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Thread: [3.5/PF] GitP Regulars as PrCs!
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2015-05-29, 08:17 PM (ISO 8601)
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2015-05-29, 08:28 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Wait? We're meant to get paid?!
Last edited by Milo v3; 2015-05-29 at 08:28 PM.
Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2015-05-29, 08:30 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
-italian accent- you guize are pretty funny, but I ask of you, don't forget the small fry's.
It's always better to supersize your happy meal.
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2015-05-29, 09:03 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
And the tax rate is 5% of total income. Very reasonable I must say. Fortunately, the other 95% goes straight into my pocket because I'm still the High Rudisplorker.
Also there is a 0.02% tariff to pay on the transfer of wages, you guys owe GitP A.S. Industries for working here and the more work you do, the greater your debt. Though bonuses are awarded for excellence and do not count as taxable income, they go straight to that 0.02% tariff which has been accumulating.
It feels great to be in charge of Accounting, even if I'm just the head of Accounting's secretary. If there's any problems with Accounting, take it up with our legal team, I'm friendlier than H.R.
Good job all these law firms are here really, I've been unfairly dismissed 17 times this year. Thankfully my solicitors took the job for free and GitP A.S. Industries' were sympathetic to my plight, practically throwing each case.
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2015-05-29, 09:03 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
That's cute. All those papers you signed, and you still think it's your company.
They grow up so fast, don't they, LP? Makes a being of incomprehensible cruelty a bit proud, really.
Excuse me. I'm a little verklempt.
If you have to ask... then no.
Aside: Zaydos, gonna agree with everyone else. You are winning this thread, terrifying taloned extremities down.My headache medicine has a little "Ex" inscribed on the pill. It's not a brand name; it's an indicator that it works inside an Anti-Magic Field.
Blue text means sarcasm. Purple text means evil. White text is invisible.
My signature got too big for its britches. So now it's over here!
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2015-05-29, 09:04 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
I will note my only knowledge of you comes from this and the last thread and I only know what 1 minute on google told me about Honey Senpai.
Honeyed Corrupter
A particularly vile breed of insidious infiltrators, Honeyed Corrupters use the wondrous powers of imagination, creativity, and drawing to make themselves appear as youths of their chosen species. Reinforcing their bodies further with their artistic talents they wade into combat with protector constructs biting, punching, and kicking like the small children they imitate.
BECOMING A HONEYED CORRUPTER
Becoming a Honeyed Corrupter requires a combination of skill, cunning, and most of all artistic talent.
ENTRY REQUIREMENTS
Skills: Disguise 8 ranks, Forgery 8 ranks, Craft (drawing) or Craft (Painting) 8 ranks.
Class Skills
A Honeyed Corrupter's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (Local) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int
Hit Dice: d8
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0+0+2+2Unarmed Strike, Scribbled Mask, Unarmored AC, Art of Brush, Tome, or Blade 2nd +1+0+3+3Insidious Whispers, Sugar Rush 3rd +2+1+3+3Sweet Smile, Fast Movement +10-ft 4th +3+1+4+4Honeyed Art 5th +3+1+4+4Greater Sugar Rush, Moral Cavity
Weapon and Armor Proficiencies: A Honeyed Corrupter gains proficiency in all simple weapons and saps.
Unarmed Strike (Ex): A Honeyed Corrupter gains Unarmed Strike as a monk of their class level. If they have monk levels their levels in each stack and they may add their Honeyed Corrupter level to their Monk level to determine the effectiveness of their Flurry of Blows ability.
Unarmored AC (Ex): A Honeyed Corrupter gains a monk's AC bonus as a monk of their Honeyed Corrupter level except using Charisma in place of Wisdom. If they have Monk levels they do not gain both AC bonuses but instead add their Honeyed Corrupter level to their Monk level to determine its bonus and may use Charisma or Wisdom whichever is higher at the moment.
Scribbled Mask (Su): A Honeyed Corrupter may use a paint brush, ink pen, or other drawing/painting tool to draw themselves a false face. Doing so functions as Disguise Self, but they suffer a -5 to their disguise check as the disguise looks as if it were drawn something that viewers find easy to overlook but not impossible not to, and any save DC to see through it is 10 + your Honeyed Corrupter level + your Charisma modifier. You may reduce your apparent height by up to 60% (instead of merely 1 foot), but if you reduce it by more than 1 foot you must look like a child of whatever species you are appearing as. While using this ability to appear as a child creatures of the same species which do not see through this illusion/disguise suffer a penalty to Sense Motive and Spot checks made against you equal to your Honeyed Corrupter level +3, a -2 to saves against mind-affecting effects you generate, and a -2 to attack rolls against you.
