygenated blood. While redlined, an adrospring gains a +6 bonus to Dexterity from sheer speed. However, they take a -2 penalty to Constitution and a -3 penalty to Fortitude saves (for a total of -4), due to extreme bodily stress. In addition, they may move an additional 5 feet when taking a 5-foot step, and they gain a +20' bonus to all move speeds. This bonus stacks with the barbarian's Fast Movement class feature. Redlining lasts for a number of rounds equal to to 5 + the adrospring's Constitution modifier, and stacks with Ferocity and any other rage-like states. A nonliving adrospring cannot benefit from this class feature, as they have no functional heart or system that could substitute.

    Activating redline is an immediate action, and can be done while flatfooted at the start of combat before rolling initiative. As part of the immediate action, the adropsring may activate their ferocity class feature simultaneously, if there are any uses left.

    Redlining is extremely physically taxing on the circulatory system, and the character must burn off their energy. While redlined and under any of the below conditions, the adrospring takes 2 damage to all physical ability scores. The first time they take this damage in a day, it is ability burn instead of damage.

    - The character fails to move at least 10 feet during each of their turns
    - The character is physically still during their action, such as if reading a scroll (this condition only causes damage once per round)
    - The character's redline ends.

    When the adrospring's redline ends, they are also sickened. If the character is still under the effect of ferocity, the sickened condition does not apply until after the ferocity ends--at which point the character is nauseated, not merely sickened.

    While redlined, the character cannot use any Charisma- or Intelligence-based skills (except for intimidate), the Concentration skill, or abilities that require patience or bodily stillness, nor can she read scrolls. Note that these restrictions are subject to Breakpoint Control.

    At 3rd level, the adrospring can use this ability twice per day, and at 5th level, three times per day. At 7th level, and adrospring is studied enough in their own breakpoints that they can use this ability at-will.

    Inspire Control (Ex): At 2nd level, an adrospring is more practiced in breakpoint control, and can lead by example. Any ally who can see the adrospring gains the benefit of their Breakpoint Control class feature, but applies a -5 penalty to the relevant Will saves.

    Spring Attack (Ex): At 4th level, an adrospring gains Spring Attack as a bonus feat. They need not meet the prerequisites.

    Greater Redline (Ex): At 5th level, the adrospring has studied their breakpoint enough to invigorate their heart beyond its normal limits, while still remaining healthy (as in, their chest does not immediately explode.) The dexterity bonus from redlining increases to +10, and the character may move yet another 5 feet when taking a 5-foot step, for a normal total of 15'.

    Adrenal Finesse (Ex): At 6th level, an adrospring practices their speed enough to use it as the primary source of force behind their blows. Whenever an adrospring does damage with a melee weapon, replace any reference to their Strength modifier in the damage calculation with the total of their Dexterity modifier and their Strength penalty (if they have one). This ability does not stack with other abilities that would add the character's Dexterity modifier to their damage.

    Staccato Weapory (Ex): At 8th level, when an adropsring makes a full attack action, they may choose not to make their attacks which are at their full Base Attack Bonus. These attacks are delayed, and expire when their next turn begins. At any time while the adrospring has delayed attacks, they may use them as an immediate action, taking all of the attacks against a target within range and using those attacks as they would have occurred during the full attack routine. If they have a 5-foot step available, they may take it before the attacks, as part of the immediate action.

    Overpowering Redline (Ex): At 9th level, an adrospring knows the details of their breakpoints, and can be as calculatedly cruel as possible to their hearts without quite going over the line into self-destruction. The Dexterity bonus from redlining increases to +12, and the character may move yet another 5 feet when taking a 5-foot step, for a normal total of 20'.

    Breakpoint Mastery (Ex): At 10th level, an adrospring has learned all there is to know about how their minds and bodies are affected during a breakpoint, and can perfectly control themselves. If they are lawful, they may ignore any restrictions on their actions from any rage-like states they enter--if they are frenzied, for example, there is no danger of attacking their allies. (They still would take 2 nonlethal damage per turn until the frenzy ended). In addition, they can ignore the duration limits on any rage-like state. However, when they exceed the normal duration, they take 2 damage to all physical ability scores from internal abuse. For every multiple of the duration that they exceed, they take this damage again. For example, a 10th-level adrospring with a Constitution score of 13 may redline as long as they like, but will take 2 damage to their physical ability scores every 5 + Constitution modifier rounds. (Notice that the damage will accrue as their Constitution modifier decrements and shortens the next interval).

