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    Default [Hourglass of Zihaja] Chapter 5: Advanced Classes


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    Last edited by Zeta Kai; 2012-02-24 at 09:38 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Alchemist (3E)

    NOTE: This version of the alchemist prestige class has been deemed to be underpowered. A new & improved revision is available here. It is recommended that any player or DM who wishes to use this class choose the newer version, as the original is only here for comparison.

    Mad scientists, scholars of the world around them, mineralists, quacks, & magicians, such are alchemists to the world. The art they practice is studious & ordered, with rules that change by the practitioner & by the second. Experimenters with mercury, sulfur, & salt of phosphorus, these dangerous academics cultivate an abstract, mystical science that produces wondrous results.

    Becoming an Alchemist
    All alchemists have some arcane background, whether a subtle sorcerous bloodline, a bardic dabbling or a trivial study of wizardry. Rogues may dip their fingers into the arcane in order to supplement their arsenal with support abilities, & many bards are drawn to the fantastical flourishes alchemical compounds can add to their performance. Some wizards spend time fixated on alchemical study, diluting a pursuit of pure power in favor of practical immediacy. Alchemy is endemic to the cultures of Alhurus Lake; as such, it is typically humans, kobolds & masabi who are drawn to this eclectic science.

    Hit Die: d6

    Entry Requirements
    To qualify to take levels as an alchemist, a character must fulfill all the following criteria:
    • Skills: Craft (alchemy) 8 ranks, Knowledge (arcana) 8 ranks
    • Feats: Brew Potion, Skill Focus (Craft (alchemy))
    • Spells: Must be capable of casting 2nd-level arcane spells.
    • Special: You must have studied a great tome of alchemy or practiced under one of its connoisseurs.

    Table 5-1: The Alchemist (PrC)
    {table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special|Spells
    1st|+0|+2|+0|+2|Synthesis (1st), Alchemists’ Vials|--
    2nd|+1|+3|+0|+3|Alchemical Secret (Extend)|+1 level of existing arcane spellcasting class
    3rd|+1|+3|+1|+3|Synthesis (2nd), Elemental Substitution (Fire, Cold, Lightning)|--
    4th|+2|+4|+1|+4|Alchemical Secret (Empower)|+1 level of existing arcane spellcasting class
    5th|+2|+4|+1|+4|Synthesis (3rd), Elemental Substitution (Acid)|--
    6th|+3|+5|+2|+5|Alchemical Secret (Widen)|+1 level of existing arcane spellcasting class
    7th|+3|+5|+2|+5|Synthesis (4th), Elemental Substitution (Sonic)|--
    8th|+4|+6|+2|+6|Alchemical Secret (Heighten)|+1 level of existing arcane spellcasting class
    9th|+4|+6|+3|+6|Synthesis (5th)|--
    10th|+5|+7|+3|+7|Alchemical Secret (Maximize), Eureka Moment|+1 level of existing arcane spellcasting class[/table]

    Class Skills
    The Alchemist’s class skills (& the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), & Use Magic Device (Cha).

    Skill Points at Each Level: 4 + Intelligence modifier.

    Class Features
    Weapon & Armor Proficiency: You gain no proficiency with any armor. You do gain proficiency with all grenade weapons & with all shields.

    Spells: At every even-numbered level (2nd, 4th, 6th, 8th, & 10th), the character gains new spells per day (& spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class before he became an alchemist, he must decide to which class he adds each level of alchemist for the purpose of determining spells per day.

    Alchemists’ Vials (Sp): An alchemist uses exotic oils, herbs & powders, along with parts of magical beasts & other apothecarial items, to prepare potent mixtures that yield incredible results. Beginning at 1st level, an alchemist may take an hour a day to prepare various compounds & store them in special vials. Such compounds remain viable for up to 24 hours. Each such compound replicates the effect of an arcane spell wherever the vial breaks, & only an alchemist may employ such vials. An alchemist may prepare a number of vials each day equal to his class level plus his Intelligence modifier.