Art of Brush, Tome, or Blade: When you take your first level in Honeyed Corrupter choose Brush, Tome, or Blade. If you select Brush you may add your Honeyed Corrupter level to any Animator level you possess for the purposes of Animate Eidolon, Stock Animation, and Artistry. If you select Tome at each level other than 1st and 4th of Honeyed Corrupter you gain additional spells known and spells per day as well as Caster Level as if you had gained a level in one arcane spellcasting class you previously possessed. If you select Blade Honeyed Corrupter levels are considered to be an Initiating Prestige Class for you (granting full IL) and you learn a new maneuver at 1st, 3rd, and 5th level as well as gaining an additional maneuver readied at 2nd and 5th, and a new stance known at 4th level; you may select these maneuvers and stances from the Shadow Hand, Setting Sun, and White Raven disciplines.
Insidious Whispers (Su): A Honeyed Corrupter may speak in sweet whispers, the pleading, begging tones of a child. Beginning at 2nd level 1/day per class level a Honeyed Corrupter may attempt to offer a suggestion to a creature which believes you to be a child (even if of another species) as the spell (this remains a Supernatural ability, but CL is considered to be your Honeyed Corrupter level + 1/2 your level in other classes). The save DC against this ability is 10 + your honeyed corrupter level + your Charisma modifier.
Sugar Rush (Su): Beginning at 2nd level a Honeyed Corrupter may as a standard action eat a sugary treat and induce a state of sugar high causing their body to surge into overdrive. This functions identically to a Haste spell on the Honeyed Corrupter (and only the honeyed corrupter) with a caster level of their effective character level. If a Honeyed Corrupter uses this ability and has already used it within the last 10 minutes they become fatigued and if already fatigued exhausted; if they are immune to fatigue or otherwise would not become fatigued they instead simply cannot use this ability again for 10 minutes after that 2nd use. An exhausted Honeyed Corrupter may not use Sugar Rush.
Sweet Smile (Su): Beginning at 3rd level while a Honeyed Corrupter is disguised as a child they may, once per encounter, flash a creature that attempts to attack them (including with an area of effect) a sweet smile as an immediate action. The target must be able to see the Honeyed Corrupter and must not have seen through their disguise. If the target fails a Will save (DC 10 + honeyed corrupter level + Charisma modifier) they abort the attack and any spell, maneuver, ability used in it is wasted. This is a mind-affecting effect.
Fast Movement (Ex): Beginning at 3rd level a Honeyed Corrupter can move faster, either to escape from combat, hide behind their 'big brother', or get in there and kick someone's face. While not wearing armor and carrying no more than a light load, a Honeyed Corrupter gains a +10-ft increase to their land speed.
Honeyed Art: At 4th level a Honeyed Corrupter gains a bonus based upon their Art chosen at 1st level. If they selected Art of the Brush any eidolons they create can be made to look like bishonen or bishojo of a race which is the same size as they are causing any creature attracted to that race and gender to suffer a -2 penalty to attack rolls and AC against the eidolons; this is an illusion and can be seen through with a Will save as a figment (DC 10 + honeyed corrupter level + charisma modifier) if interacted with. If they select Art of the Tome they gain Spell Focus (Enchantment) and may add 3 enchantment spells of any level lower than the highest they may cast from the Sorcerer/Wizard spell list to their spells known and spell list; if they are a warlock or otherwise have neither spells known or a spell list they may instead select 3 enchantment spells with a level no higher than 1/2 their character level and may use each of them 1/day as a spell-like ability. If they selected Art of the Blade they gain Improved Feint as a bonus feat and may feint as a swift action against creatures which believe them to be children.
Greater Sugar Rush (Ex): Beginning at 5th level a Honeyed Corrupter may 1/day when they enter a Sugar Rush declare it a Greater Sugar Rush. During a Greater Sugar Rush a Honeyed Corrupter gains a bonus standard or move action each round. After a Greater Sugar Rush a Honeyed Corrupter is Exhausted for 1 minute and then Fatigued.