    If the adrospring is not lawful, they have not yet achieved perfect control. They instead gain a +5 bonus to their will saves to use their Breakpoint Control class feature. The adrospring later becomes lawful, this class feature functions as it does in the above paragraph.

    PLAYING AN ADROSPRING

    Combat: Adrosprings are the dexterity-based analogue for the frenzied berzerker, but play in much the same way. Attack and destroy until the encounter is over, with little thought to defense. With such an extreme Dexterity score after redlining, they are very difficult to hit and pass Reflex saves easily. On top of a d10 hit die, they are fiendishly difficult to take down through force of arms alone.
    Advancement: Any path that rewards speed and agility is an opportunity for a powerful adrospring. Adropsrings would be known to pursue two-weapon fighting or to multiclass as swordsages, were they common enough to be well-known.
    Resources: An adrospring needs a source of healing, even moreso than most characters. When they overexert themselves day after day, they need the help of spells such as restoration, and more than likely, the care of a mundane healer every night for their persistent ability burn--per the rules of the Heal skill, providing long term care (DC 15 Heal check) for a night will allow an adrospring to heal 2 points of ability burn per score instead of only 1.

    ADROSPRINGS IN THE WORLD
    She's a nice woman and all--good head on her shoulders--but she tries so hard to control herself that it's been makin' her real sick. If she dies, I can't make any more money from my folks fixing her up.
    - Wealthy tavern chain owner

    Daily Life: Though an adrospring is often in study of themselves, there is a tradition of disconnect between fighting and the quest for self-mastery. Those adrosprings who adventure often make a point of not discussing combat if it can be helped, and insist on finding time to relax and train.

    Adrosprings who live in cities--which are most of them--tend to have plans for relaxation and healing. Meditation, extended sleep, and good meals restore themselves after efforts that nearly rip their minds and bodies apart. But health and rest are only one part of their lives. Dedicated to understanding their breakpoints, they use some of their spare time to perform physical tests, calculations, and mental explorations into how their mind and bodies react, culminating in experimental redlining in their homes.

    Notables: The dwarf Garrahal, one of the members of the first group of adrosprings, still lives in at the edge of a human city. He is now aging and more of a scholar than a fighter, but still capable. He fielded the study of ferocity and has many scars from trying to teach others who did not take so kindly to the adrospring ideas.

    Adropsrings are new to the world, so the most powerful adrospring is generally understood to be Hydroltoke, a Very Old Amethyst Dragon, who acts as a a guardian of a trade route across borders for a reasonable fee. He has dryly commented that his favorite foods are wizards who have prepared Shivering Touch.

    Organizations: Adropsrings don't have an organization of their own, on account of their rarity.

    NPC Reaction
    The common people are likely to ignore their impenetrable talk of breakpoints and instead treat them as any other scholar-warrior, in a similar way as to Swiftblades.

    ADROSPRINGS IN THE GAME
    The adrospring is a powerful class, which is why the requirements are difficult, but it provides a needed improvement to Dexterity-based combatants. Two-weapon fighting is normally the only way to get high damage output, and even then, the results are normally unimpressive compared to two-handed fighting, and are much easier to hamper through damage reduction and mobility contraints. The adrospring class is a flavorful and powerful option that changes this dynamic.
    Adaptation: Adropsrings belong anywhere where they can have time to themselves for practice and rest, a counterweight to where a frenzied berzerker would normally develop. If cities are uncommon in your campaign setting, adrosprings could develop in natural areas, and be adapted to natural overtones instead of intellectual ones.
    Encounters: Fighting an adrospring usually occurs in their home city. There, they can use their mobility to work around city obstacles that could challenge other characters.