    Throwing a single vial is a standard action. Vials have a range increment of 10’ & shatter on impact. A vial containing a Creation, Calling, or Summoning spell must impact in an unoccupied square to function; a vial containing a spell that requires a target must impact on a valid target (ranged attack roll against touch AC). Vials with a range of personal or touch discharge their effects on any creature struck; such a creature is treated as a valid target for those effects (though it is not “you” per se). Vials containing an area effect trigger on deliberate impact with anything. If a vial does not meet these conditions, it breaks & the spell is wasted. As a key ingredient is left out of each mixture, alchemists' vials cannot be used without the assistance of the alchemist.

    Synthesis (Ex): The alchemist draws upon arcane learning to prepare compounds with magical traits. He can replicate within a vial the effects of any spell of 1st level or lower on the spell list of any of his arcane spellcasting classes which has a casting time of 1 round or less & has a range that is either personal, touch or expressed in feet. Such spells may not be ray spells or have a line-shaped area. At 3rd level & every 2 levels thereafter, the alchemist gains access to the next level of spells from that class, to a maximum of 5th-level spells at level 9. Alchemists also count as having access to these spells for the purpose of making magical items, provided they have the requisite caster level & feat.

    Alchemical Secret (Ex): At 2nd level, an alchemist begins to tinker with his formulas. By making a Craft (alchemy) check as a swift action, he can imbue the spell contained in a vial with a single metamagic effect. This decision must be made immediately prior to throwing a vial. The alchemist uses the DCs from Table 5-1a, whose availability is determined by his class level.

    Table 5-1a: Alchemy Craft DCs
    {table=head]Metamagic Effect|Level|DC
    Extend Spell|2nd|20 + (spell level * 2)
    Empower Spell|4th|25 + (spell level * 2)
    Widen Spell|6th|25 + (spell level * 3)
    Heighten Spell|8th|20 + (added levels * 2) + (spell level * 3)
    Maximize Spell|10th|30 + (spell level * 3)[/table]

    Elemental Substitution (Su): At 3rd level, an alchemist can change the foundation of his formula without altering the overall structure. As a swift action, he can substitute one form of energy damage in a spell vial for either fire, cold, or lightning damage. At 5th level he can substitute acid damage, & at 7th level can substitute sonic damage. This ability has no effect on spells that do not deal energy damage, & does not change the number or type of damage dice of a spell vial.

    Eureka Moment (Ex): At 10th level, the alchemist’s bizarre experiments culminate in spectacular breakthrough. The alchemist permanently gains one of the following:
    • Immunity to one energy type (acid, cold, electricity, fire, sonic)
    • Immunity to ability & energy drain
    • Immunity to poisons & diseases
    • +4 bonus to one ability score
    • +8 natural armor
    • Damage Reduction 15/adamantine
    • Spell Resistance 25
    • A bonus feat

    Playing an Alchemist
    The secrets of all things are yours to unlock by mixing those things with other things until they explode. Those foolish wizards bury their heads in the sands of the past; only a visionary like you can discover newer & greater things. You get along with eclectic types such as bards & rangers, & enjoy trading notes with sorcerers, but can’t abide stuffy, backward-thinking monks & paladins. As for those wizards (even if you are one), you’ll show them. You’ll show them all!

    Combat
    Since all of your spell vials trigger immediately, you can expedite effects such as summon monster to change the tide of battle. You function in a dual role as a support character & as a damage dealer with area effects.

    Advancement
    Given that your spell vials all trigger immediately on breaking, your alchemical tricks are more versatile than your spell selection. Round out your abilities with spells that you will always need on the fly. You suffer from a combination of poor Reflex saves & being proximate to a great many explosions, so Lightning Reflexes is a great help to you. Craft (alchemy) is of preeminent importance; Disable Device will give you more utility in adventures, while Use Magic Device will give you general utility in covering all your bases.

    Resources
    Alchemists look to one another for assistance in obtaining the materials they need. They also cultivate adventuring groups as a means to acquire their reagents directly for quality control. Fandaq is the hub of alchemy, hosting the headquarters of the Alchemist Guild.

    Alchemists in the World
    Alchemists prefer to stick to larger cities, where they are fairly prevalent & can access more of the resources they need. They occasionally contribute to the community in some fashion, though it is either financially or else totally accidental.

    Organizations
    The Alchemists’ Guild technically oversees all alchemists working in Siraaj, though only by virtue of controlling the books that are the foundation of the science. In truth, alchemists generally work independently, hiring to anyone who needs them & is willing to take on a potentially dangerous & unpredictable madman. Less scrupulous churches of Johoum have used alchemists to perform their "miracles" & keep the congregation sated, while warlords & mercenary groups may hire alchemists to create weapons & armor.