Moral Cavity (Su): A 5th level Honeyed Corrupter may lead anyone onto a path of chaos, evil, and gifs. By speaking to a creature (as a standard action) within 30-ft the Honeyed Corrupter may force that creature to make a Will save (DC 10 + Honeyed Corrupter level + Cha modifier) or have their alignment change to Chaotic Evil for 1 hour (as if with Morality Undone from Book of Vile Darkness, Fiendish Codex I, and Lords of Madness). A Honeyed Corrupter may use this ability 1/day per 8 character levels they possess.Last edited by Zaydos; 2015-05-29 at 09:05 PM.
Peanut Half-Dragon Necromancer by Kurien.
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Old: My homebrew (updated 9/9)
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2015-05-29, 09:13 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Yeah, this is a lot of fun. I wish I was really into the class writing thing. Maybe if I had some reason to get really into it, I would, but I have the Chimera and the Opal Officer to finish.
Zaydos, have you done one for me?
Nah, it's fair. I thought I would have time to finish those levels for the dungeon crasher part of my build, but a gestalt, 3 bloodlines, and a ton of levels past epic and I never got around to it. This is why you plan your build out a head of time.Last edited by Snowbluff; 2015-05-29 at 09:14 PM.
Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
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2015-05-29, 09:42 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Who thought it was a good idea to give me the tax department job? I mean none of the taxes will ever get past my hoard again.
Wait... this isn't a competition!
Don't be greedy you have 2 (3?) already. There are many more to make like... erm... um...
Last edited by Zaydos; 2015-05-29 at 09:47 PM.
Peanut Half-Dragon Necromancer by Kurien.
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Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.
Old: My homebrew (updated 9/9)
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2015-05-29, 09:49 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Last edited by Red Fel; 2015-05-29 at 09:50 PM.
My headache medicine has a little "Ex" inscribed on the pill. It's not a brand name; it's an indicator that it works inside an Anti-Magic Field.
Blue text means sarcasm. Purple text means evil. White text is invisible.
My signature got too big for its britches. So now it's over here!
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2015-05-29, 09:50 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia
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My Homebrew
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2015-05-29, 09:58 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Didn't we put stack in charge of the books? I can't remember which thread we decided that stuff in.
Extended signature (Includes Giantitp regulars as... links, avatar showcase, homebrew, and other stuff.)
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2015-05-29, 10:15 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Not gold! Don't melt the gold into a lavatory throne! It deserves better! Like to be rolled around on.
It'd likely would end up being based 100% on your name which always feels like cheating.
Edit: And I apparently still have harsh feelings over how they ended 2e, because of Planescape ending.Last edited by Zaydos; 2015-05-29 at 10:19 PM.
Peanut Half-Dragon Necromancer by Kurien.
Current Projects:
Group: The Harrowing Halloween Harvest of Horror Part 2
Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.
Old: My homebrew (updated 9/9)
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2015-05-29, 10:30 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia
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My Homebrew
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2015-05-29, 11:03 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Last edited by Snowbluff; 2015-05-29 at 11:07 PM.
Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
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2015-05-29, 11:07 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
More theurge than minionmancy... though at least one ability planned is connected to minionmancy and paranoia.
Hey wait... Iron Zealot was not based on their name, it was based on their relation with Snowbluff and obvious masochism involved therein.
Edit: Still sleepin'Last edited by Zaydos; 2015-05-29 at 11:09 PM.
Peanut Half-Dragon Necromancer by Kurien.
Current Projects:
Group: The Harrowing Halloween Harvest of Horror Part 2
Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.
Old: My homebrew (updated 9/9)
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2015-05-29, 11:16 PM (ISO 8601)
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2015-05-29, 11:26 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Spoiler
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2015-05-29, 11:42 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Haman-sama, I've already tried that. It's an agitating mess that I don't care for being a part of.
Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
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2015-05-29, 11:46 PM (ISO 8601)
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2015-05-29, 11:57 PM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
Well, there's a void of decent Truenaming PrCs. Hopefully I don't screw up the rules too badly. Also, in what seems to me to be a proud tradition of "everything is part of the whole" classes (*cough* Monk *cough*), I'm not totally sure that the abilities come together in a coherent way. Comments welcome.