    Sample Encounter
    EL 14: After two hit-and-run sabotages on their equipment every time they enter the city in which they purchase equipment, the party finds a red Jermlaine. He desires revenge for that one time they killed the rats in the tavern cellar, and attacks immediately.

    Kitzai
    LE Draconic Jermlaine Barbarian (Ferocity Variant) 5/Adrospring 8 [Ferocity and Redlining]
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Kazyan; 2012-11-21 at 07:21 AM. Reason: Nitpicking

  14. - Top - End - #14
    Ettin in the Playground
     
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    Join Date
    Apr 2008
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    Male

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Rose Magistrate

    "All things in nature desire wise and proper guidance. The field flourishes if tended, and withers when ignored. Are men not the same?"
    -- Torin Agavond, Dwarvish Magistrate

    The Rose Magistrates are an esoteric order of mages who devote themselves to the study and practice of righteous governance. Though claiming no territory beyond what lies directly beneath their feet, and no political station beyond the natural authority of heaven, many Magistrates become famed as wise and just arbiters, and as powerful mages. To the Magistrates, man and nature are the same, and both can be guided through benevolent leadership and virtuous example.

    BECOMING A ROSE MAGISTRATE
    Almost all Rose Magistrates begin as students or apprentices to a senior member, earning the right to attend the master on his travels by displaying virtue and the desire to learn. After many years of study, the apprentice may prove himself equal to the master in an argument or some sort of practical demonstration.

    A rare few grow into the title on their own, often expressing more radical ideas. In either case, it often takes some time before a new Magistrate is recognized by the people for his wisdom and fairness, and it is not until this time that he has truly blossomed.

    ENTRY REQUIREMENTS
    Alignment: Lawful and nonevil
    Skills: Knowledge: History 8 ranks, Knowledge: Nobility and Royalty 8 ranks
    Spellcasting: Ability to cast 1st-level spells.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), and Survival (Wis).
    Skills Points at Each Level: 6 + int

    Hit Dice: d4

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Proper Behavior|--

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Of Beasts and Men|+1 level of existing class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Wisdom of Solomon|+1 level of existing class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Inspire Virtue|+1 level of existing class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Chastise Wickedness|+1 level of existing class

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Saint, Scholar, Gentleman|+1 level of existing class

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Steady as the North Star|+1 level of existing class

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Mandate of Heaven|+1 level of existing class[/table]

    Weapon Proficiencies: A Rose Magistrate does not gain any weapon or armor proficiencies.

    Spellcasting: At each level except 1st, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a 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. If she did not have any spellcasting ability at all prior to taking this class, see "Applied Practice" below.

    Proper Behavior (Ex): A Magistrate endeavors at all times to be benign, upright, courteous, temperate, and complaisant. As a result, it is difficult for many to deny or resent them. Any NPC with a starting attitude of Unfriendly, Indifferent, or Friendly has its attitude automatically improved by one step toward the Magistrate upon meeting her. Additionally, the Magistrate may use the better of her Wisdom or Intelligence modifier for all Diplomacy and Gather Information checks.

    Of Beasts and Men (Su): Those who call the natural world savage fail to realize that it merely requires someone to civilize it. A Magistrate may direct the actions of lesser creatures just as he would with humans. As a standard action, she may make a Diplomacy check against one or more animals of the same species. The DC is equal to 15 + the highest hit die value among the group, and affected creatures improve in attitude by one step, plus an additional step for every 10 points she beats the DC by.

    The Magistrate cannot directly speak with animals, but can give nonverbal instructions and directions to creatures made friendly or helpful in this way. Such creatures are not compelled to obey self-destructive commands, but will otherwise obey to within the limits of their attitudes and abilities, even if doing so goes against their base nature. A pack of wolves could be inspired to avoid preying on humans, or a wild bear could be convinced to move to a less inhabited area. This influence lasts for about one week at 2nd level, one month at 4th level, one year at 6th level, and indefinitely at 9th level.

    Wisdom of Solomon (Su): The Magistrates are known for their unimpeachable judgment, exercised with care and mercy, and for their keen perception of all things. Whenever a creature attempts to knowingly tell a lie directly to the Magistrate, she is automatically aware of the deception (although not necessarily the truth it hides).