    NPC Reactions
    NPCs generally consider alchemists insane, & not without some reason. However, unlike sorcerers & wizards, alchemists are viewed with curiosity & often wonder. Alchemists are hired by various groups & individuals to practice their craft, as the only acceptable alternative to divine powers.

    Alchemists in the Game
    Alchemists, as item crafters & semi-magical artisans, allow for public, open access to magical equipment. "An alchemist did it" is more widely accepted than "a wizard did it," & given the proliferation of the alchemical science, is quite possibly true. Alchemist NPCs are useful for acquiring or selling magical items in a world that generally frowns on that trade. Players who wish to be active & useful in more encounters may find the diversity of the alchemist appealing.

    Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about alchemists. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC10: “Alchemists practice a science of mixing liquids & powders to create magical effects.”
    • DC15: “Alchemists create explosions of fire & lightning by throwing bottles of strange fluids.”
    • DC20: “Alchemists study to find a new & novel solution, the results of which may give them bizarre & wondrous powers.”
    • DC30: Characters who have reached this level of knowledge know how to find local alchemists, & can identify one on sight.

    Sample Encounter
    Hakeem (EL6)
    Hakeem is relatively young & inexperienced, having just completed his apprenticeship under the famed master alchemist Sahar ul-Jahan. Feeling as though he has a lot to prove to his illustrious tutor, he is determined to make a name for himself in the field of alchemy. To do this, he wants to embark on an expedition to the remote & forbidding Forest of Lazurqai, in eastern Ilud, where it is said that strange & miraculous plants that can be found nowhere else grow. He hopes that he will be able to discover some alchemical breakthrough in the fog-laden woods, & his research has turned up some tantalizing leads in this regard. He still needs to hire a team to escort him through the woodlands, which are said to not give up their secrets willingly.
    • Hakeem finds the PCs in a hookah bar & attempts to hire them as escorts for his journey.
    • The PCs are hired by a mysterious benefactor from Babalarud to stop Hakeem’s voyage.
    • A rival student of Sahar ul-Jahan is willing to pay the PCs to follow Hakeem in secret.

    Hakeem’s Statistics
    Spoiler
    Show
    RACE: Half-Marid male
    CLASS: Sorcerer 5/Alchemist 1
    ALIGNMENT: True Neutral
    DEITY: Daq (non-practicing)
    SIZE: Medium
    AGE: 34 (born 321 AF)
    HEIGHT: 6’1”
    WEIGHT: 255 lbs.
    EYES: Blue (Glowing)
    HAIR: Teal (Translucent)
    LANGUAGES: Aquan, Common, Draconic, & Gnoll
    HIT DICE: 4+4d4+1d6+12 (29HP)
    INITIATIVE: +1
    SPEED: 30’
    ARMOR CLASS: 14 (+1 Dex, +3 armor); touch 11; flat-footed 13
    BASE ATTACK BONUS: +2
    GRAPPLE BONUS: +3
    ATTACK: +3 Longspear (1d8+2, ×3, piercing, 10’ reach)
    FULL ATTACK: +3 Longspear (1d8+2, ×3, piercing, 10’ reach)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +5, Reflex +2, Will +7
    ABILITIES:
    • Strength 12 (+1)
    • Dexterity 12 (+1)
    • Constitution 14 (+2)
    • Intelligence 14 (+2)
    • Wisdom 13 (+1)
    • Charisma 18 (+4)

    SKILLS: 38 points
    • Climb +4
    • Concentration +9
    • Craft (alchemy) +11
    • Knowledge (arcana) +11
    • Profession (alchemist) +6
    • Spellcraft +9
    • Swim +10 (can always choose to take 10 on a Swim check, even if rushed or threatened)

    FEATS: Brew Potion, Iron Will, Productive**, Skill Focus (Craft (alchemy))
    WEAPON: +1 Longspear (2,305gp, 1d8+2, ×3, 9 lbs., piercing, 10’ reach)
    ARMOR: N/A
    EQUIPMENT:
    • 45gp
    • Acid (flask, 10gp)
    • Alchemist’s Fire (flask, 20gp)
    • Alchemist’s Lab (500gp)
    • Bracers of Armor +3 (9,000gp)
    • Cloak of Resistance +1 (1,000gp)
    • Everburning Torch (110gp)
    • Spell Component Pouch (5gp)
    • Tindertwig (×5, 5gp)