Jormengand Speaker
Most etymologists contend that the Jormengand Speakers derive their name from that of the great serpent Jörmungandr which encircles the world, but the speakers themselves contend that the creature's name is itself derived from a supremely powerful word of Truename magic. To truly understand the word of Jormengand, as they call it, is to understand the unification of all things, forward and backward, blessing and curse, good and evil, life and death. While many venerate the world serpent as a powerful incarnation of the word of Jormengand, all Jormengand Speakers agree that even it is an imperfect one, and say that true understanding of the word dwarfs even the majesty of that mighty creature.
BECOMING A JORMENGAND SPEAKER
Powerful Truenamers who seek to understand the unification of all things turn toward the path of the Jormengand speaker.
ENTRY REQUIREMENTS
Skills: Truespeak 10 ranks, Knowledge (Arcana) 8 ranks, Knowledge (The Planes) 8 Ranks
Feats: Truename Research
Utterances: Must know a Lexicon of the Crafted Tool utterance
Class Skills
A Jormengand Speaker's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Any) (Int), Truespeak (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int
Hit Dice: d6
Level Base Attack Bonus Fort Save Ref Save Will Save Special Truspeak 1st +0+0+0+2Palindromic Verse +1 level of Truespeak 2nd +1+0+0+3Word of Unification, The Serpent's Kiss +1 level of Truespeak 3rd +2+1+1+3Word of Blessing +1 level of Truespeak 4th +3+1+1+4Word of Unification, The Serpent's Tongue +1 level of Truespeak 5th +3+1+1+4Word of Curse +1 level of Truespeak
Truenaming: At each level, you gain an increased caster level for your utterances and new utterances known as if you had gained a level of Truenamer.
Palindromic Verse (Ex): Jormengand Speakers often take interest in palindromes as a representation of their belief in the power of the word and in the circular, unifying nature of all things. When combined with words of power, this pastime grants them enhanced power. A Jormengand Speaker is attempting to speak in palindromic verse whenever the utterance they are attempting to use would form a palindrome with the most recent utterances that they used. For example, if Alex the Truenamer attempted Reversed Speed of the Zephyr, Knight's Puissance, Reversed Knight's Puissance, and Speed of the Zephyr in succession (whether the utterances are Quickened or otherwise modified or not), they would be speaking in palindromic verse for the Reversed Knight's Puissance and Speed of the Zephyr utterances. If, however, the utterance preceeding those four utterances was Universal Aptitude, and Alex attempted to use Archer's Eye afterwards, they would no longer be speaking in palindromic verse. Utterances made in palindromic verse do not count towards Truespeak penalties for the Law of Resistance, and with each utterance attempted in palindromic verse grants a stacking +2 bonus on Truespeak checks. In the previous example, Alex would get a +2 bonus on the Truespeak check to use Reversed Knight's Puissance, and another +2, for a total bonus of +4, on the check to use Speed of the Zephyr.
Word of Unification (Ex): You gain advancement in Truenaming (as the Truenaming feature above), as if you had gained a number of levels in truenamer equal to one half (rounded down) the number of levels you possess for which Truespeak is a class skill, but which do not advance Truenaming.
The Serpent's Kiss (Ex): You gain a bite attack which deals 1d4 damage (if you are medium). If a creature is rendered helpless by one of your utterances, you may make a coup de grace against that creature with your bite as a move action. If you kill a creature of at least your CR-3 in this fashion, you gain a +1 on Truespeak checks for an hour. Some Jormegand Speakers refer to this as "completing the circle."
Word of Blessing (Su): By increasing the DC of any utterance by 10, you may add a blessing to one of your utterances. If you succeed on the Truespeak check, then in addition to the normal effect of the utterance, the target is affected by Divine Favor, as the spell.
Greater Word of Unification (Ex): As Word of Unification, except the number of levels of Truenaming advancement increases to three quarters (rounded down) the number of levels you possess for which Truespeak is a class skill, but which do not advance Truenaming.
The Serpent's Tongue (Ex): Your tongue becomes forked, like that of a serpent. To a Jormegand Speaker, the serpent's forked tongue is a symbol of unification despite the appearance of dualism. You may ignore the Law of Sequence for a single utterance at any given time.