    Furthermore, by contemplating on a decision for at least one hour, she may gain an insight into how it should best be approached. This is not a prophetic vision, but allows her to link together any important details she may have initially overlooked, and make a reasonable prediction of how a potential choice might turn out. She may only gain such an insight once per day, and only once on any given decision.

    Inspire Virtue (Su): A 5th level Magistrate holds all that she sees to a higher standard of behavior, and rarely allows her expectations to be disappointed. Any intelligent creature that would attempt to intentionally engage in lawless or deviant behavior while within 120 feet of the Magistrate must make a Will save (DC 10 + class level + Wis modifier) or feel compelled not to do so for at least an hour. Creatures are always capable of taking action to defend their safety or their property, and different societies are held to different norms -- Illithids are unlikely to frown upon devouring mortals, but Halfliing culture certainly does.

    With at least a minute of directed argument, however, the Magistrate may attempt to inspire a person to a different code of ethics, either the one favored by the Magistrate himself or the dominant society of the area. This also allows a Will save. If the target fails, he finds his alignment temporarily changed to Lawful for a duration determined by the Magistrate's Diplomacy check -- one week for a DC 25, +1 week for every additional +5 DC reached.

    Chastise Wickedness (Su): A 6th level Magistrate adds all spells from the Law domain to her class list. She may prepare these spells as normal, and may cast each of these spells spontaneously once per day by sacrificing a prepared spell slot of equal or greater level.

    Saint, Scholar, Gentleman (Su): At 7th level, the Magistrate is the very model of the perfect man or woman. So unimpeachable is her bearing that any creature attempting to attack her must succeed on a Will save (DC 10 + class level + Wis modifier) or fail, wasting its action. This protection is dropped if the Magistrate attacks the creature or its allies, but if she refrains from doing so, a potential attacker must re-make this save every round that it continues attacking her.

    Steady as the North Star (Sp): A ruler who governs by virtue is as the North Star; it stays in place, while myriad stars wait upon it. A Magistrate of 8th level commands many attendants, and may summon them to her aid. Once per day as a full-round action, she may sacrifice a spell slot of any level to cast a maximized Summon Monster spell of that level. Any spell cast in this way has its duration increased to 24 hours, but cannot be used to summon evil creatures and cannot be cast if the Magistrate already has one or more creatures summoned.

    Mandate of Heaven (Su): When a true ruler gives a command, nature itself bends to carry it out. Finally, the Magistrate is a true ruler, capable of taking on the Mandate of Heaven. Once per day, she may use this ability to gain control over the plane she inhabits as if it were highly morphic to her alone for the next ten rounds. Controlling a plane in this way is difficult, requiring a full-round action every turn, but incredibly potent. She may essentially shape or create any element or vegetation as she sees fit. Any significant changes to terrain made in this way slowly slide back to normal over the course of about an hour after the duration ends.

    Quote Originally Posted by Sidebar: Shaping Combat
    A Magistrate who wishes to use the Mandate of Heaven against foes has many options, but most of them can reasonably be combined into the categories of "damaging", "blocking", or "trapping."

    Damaging: The Magistrate may attack a number of targets equal to her Wisdom modifier anywhere within line of sight as a full-round action. Affected targets must make a Reflex save (DC 20 + Wis modifier) or each suffer 10d6 damage. This damage may be of any energy type or any weapon damage type -- Fire, Cold, Acid, Electricity, Sonic, Slashing, Piercing, or Bludgeoning -- at the Magistrate's discretion.

    Trapping: The Magistrate may attempt to restrain a number of targets equal to her Wisdom modifier anywhere within line of sight as a full-round action. Affected targets must make a Reflex save (DC 20 + Wis modifier) or become entangled and rooted to the ground. They may escape this entrapment with a DC 25 Strength or Escape Artist check.