    SPELLS: 6/7/5 (Caster Level 5th, save DC14 + spell level)
    • 0th Level: detect magic, mage hand, mending, prestidigitation, read magic, tally**
    • 1st Level: disgust**, mage armor, mount, unseen servant
    • 2nd Level: lesser herald/courier**, web

    RACIAL FEATURES:
    • Outsider (Native): Half-genies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Genie Blood: For all effects related to race, a half-genie is considered a genie.
    • Elemental Birthright, Marid: once per day, a half-marid can cast water breathing (as the spell) for up to 1 hour &/or control water (as the spell). Caster level 8th. The save DCs are Charisma-based.
    • Elemental Resistance, Marid: Cold Resistance 10.
    • Magical Sensitivity (Ex): Spells cast on a half-genie character function as if they had +1 caster level.
    • Darkvision 60’.

    CLASS FEATURES:
    • Summon Familiar
    • Synthesis (1st)
    • Alchemists’ Vials

    FAMILIAR: Lisan, a lizard (6HD, 14HP, AC17 (+2 size, +2 Dexterity, +3 Natural Armor), BAB+2, Bite +4 melee (1d4-4), Fortitude +3, Reflex +3, Will +7, Intelligence 8 (-1), Balance +10, Climb +12, Concentration +7, Hide +12, Listen +3, Move Silently +4, Spot +3, Swim +5, Alertness, Deliver Touch Spells, Empathic Link, Share Spells, Speak with Master, Low-Light Vision, Improved Evasion, Stealthy, Weapon Finesse).
    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2011-07-19 at 07:04 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Alchemist (4E)
    “Now, I just mix this compound with a tincture of these herbs, and… uh-oh.”

    Prerequisites: Alchemist or Master Mixer feats

    Path Features
    Concoction Recovery (11th level): During a short rest, you can recover the alchemical components used in any alchemical compound which missed on an attack roll and was expended or which expired unused within the last 5 minutes.

    Brewmaster’s Action (11th level): When you spend an action point to take an extra action, you can use an alchemical item or consumable compound in your off-hand as a free action.

    Elixir Mixer (11th level): You treat potions and reagents as alchemical compounds for the purposes of obtaining recipes for these items and crafting them. At the DM’s discretion, some of these items may require certain specific components (for example, a desert rose may require a rose as one of the components).

    Master Alchemist (16th level): Reduce the component cost of all potions, reagents and alchemical compounds you create by 20%. Additionally, once per round, on your turn, you may draw or stow a potion, reagent or alchemical compound as a free action.

    Path Powers
    Clever Corrosive
    • An insidious concoction, this vial of acid will corrode anything, and seek out any of the target’s weak points.
    • Encounter Acid
    • Standard Action Ranged 10
    • Target: One creature
    • Attack: Primary ability + 4 (increase to +6 at level 21) vs. Reflex
    • Hit: 4d6 + primary ability modifier acid damage. This attack deals additional damage equal to the sum of all the target’s vulnerabilities, even if the target is not vulnerable to acid damage. It also ignores resistance and immunity to acid.

    Duplicate Compound
    • Using the item in your hand as a basis, you can create a copy, but it doesn’t last quite as long.
    • Daily
    • Standard Action Personal
    • Target: One alchemical compound of your level or lower
    • Effect: You create an exact duplicate of the compound. The duplicate expires at the end of the encounter or in 5 minutes. You do not regain component cost from concoction recovery when you miss with or let expire an item generated by this power.

    Infusing Rain
    • You uncork your latest treat: a magical brew which heals allies even as it burns your foes.
    • Daily Fire, Healing
    • Standard Action Close Burst 5
    • Target: All enemies in burst
    • Attack: Primary Ability Modifier + 6 vs. Reflex
    • Hit: 3d8 + primary ability modifier fire damage. This attack ignores resistance and immunity to fire.
    • Effect: Each ally within the burst can spend a healing surge and regain additional hitpoints equal to the damage roll of this power.
    Last edited by Zeta Kai; 2010-12-27 at 03:58 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Dervish (3E)

    NOTE: This version of the dervish prestige class has been deemed to be underpowered. A new & improved revision is available here. It is recommended that any player or DM who wishes to use this class choose the newer version, as the original is only here for comparison.