Word of Curse (Su): By increasing the DC of any utterance by 10, you may add a curse to the effect of the utterance. If you succeed on the Truespeak check, then in addition to the normal effect of the utterance, the target is affected by Bestow Curse, as the spell. If you increase the DC by 15, you may instead add the effect of Bestow Curse, Greater, as the spell.Last edited by WhamBamSam; 2015-05-29 at 11:58 PM.
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2015-05-30, 12:00 AM (ISO 8601)
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2015-05-30, 12:29 AM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
ACOLYTE OF VECNA
Vecna is the dark god of secrets and magic, once a mortal necromancer of world shaking power who ascended to godhood throughmeans which made no sense in any of the settings involvedcosmic loopholes. His chosen servants master both divine and arcane magic, learning necromantic arts which they keep secret from all others who would learn them.
BECOMING AN ACOLYTE OF VECNA
To become an Acolyte of Vecna one must first and foremost serve the god of secrets. Beyond that they must prove themselves worthy of and capable of using the secrets of the inner circle through their mastery of arcane and divine magic. They must then petition their superiors within the cult of Vecna, an often lengthy ordeal, who, if they hold no personal vendetta with the applicant begin them on their way to learning the inner secrets of the Cult of Vecna.
ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 13 ranks, Knowledge (Religion) 13 ranks, Knowledge (any other) 13 ranks.
Feats: Spell Focus (Necromancy), Spell Focus (Divination)
Spellcasting: Ability to cast at least one Arcane Necromancy and one Arcane Divination 4th level or higher and at least one Divine Necromancy and one Divine Divination 4th level or higher.
Patron Deity: Vecna.
Special: Must be initiated into the ranks of Acolytes by an existing Acolyte of Vecna.
Special: An Incarnation of Vecna can substitute the ability to use 4th level domain SLAs for the divine spells. They gain increased access to domains and spell-like abilities for their levels in Acolyte of Vecna (but no access to Domain Transcendancy or other abilities).
Class Skills
The Acolyte of Vecna's class skills (and the key ability for each skill) are Concentration (Con), Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int
Hit Dice: d4
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1st +0+0+0+2Rebuke Undead, Hear Whispers, Lore Diabolic +1 level arcane and +1 level divine2nd +0+0+0+3Life Lived in Secret +1 level arcane and +1 level divine3rd +1+1+1+3Lessons Learned from Betrayal +1 level arcane and +1 level divine4th +1+1+1+4Malus Arcanum +1 level arcane and +1 level divine5th +1+1+1+4Corrupted Hand +1 level arcane and +1 level divine6th +2+2+2+5Tainted Divinations +1 level arcane and +1 level divine7th +2+2+2+5Craft Wondrous Item +1 level arcane and +1 level divine8th +2+2+2+6Twisted Eye +1 level arcane and +1 level divine9th +3+3+3+6Create Lich +1 level arcane and +1 level divine10th +3+3+3+7Avatar of Vecna +1 level arcane and +1 level divine
Weapon and Armor Proficiencies: An Acolyte of Vecna gains no new weapon or armor proficiencies.
Spellcasting: At each level an Acolyte of Vecna gains spellcasting as if they had gained 1 level in an arcane spellcasting class they possess and 1 level in a different divine spellcasting class they possess. Standard PrC spells boilerplate.
Rebuke Undead (Su): An Acolyte of Vecna gains the ability to Rebuke Undead as a cleric of their class level; if they have rebuke undead from another source their levels in each stack, they do not gain a second pool of rebuke undead.
Hear Whispers (Su): When creatures tell secrets they whisper, and an Acolyte of Vecna must be able to hear secrets. An Acolyte of Vecna gains a +10 bonus on Listen checks to hear spoken words and whispers.
Lore Diabolic (Ex): An Acolyte of Vecna learns to cast spells of intellect and knowledge, harnessing even their inborn powers and divine gifts this way if they so choose. An Acolyte of Vecna may use their Intelligence in place of any or all other ability scores for the purposes of any spells, mysteries, infusions, utterances, spell-like abilities, and
Life Lived in Secret (Su): An Acolyte of Vecna is shrouded in divine mystery and secret, any information of their life hard to obtain. Beginning at 2nd level any Divination spell targeting an Acolyte of Vecna fails, as does any Legend Lore or Vision spell used to learn about them. Even the gods themselves when contacted with Commune or Contact any Plane cannot give answers about an Acolyte of Vecna. Mundane attempts to learn about an Acolyte of Vecna are also more difficult. Any bonus to checks made to learn or know about an Acolyte of Vecna lose any bonus they would gain from spell effects or magic items and have their DC increased by 10.