    Blocking: The Magistrate may affect a number of 5x5 foot squares equal to her Wisdom modifier anywhere within line of sight as a full-round action, filling them with impassable or damaging matter. Regardless of the specific matter chosen (ice, stone, steel, wood, etc), each 5-foot section of wall has 5 hardness and 50 hit points. Damaging terrain, like a wall of fire or field of icy razors, deals 10d6 points of damage to any creature brave enough to cross it and counts as difficult terrain.
    PLAYING A ROSE MAGISTRATE

    Combat: While force may occasionally be necessary when dealing with savages, it should never be a first choice. A Magistrate attempts to educate rather than oppose whenever possible. In combat, your abilities as a spellcaster make you naturally inclined to control the flow of battle with area effects, summoned monsters, and buffs.
    Advancement: While a Rose Magistrate can come from almost any career prior to taking this class, almost all of them choose to advance their spellcasting after. Since they don't generally fit the mold of normal Druids, you might consider taking a prestige class like Loremaster, or any other class that will enhance your magical abilities.
    Resources: A Rose Magistrate often ends up building a good reputation in any land they frequently travel, which can be invaluable. Some have significant material wealth, either gifted to them by admirers or won from adventuring, while others rely on nature's bounty and their own wisdom.

    ROSE MAGISTRATES IN THE WORLD
    "She uses her own hubris as a hammer, bludgeoning the world into the shape she decides for it. It's almost impressive, if it wasn't so dangerous."
    -- Ordella, Unseelie Queen

    Daily Life: Rare is the Rose Magistrate who remains in one place for long; almost all members of the class are roamers, offering their services and wisdom whenever needed. Visiting small towns, they act as judges and advisers. In larger cities, they lecture to crowds about philosophy, government, and even natural science.

    Those Magistrates who take up an adventuring career are often proactive in their approach, seeking out areas of chaos or oppression in an attempt to inspire enlightened, ethical governance -- or simply take down whatever force is destabilizing the area themselves.
    Notables: It is said that a man now known only as The Honored Teacher, a scholar of unsurpassed wisdom and honor, was the original Rose Magistrate. Many quotes and stories about him survive to this day, but few specific details. In modern times, the tiefling "Thousand Petals" is perhaps the most well-known example, supposedly earning her fame by rehabilitating an entire tribe of Fire Giants single-handedly.
    Organizations: While the Magistrates may not have an official organization, the nature of their teacher-student relationships is such that almost any Magistrate can link himself to any other with a few degrees of separation. While they may not always agree, mutual respect and honor dictates that they assist and advise each other if personally requested, and anyone thought to be abusing or wrongfully claiming the title of Rose Magistrate is likely to find himself tracked down and embarrassed by the veteran arguers.

    NPC Reaction
    While many people might resent the Rose Magistrates for a perceived elitism or arrogance, the cordiality and helpfulness that most Magistrates strive to display wins them many friends. Many self-proclaimed "students", both commoners and upper-class, will hang on and heed every word from a Magistrate's lips, while some others merely consider them curiosities.

    CLASS NAME IN THE GAME

    Adaptation: It is entirely possible that your campaign setting does not want to include the existence of multiple Magistrates; a PC taking this class might be the first of his kind, or an NPC might be a firebrand with a unique philosophy proclaiming humanity's dominion over nature.
    Encounters: A Magistrate can be found almost anywhere, but is unlikely to be a combat encounter against any but the most violent of parties. A Magistrate might request the assistance of noble and civilized PCs to deal with a problem beyond his own capabilities, or simply sermonize annoyingly to a more rebellious or radical group.

    Sample Encounter
    Thorin "Rose-Tender" Agavond is an experienced dwarven Magistrate, and can often be found presiding over difficult legal cases in towns that lack a formal court system. For trials requiring more thorough or dangerous investigation, he might request or hire the assistance of a willing group of PCs.
    EL 10:

    Thorin Agavond
    Lawful Good Male Dwarf Aristocrat 5/Rose Magistrate 5
    Init +0, Senses: Listen +14, Spot +14,
    Languages Common, Dwarvish, Gnome, Giant
    ------------------------------------------------
    AC 12, touch 10, flat-footed 12 (+2 armor)
    hp 55 (10 HD)
    Fort +4, Ref +2, Will +11
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee Quarterstaff +5 (1d6-1)
    Base Atk +5, Grp +4
    Atk Options Spellcasting
    Combat Gear Masterwork quarterstaff, masterwork leather armor
    Spells Prepared
    1st (DC 15): Entangle x2, Charm Animal, Faerie Fire, Endure Elements
    2nd (DC 16): Flaming Sphere, Resist Energy, Fog Cloud, Summon Swarm
    3rd (DC 17): Wind Wall, Call Lightning, Cure Moderate Wounds, Summon Nature's Ally III
    4th (DC 18): Dispel Magic, Spike Stones, Summon Nature's Ally IV
    -----------------------------------------------
    Abilities Str 8, Dex 10, Con 14, Int 14, Wis 16 (18), Cha 10
    SQ Applied Practice, Proper Behavior, Of Beasts and Men, Wisdom of Solomon, Inspire Virtue
    Feats Negotiator, Combat Casting, Spell Focus: Conjuration, Augment Summoning
    Skills Diplomacy +18, Gather Information +16, Knowledge: History +15, Knowledge: Nobility and Royalty +15, Sense Motive +18, Spot +14, Listen +14
    Possessions Masterwork quarterstaff, masterwork leather armor, Periapt of Wisdom +2
    Last edited by Eurus; 2012-12-12 at 11:52 PM.
    Avatar by araveugnitsuga.

  15. - Top - End - #15
    Ogre in the Playground
    Join Date
    Aug 2008
    Location
    Midwest, not Middle East
    Gender
    Male

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Marked One

    Chains can be a fetter or a weapon.

    The Mark of Justice is used to prevent repeat offenses of crime, but a powerful spell so close to a person for so long can have unintended side effects.

    Becoming a Marked One
    Marked Ones must be under the effect of a Mark of Justice. They must have a certain... presence in the world to allow them to affect their magical binding. Finally, they must have the discipline and clarity of purpose to explore their magical bonds.

    ENTRY REQUIREMENTS
    Character Level 5
    Must be under the effect of an inactive Mark of Justice spell
    Alignment: Any Lawful

    Class Skills
    The Marked One's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (Local) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Swim (Str)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    Level BAB Fort Ref Will Special
    Special
    1st +0 +0 +0 +2
    Continued Focus, Welcome Mark
    2nd +1 +0 +0 +3
    Detect Offender, Not One Step Back
    3rd +2 +1 +1 +3
    Detect Chaos, Maniacal Focus
    4th +3 +1 +1 +4
    Eye of Justice
    5th +3 +1 +1 +4
    Marked For Life, Cursed Touch
    6th +4 +2 +2 +5
    Self Control
    7th +5 +2 +2 +5
    Justice for All
    8th +6 +2 +2 +6
    Will Ascendant, Curse of Inaction
    9th +6 +3 +3 +6
    10th +7 +3 +3 +7
    Paper Chains, Consummate Mark of Justice

    Weapon Proficiencies: A Marked One gains no additional weapon or armor proficiencies.
    Continued Focus(Ex): Your exploration of your magical binding does distract from your previous endeavors, but you still find time to practice your core competencies.
    A first level Marked One gains one ability from the following list:
    • Martial Focus: Marked One levels provide full BAB and stack with fighter levels for purposes of qualifying for feats.
    • Woodland Focus: Marked One levels provide a good Ref save and stack with Ranger levels for purposes of Favored Enemy
    • Stealth Focus: Marked One levels add Hide and Move Silently to the class skill list, and provide +1d6 sneak attack every three levels starting at level 1.
    • Righteous Focus: Marked One levels provide a good Fort save and stack with other classes that grant any Smite ability. If you do not have a smite ability, you gain the ability to Smite Chaos, with the same bonus to damage, bonus to hit and uses per day as a paladin of your Marked One level has of Smite Evil.