    Dedicated to a power, a cause, or a belief higher than themselves, dervishes embody the power & fury of their deities. Always in motion, they dispatch their enemies with speed & grace. Devotees of the mighty gods, dervishes acquire divine privilege & protection as they forward their sacred cause.

    Becoming a Dervish
    A dervish is someone who feels so passionately about their god that they enter a state of divine frenzy, during which they become a whirl of heavenly-guided motion. As such, they come from all walks of life, but most often have a background of religious service. Humans are the most common dervishes, as they can more easily acquire the talents necessary to become one, but every race has dervishes among their number. They are always a rare sight, but they are seldom even seen near the cities, which tend to be more secular & cosmopolitan. Instead, they tend to hail from rural areas, where religious affairs are more of a way of life.

    Hit Die: d10

    Entry Requirements
    To qualify to take levels as a dervish, a character must fulfill all the following criteria:
    • Skills: Knowledge (religion) 4 ranks, Tumble 4 ranks
    • Feats: Dodge, Iron Will, Mobility
    • Special: You must be devoted to a deity & have slain one of his or her foes.

    Table 5-2: The Dervish (PrC)
    {table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special
    1st|+1|+2|+2|+2|Warrior’s Prayer +1, Whirl 1/day, Smite
    2nd|+2|+3|+3|+3|Burning Smite, Zeal
    3rd|+3|+3|+3|+3|Mettle, Smite 2/day
    4th|+4|+4|+4|+4|Whirl 2/day
    5th|+5|+4|+4|+4|Searing Smite, Smite 3/day
    6th|+6|+5|+5|+5|Warrior’s Prayer +2
    7th|+7|+5|+5|+5|Whirl 3/day, Smite 4/day, Blazing Smite
    8th|+8|+6|+6|+6|Sublime Smite
    9th|+9|+6|+6|+6|Bonus Feat, Smite 5/day
    10th|+10|+7|+7|+7|Whirl 4/day, Divine Smite[/table]

    Class Skills
    The Dervish’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform (dance) (Cha), Profession (any religious) (Wis), Ride (Str), Spot (Wis), Tumble (Dex).

    Skill Points at Each Level: 4 + Int modifier.

    Class Features
    Weapon & Armor Proficiency: A dervish gains proficiency with his deity’s favored weapon, but gains no proficiency with armor or shields.

    Warrior’s Prayer (Su): After waking, a dervish may spend one hour in prayer or silent contemplation. Doing so affords him a +1 sacred bonus to attack rolls, damage rolls, AC & saving throws for 24 hours (an evil dervish adds a profane bonus instead). At 6th level, this bonus increases to +2.

    Smite (Su): Once per day, a dervish may attempt to smite an enemy of his deity (anyone with an alignment more than one step removed from the deity’s), as a paladin smites evil creatures. A dervish adds the better of his Wisdom modifier or his Charisma modifier to his smite attack roll, & adds both paladin levels & dervish levels to the damage of his smite attempts from either class. If the dervish accidentally smites a creature that is not an enemy of his deity, the smite has no effect, but the ability is still used up for that day. At 3rd level & every two levels thereafter, the dervish gains an additional daily smite attempt.

    Whirl (Ex): Once per day, a dervish may enter into a battle whirl. The dervish gains a +2 competence bonus to AC, attack rolls & damage rolls for a number of rounds equal to the dervish’s class level plus his Wisdom modifier. These bonuses are lost whenever the dervish is flat-footed. If the dervish is immobilized for more than one round (pinned, held, asleep, et cetera), the whirl ends.

    Burning Smite (Su): At 2nd level, the dervish’s smites become infused with divine flame. Any successful smite attack by the dervish (including smites from other sources) deals an additional 1d6 points of fire damage.

    Zeal (Sp): At 2nd level, the dervish taps his devotion to access divinely-granted abilities. He gains a pool of zeal points equal to his class level plus his Wisdom bonus (if any), which replenishes during his morning prayers.