Lessons Learned from Betrayal (Su): Vecna's domination of Oerth was almost total, his power enough to crush all opposition to his reign. That was until his right hand, the vampire Kas, betrayed him and engaged him in a battle which seemingly at the time left behind only Vecna's hand and eye. Beginning at 3rd level an Acolyte of Vecna has learned well the lesson their master was taught that day. As an immediate action an Acolyte of Vecna may destroy any undead creature they created, or created by an undead creature they created, even across interplanar distances. There is no saving throw or resisting this effect, the animating energy simply leaves the undead.
Malus Arcanum (Ex) Vecna's priests learn dark secrets of necromancy known to few others. Beginning at 4th level whenever you cast a necromancy spell you may choose to invoke one of three special benefits.
---Cursed Shadows: When you cast a spell augmented with this dark secret the target takes 2d6 negative energy damage each round for a number of rounds equal to your Intelligence modifier. At this time they may attempt a Fortitude saving throw (same DC as the initial spell, if it did not allow a save same DC it would have had if it did), if they fail they take this damage for a number of rounds equal to your Int modifier and may attempt another save, repeat until they succeed. If the initial spell allows a saving throw and the target succeeds it this effect is negated entirely. The damage from this ability never heals undead.
---Dread Invocation: Any non-evil living creature within 30-ft which sees and hears you cast a spell augmented with this dark secret must make a Will save (same DC as the spell's or what it would be if it allowed a save) or be Shaken for 1 round. This save is made before any related to the spell being cast. You must include a Verbal and Somatic component with a spell to apply this dark secret to it, though you may add a Verbal and Somatic component to a spell which normally would not have one.
---Pulse of Darkness: When you cast a spell augmented with this dark secret select one target of the spell or yourself. A pulse of negative energy emits from the chosen target (or yourself) out to 5-ft per spell level. Any undead creature, or creature healed by negative energy, within this pulse is healed your Intelligence modifier plus 2 hp per spell level. This has no effect on living creatures or the creature from which the pulse emerges.
Corrupted Hand (Su): At 5th level an Acolyte of Vecna's left hand shrivels and warps, taking on itself a mummified appearance. With a touch the Acolyte of Vecna may deal cold damage equal to their Intelligence modifier plus 1d10 cold per 2 Acolyte of Vecna levels they possess, and 3 times per day they may in addition inflict 1d6 ability drain to a single ability of their choice other than Intelligence to the touched creature. The Acolyte of Vecna gains a Profane bonus to that ability for 10 minutes equal to the amount of drain inflicted. Finally an Acolyte of Vecna may use Blasphemy and Unholy Aura as spell-like abilities once per day each.
Tainted Divinations: Just as an Acolyte of Vecna learns dark secrets of necromancy they also learn dread secrets of divination. Beginning at 6th level whenever an Acolyte of Vecna casts a Divination spell they may select one secret from the following list to apply to that spell.
---Vampirism of Knowledge: Any creature which fails their saving throw against a Divination with this secret suffers 2 negative levels for 1 hour, and you gain a +2 profane bonus to the Knowledge skill of your choice for 1 hour. This secret may only be applied to spells which allow a saving throw.
---Reflexive Knowledge: When you cast a Divination spell augmented by this secret you may immediately cast a Necromancy spell with a casting time of 1 standard action or less as a swift action, but may not apply a secret granted by Malus Arcanum to that spell.
---Imbuement of Dark Knowledge: When you cast a Divination spell augmented by this secret you may select one Divination or Necromancy spell at least 2 levels lower and bestow it upon one undead creature you control or your familiar if any. That creature can then activate that spell as a standard action as if you had cast it yourself except it cannot have a secret from this ability or Malus Arcanum applied to it. An unintelligent undead may activate a spell granted to them by this ability but only under a direct order.
Craft Wondrous Item: At 7th level an Acolyte of Vecna gains Craft Wondrous Item as a bonus feat. If they already have it they may instead gain any Item Creation feat they meet the prerequisites for.