    Welcome Mark (Su): The first step in mastering your Mark of Justice is pulling it closer to yourself. This may seem strange to anyone who has not run a con.
    Upon taking his first level in this class, a Marked One must select one inactive Mark of Justice currently affecting him, which will be ‘his’ Mark of Justice for many class features. A Marked One is always entitled to a Will save against any effect that would dispel or remove his Mark of Justice, and gains an insight bonus to this save equal to his class level. In addition, he is aware of any activity he is about to do which would trigger his mark, similar to how a Phylactery of Faithfulness warns about alignment infractions. If a Marked One is not under the effect of his Mark of Justice, he loses access to any Su and SLA abilities from the Marked One class (with the exception of Marked for Life). His Mark of Justice may be reinstated with a new Mark that has the same trigger condition, though the consequence for breaking the trigger may be different.

    Detect Offender(Su): The Mark of Justice must first identify unwanted behavior. With just a gentle nudge, the Marked One can push this sense outward.
    As a standard action, a second level Marked One can detect anyone who has committed an act which would have activated his Mark of Justice in the last 24 hours. This detection works in a 60’ cone, and is blocked by certain thicknesses of certain materials just like a Detect Evil spell.

    Not One Step Back(Su):The Mark of Justice has started to warn the Marked One about unacceptable activities. An inhuman warning inside your head is enough to put steel in the spine of anyone.
    A second level Marked One gains an insight bonus against [fear] effects and intimidate checks equal to half his class level.

    Detect Chaos(SLA): Law is the natural alignment of the Mark of Justice. As the connection between Mark and Marked deepens, this alignment becomes useful.
    A third level Marked One may cast Detect Chaos at will, with a caster level equal to his character level.

    Maniacal Focus(Su):The discipline and self-knowledge which are guided by the Mark of Justice pay another dividend: some wounds are not as bad as they seem.
    A third level Marked One may regain 1d8 hit points per class level. This is done as a swift action, and may be done once an encounter. This ability only works in a dangerous situation, like combat or during an avalanche.

    Eye of Justice(Ex): The Mark of Justice is a limited magical construct that watches one person for one particular infraction. The last thing to learn from the watchfulness of the spell is insight into human nature.
    A fourth level Marked One gains an insight bonus on Sense Motive checks equal to his class level.

    Marked for Life(SLA): The Mark of Justice has become part of the Marked One. He can reactivate just like he can heal a cut.
    A fifth level Marked One can re-cast the original Mark of Justice which allowed him to enter the class if it is activated or dispelled. He must target himself with this Mark of Justice, and the caster level of the mark is the same as the caster level of his original mark. He may do this despite it being a Spell Like Ability from this class, which normally he would lose if he did not have an inactive Mark of Justice on himself.

    Cursed Touch(Su):The Marked One has begun to explore the second part of the Mark of Justice. This is the part that metes out punishment for a transgression. This magical punishment can be useful in other ways.
    As a swift action, the Marked One may imbue his next weapon attack with a curse. If the weapon attack hits, this curse gives the target a -6 penalty to an ability score chosen by the Marked One unless the target makes a will save with a DC of 10+class level+highest mental score modifier. For example, a 6th level Marked One with a 12 Int, a 14 Wis, and a 20 Cha would have a DC of 10+6+5, or 21. The penalty to the ability score lasts for a number of hours equal to the Marked One’s class level, or until removed by a Remove Curse or stronger magic. This ability may be used a number of times per encounter equal to the Marked One’s highest mental ability score modifier (minimum 1).

    Self Control(Su):The Mark of Justice, by this point, has been stretched and pushed so far that the Marked One can use it for things it was never intended to do. It is easier to focus this power inward, so he redefines the meaning of self control.
    You may roll 2d20 for any will save and take the higher of the two rolls.

    Justice for All(SLA): The Mark has been so helpful to the Marked One, it is just common courtesy to share it.
    A seventh level Marked One may cast Mark of Justice as a spell like ability. He may select any valid punishment for breaking the Mark, as Bestow Curse. He may use this at will, but it still takes 10 minutes and requires the target to be willing or restrained.