    Zeal may be expended as a swift action to produce one of the effects from Table 5-2a, cast at the dervish’s class level.

    The saving throw DCs for these effects are Wisdom-based.

    Table 5-2a: Zeal
    {table=head]Zeal|Effect
    1 Point|clarity, dismiss light wounds, doom, entropic shield
    2 Points|bane, bless, dismiss moderate wounds, divine favor
    3 Points|align weapon, bull's strength, dismiss serious wounds, prayer
    4 Points|bear's endurance, dismiss critical wounds, haste, protection from energy
    5 Points|death ward, dismiss suffering, freedom of movement, flame strike
    6 Points|break enchantment, greater heroism, slay living, true seeing[/table]

    Mettle (Ex): At 3rd level, if the dervish makes a successful Fortitude or Will save against an attack that normally would have a partial effect on a successful save, he instead completely negates the effect. This ability does not function while the dervish is asleep or unconscious.

    Searing Smite (Su): At 5th level, the dervish has acquired greater power when smiting. His smites (from any source) deal an additional 1d6 points of damage (this stacks with the damage from Burning Smite, but is not itself fire damage).

    Blazing Smite (Su): At 7th level, the dervish’s smites flare with power. His smites (from any source) deal an additional 1d6 points of fire damage (this stacks with the damage from Searing Smite). As well, a foe struck by the dervish’s smite attack must make a Fortitude save (DC 10 + the dervish’s class levels + the dervish’s Wisdom modifier) or be blinded for 1d4+1 rounds.

    Sublime Smite (Su): At 8th level, the dervish may add a radiant power to one smite attack per day. This smite deals 5d6 points of divine damage & 5d6 points of damage of the energy type chosen for the dervish’s searing smite. This power is not wasted with a failed smite attempt.

    Bonus Feat: At 9th level, the dervish can select any feat for which he has met the prerequisites.

    Divine Smite (Su): At 10th level, the dervish may add a death attack to one smite attack per day. On a successful smite, the victim must make a Fortitude save (DC 10 + the dervish’s class level + the dervish’s Wisdom modifier) or die.

    Playing a Dervish
    Your god is on your side, & indeed, your god acts through you. Those who serve your deity are your brethren, & are blessed. Those who follow other deities are misguided or ignorant, & should be led to the truth, for their own sake. Those who would dare to oppose you or your god must be smote, for they cannot be allowed to continue defying the will of the divine. Some may see you as zealous, perhaps even fanatical, but you know that there can be no other way. You are a part of something far greater that yourself, & you will gladly serve your god with your dying breath… & beyond.

    Combat
    When a fight breaks out, a dervish’s place is on the front line, in the middle of the fracas. Your mind & body have been honed into sharp tools for your deity, & you should expect to use them. The Warrior’s Prayer gives you an edge in just about every aspect of a battle, so do not be shy about going toe-to-toe with your enemies. Your smites & whirls provide several means of inflicting harm upon those who oppose you, but they have limited uses per day, so they should be held in reserve for when they are truly needed.

    Advancement
    You are expected to be a front-line combatant, so investment in your physical abilities (Strength, Dexterity, & Constitution) is crucial. Don’t skimp completely on Wisdom & Charisma, however, as your smites & your whirls depend on them; you may be able to afford to do so with Intelligence due to your large number of skill points. You will greatly benefit from feats that enhance your combat effectiveness, like Combat Reflexes, Improved Initiative, & Power Attack. Items that can boost your martial prowess are also recommended, but remember that it is against the ascetic lifestyle of the dervish to gaudily display one’s wealth, so any item that you possess should be modest & inconspicuous.

    Resources
    A dervish ostensibly leads an ascetic lifestyle, as many expect them to give most of their possessions away to the poor or to their associated church. While you are under no binding obligation to do so, most dervishes have taken a vow of poverty. Despite a lack of material wealth, you can almost always call upon clerics, paladins, or other members of your deity’s church for aid, should you need it. This is especially true if you have given the church the lion’s share of your earthly riches, or done great deeds for them in the past. Also, remember that almost every god or goddess has an affiliated druidic circle, so you can seek them out for their unique talents. Even lay members of your religion are likely to offer some assistance if they are able, provided that your requests are not too burdensome.