Twisted Eye (Su): As an Acolyte of Vecna grows closer and closer to their god they grow to resemble him more and more closely as well. At 8th level one of an Acolyte of Vecna's eyes shrivels and dries, becoming an undead husk. They can still see through this eye as normal, and in fact see better. The Acolyte of Vecna gains a +8 racial bonus to Spot checks, darkvision 60-ft (or their existing darkvision increases by 60-ft), and the benefits of a continual true seeing spell. Three times per day an Acolyte of Vecna may attempt to dominate a humanoid with a glance, doing so requires a standard action and the target must be within 30-ft and able to see the Acolyte's eye. This functions as dominate person and is considered a spell-like ability with a caster level of their character level but has a save DC of 10 + their Acolyte of Vecna level + their Intelligence modifier. In addition they may use Destruction as a spell-like ability 1/day, if a creature is killed by this spell-like ability however their body is not destroyed but instead they immediately reanimate as a skeleton under the Acolyte's control. After 8 hours this skeleton crumbles to dust.
Create Lich: An Acolyte of Vecna learns the most deeply held secret arts of the Cult of Vecna, the method to turn another creature into a lich. Beginning at 9th level an Acolyte of Vecna may prepare a phylactery for another creature (this requires the same spells and cost as creating one for themselves) and either perform a ritual which kills the creature reviving them as a lich, or collect a creatures intact corpse and perform a 16 hour ritual to reanimate it as a lich. The Acolyte of Vecna has no special control of a lich created this way, but may destroy them and their phylactery with Lessons Learned from Betrayal.
Avatar of Vecna: An Acolyte of Vecna has become a living embodiment of Vecna's will, bearing some of his resistance to hostile magic and some of his great power. Beginning at 10th level an Acolyte of Vecna gains Spell Resistance 10 plus their character level which they may raise or lower as an immediate action. 3 times per day as an immediate action they may increase this Spell Resistance to total Spell Immunity until the beginning of their next turn. In addition you may cast any arcane divination spell you know spontaneously with spell slots from your divine spellcasting class like how a cleric spontaneously cast inflict spells.Peanut Half-Dragon Necromancer by Kurien.
Current Projects:
Group: The Harrowing Halloween Harvest of Horror Part 2
Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.
Old: My homebrew (updated 9/9)
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Re: [3.5/PF] GitP Regulars as PrCs!
That's an even better response than what I expected! I'm glad to read it.
The Vizier is basically the Pathfinder version of the Incarnate. You can read about it here. Akasha is DSP's take on Incarnum, of which the Vizier is a part. The Pegasus player race is from the third-party Ponyfinder setting, which is an adaptation of the My Little Pony series.
Also, I'm surprised how this went from writing PrC to friendly spamming of gifs and witty responses so fast. I've never seen this board in this light, but I like it.Extended signature here. Contains: 2 avatars, 3 quotes, a doggo and his friends.
Kitchen Crashers: an adventure building Iron Chef - First edition running 20/04/18-18/05/18.
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Re: [3.5/PF] GitP Regulars as PrCs!
Extended signature here. Contains: 2 avatars, 3 quotes, a doggo and his friends.
Kitchen Crashers: an adventure building Iron Chef - First edition running 20/04/18-18/05/18.
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Re: [3.5/PF] GitP Regulars as PrCs!
is it too late to give permission, because i'd love to see what someone could come up with
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2015-05-30, 02:12 AM (ISO 8601)
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Re: [3.5/PF] GitP Regulars as PrCs!
It's from a PbP with me, Snowbluff, LoyalPaladin, PsyBomb, and Sjlver, with Yanisa as DM. Here's the in-character thread if you want to follow along, and the first post of the out-of-character thread has links to the rest of the group's character sheets.
And yeah, I'm pretty psyched about those hand cannons.Please use they/them/theirs when referring to me in the third person.
My Homebrew (PF, 3.5)
Awesome Bone Knight avatar by Chd.
Spoiler: Current Characters
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Re: [3.5/PF] GitP Regulars as PrCs!
Curious what you people will make of me... I'll see if I can make some more PrC's later.
Even though I really want to play the PrC I made witt a bard base, possibly including snowflake wardance etc.Warlock Poetry?
Or ways to use me in game?
Better grab a drink...
Currently ruining Strahd's day - Avatar by the Outstanding Smuchsmuch
First Ordained Jr. Tormlet by LoyalPaladin