    Will Ascendant(Su):Discipline and focus can make up for shortcomings in other areas. Students of the Diamond Mind know this, and the Marked One makes a similar discovery.
    Once per encounter, as a free action, an eight level Marked One may make a Will save in place of any save he is required to make. This benefits from Self Control as normal for a Will save, and if he has Mettle it applies.

    Curse of Inaction(Su):The Mark of Justice can unleash a terrible curse. With enough distortion of the original spell, this can be weaponized.
    The eighth level Marked One may, as a standard action, bestow a curse on a target creature within 60’. The target is entitled to a will save with a DC of 10+class level+highest mental score modifier. This curse gives the target a 50% chance of not acting each turn. It lasts for a number of days equal to the Marked One’s level, or until removed by a Remove curse or stronger spell. The Marked One may do this a number of times per day equal to his highest mental score ability modifier.

    Paper Chains(Su):Almost as an afterthought, the Marked One claims full control over his mark.
    The tenth level Marked One does not trigger any Marks of Justice on himself unless he desires to, no matter what actions he takes.

    Consummate Mark of Justice(Su):The Marked One has become the authority on Marks of Justice. He has devised a rather stronger version of the spell, but it requires his specialized experience and knowledge to use.
    The tenth level Marked One has the ability to invoke a Consummate Mark of Justice. This is similar to a Mark of Justice in that it requires 10 minutes to invoke, it activates a consequence when the target commits the act specified while invoking the mark, and it lingers on the target until removed. Unlike a regular Mark, when the target transgresses he is Imprisoned, as the spell, with the exception that he is aware of time passing but is unable to act, for ten days . The spell Freedom will remove him from the Imprisonment but it will not dispel the Consummate Mark. A wish or miracle will remove the Consummate Mark, otherwise the Consummate Mark is permanent until the Marked One who invoked it dismisses it as a standard action. A Marked One may only have one Consummate Mark active at once. This effect can be detected like a 9th level Necromancy spell.

    Playing a Marked One
    You play rather like the class you entered from, except now you have powers.
    Combat: You have a few passive boosts and a few swift actions. As you progress past level 5 or so, you get more directly offensive abilities.
    Advancement: It is not a bad idea to go back to the class you left to enter this one. Alternately, take levels in Warblade. Everyone needs more Warblade.
    Resources: A Marked One often has experience with a criminal justice system, but typically from the wrong side to receive favors from it.

    Marked Ones in the world
    Strange fellow. I could tell that he wanted to strangle me, but instead he paid me for the stew. Even included a tip. -anonymous innkeeper

    Marked Ones are sometimes shunned as criminals and sometimes welcomed as people trying to change their lives for the better. Their meddling with the Mark of Justice is hard to detect.
    Daily Life: Don’t do what you shouldn’t. Aside from that... go wild.
    Notables: The king of a country whose name has been forgotten had his personal guard all enchanted with a Mark of Justice binding them to his service. Legend has it that one of his guards overcame the mark and strangled the king.
    Organizations: Typically, those who uphold the law are the ones placing Marks of Justice. They have a vested interest in Marked Ones not spreading their knowledge.

    NPC Reaction
    You’re a criminal.

    Marked Ones in the Game
    The only ability the Marked One has that is really out of line is the Consummate Mark. It is rather hard to apply it to someone though, so that should be ok. They are mostly people who do damage with weapons; they just have a few extra tricks and resistances.
    Adaptation: Other spells also mark people for a long time, but you’d need to tear the floor out of this class and rewrite a lot to make it align with, say, Polymorph Any Object.
    Encounters: Criminals. Or are they just misunderstood?

    Sample Encounter
    A man is spit on in the town. He glowers, but says nothing. The mark on his forehead is apparent.

    Spoiler
    Show
    This class gives out a number of spells at will. If you use them to power an Energy Transformation Field then there will not be a hole deep enough for you to hide in. Consequences will catch you, and they will not be pleasant.
    Last edited by Glimbur; 2021-07-14 at 09:52 AM.

  16. - Top - End - #16
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Contest closed, voting thread this afternoon!

    -X

    EDIT: Voting thread is up!
    Last edited by ErrantX; 2012-12-09 at 02:02 PM.
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

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

    My extended homebrew signature!

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