    Dervishes in the World
    Dervishes tend to be closely associated with their deity’s formal church, serving alongside clerics, paladins, & other members of the ministry. In fact, many churches accept dervishes as agents of the faith, & are given all of the rights & privileges typically granted to traveling preachers or evangelists. They are usually assigned duties that take them far away from their home temple, not because they are disliked, but because remote missions are where they are most likely to excel. A few dervishes reject the teachings of their deity’s church, claiming (sometimes truthfully) that the religion has strayed from the proper path, & that they alone serve their god’s true intent. These rare apostates mostly choose a life of self-imposed exile, fulfilling the divine will in defiance of the official doctrine.

    Organizations
    Dervishes will readily gather together to form orders among their own kind, & they often join an organization that is sanctioned by their religion. They tend to be fanatically loyal to their church, & will readily accept positions in the clergy. If they do not join the ministry directly, then they will most likely enter an affiliated group, such as a druidic circle, the Gadilites or the Trueseekers (for Darshanites), the Fatima (for Akashans), the Light of the Taj (for Johoumites), or even the Sacred Knives (for Sidarites of a certain bent). They are also drawn to groups that have a clear mission or a focused goal, like Al Sihr Qanissi, the Broken Shackle, or the Last Lamp.

    NPC Reactions
    How an NPC reacts to a dervish is largely dependent on whether they share the same faith or not. Those who worship the same deity will have something in common with the dervish, & may be inclined to be friendly, but those of other religions may be far less cordial to someone so zealous about an opposing ideology. Of course, people who are less spiritually-minded, regardless of their beliefs, tend to be somewhat put off by the fervor of a dervish, as only a paladin could hope to match such enthusiasm & devotion.

    Dervishes in the Game
    While a dervish may be an excellent low-to-mid-level encounter, they are rarely a focal point in a high-level campaign, in & of themselves. They may group together in small orders to become more of a threat, but they are typically affiliated with their deity’s church, & act as mere agents of the organization. They are somewhat rare in the world, as few have the required level of commitment to become one, but most people are familiar with their kind. Their singular devotion sets them apart from mainstream society, which is something that they have learned to accept, but the backing of the churches means that they do not face any sort of persecution for their peculiarity.

    Lore
    Characters that have ranks in Knowledge (Religion) can learn more about dervishes. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC10: “A dervish is a person who is absolutely consumed by their passion for their deity, dedicating their lives in service to their chosen god or goddess.”
    • DC15: “Dervishes can enter a state of religious frenzy, during which they are dangerous to be around.”
    • DC20: “A dervish is a living vessel for the divine energy of their deity, & can call upon that power to smite their enemies.”
    • DC30: Characters who have reached this level of knowledge know how to find local dervishes, & can identify one on sight.

    Sample Encounter
    Mkali (EL14)
    Mkali was raised by her heretic father, who was cast out of his pride for worshipping Kuzira, the aazlai goddess of destruction & discord. Her father, who was named Kito, was a harsh & demanding parent, reciting religious dogma constantly & beating her for the slightest infraction. He taught her how to hunt & kill wild prey (so he would not have to), as well as the tenets of Kuzira’s doctrine. She was a gifted pupil, & it wasn’t long before she had learned all that he had to teach her. He still was a cruel disciplinarian, & one day, she became fed up with his abuse & his mad ramblings, tolerating him no longer. She slew him in anger, & from that day forward, she answered to no one. Nowadays, she is searching for a legendary sword called the Blade of Bitter Darkness, which she plans to use to slaughter her father’s pride.
    • The PCs encounter Mkali on the road, where her initial attitude is unfriendly & she would rather fight than talk.
    • The PCs are commissioned by an aristocratic benefactor to retrieve the Blade of Bitter Darkness for his collection.
    • Mkali has searched for the Blade of Bitter Darkness for months without success, so she is willing to hire the PCs to assist her.

    Spoiler
    Show
    RACE: Aazlai female
    CLASS: Rogue 1/Cleric 5/Dervish 6
    ALIGNMENT: Chaotic Evil
    DEITY: Kuzira (Johoum)
    SIZE: Medium
    AGE: 28 (born 327 AF)
    HEIGHT: 6’3”
    WEIGHT: 201 lbs.
    EYES: Amber
    HAIR: Tawny
    LANGUAGES: Common & Zimbalai
    HIT DICE: 6+5d8+6d10+48 (109HP)
    INITIATIVE: +5
    SPEED: 30’
    ARMOR CLASS: 26 (+4 Dex, +8 armor, +2 natural armor, +2 deflection); touch 16; flat-footed 22
    BASE ATTACK BONUS: +9
    GRAPPLE BONUS: +13
    ATTACK: +12 Keen Morning Star (1d8+6, 19-20/×2, bludgeoning & piercing) or +9 Claw (1d6+3, slashing) or +9 Bite (1d4+3, piercing)
    FULL ATTACK: +12/+7 Keen Morning Star (1d8+6, 19-20/×2, bludgeoning & piercing) or 2 +9 Claws (1d6+3, slashing) or +9 Bite (1d4+3, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +16, Reflex +15, Will +20
    ABILITIES:
    • Strength 16 (+3)
    • Dexterity 13 (+1+3)
    • Constitution 18 (+4)
    • Intelligence 12 (+1)
    • Wisdom 18 (+4+2)
    • Charisma 8 (-1)

    SKILLS: 81 points
    • Balance +8
    • Climb +15
    • Heal +11
    • Hide +14
    • Intimidate +1
    • Jump +13
    • Knowledge (religion) +15
    • Listen +10
    • Move Silently +8
    • Profession (clerical) +11
    • Search +5
    • Spot +10
    • Survival +8
    • Tumble +14

    FEATS: Dodge, Improved Initiative, Iron Will, Mobility, Power Attack (bonus), Spring Attack
    WEAPON: +3 Keen Morning Star (32,308gp, 1d8+6, 19-20/×2, 6 lbs., bludgeoning & piercing)
    ARMOR: +4 Light Fortification Scale Mail (25,200gp, +8, maximum dexterity bonus +3, check penalty -3, 25% AFC, speed 30’, 30lbs.)
    EQUIPMENT:
    • 202gp
    • Cloak of Resistance +3 (9,000gp)
    • Elixir of Sneaking (250gp)
    • Gloves of Dexterity +3 (9,000gp)
    • Holy Symbol, Bronze (10gp)
    • Periapt of Wisdom +2 (4,000gp)
    • Ring of Protection +2 (8,000gp)
    • Thieves’ Tools (30gp)

    SPELLS: 5/4+1/3+1/2+1 (Caster Level 5th, save DC16 + spell level)
    RACIAL FEATURES
    • Monstrous Humanoid: An aazlai is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Darkvision 60’.
    • Natural Weapons (Ex): 2 Claws (1d6 + Str); slashing damage. Bite (1d4 + Str); piercing damage.
    • Rake (Ex): Attack bonus +4 melee, damage 1d6 + Str.
    • Powerful Build (Ex): Whenever an aazlai is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it. It is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. An aazlai can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category.
    CLASS FEATURES:
    • Sneak Attack +1d6.
    • Trapfinding.
    • Rebuke Undead.
    • Domain: Death.
    • Domain: Punishment**.
    • Warrior’s Prayer +2.
    • Whirl 2/day.
    • Smite 3/day.
    • Burning Smite.
    • Zeal.
    • Mettle.
    • Searing Smite.

    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2012-02-12 at 05:02 PM.

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    Dervish (4E)
    “What would happen were an unstoppable force to meet an immovable object? I shall tell you when my blades finally meet such an object.”

    Prerequisites: Any “two-weapon” feat, such as “Two-Weapon Fighting”

    Path Features
    Two Weapon Dance (11th level): When you hit or miss with one weapon and have hit or missed with your other weapon since the start of your last turn, you may shift 1 square as a free action.

    Discipline Diversity (11th level): Though the flavour of this paragon path tends more towards the Martial or Divine power sources, all dervish powers possess the same power source keyword as your base class.

    Dervish’s Whirl (11th level): When you spend an action point to take an extra action, you gain a +2 bonus to AC and Reflex until the end of your next turn. You also gain a move action in addition to the normal action granted by the action point. This move action can only be used to take a walk action and that walk action must end adjacent to an enemy.

    Two Weapon Rhythm (16th level): When you hit with your main hand weapon, you gain a +1 power bonus to your next attack with your off hand weapon before the end of your next turn. When you hit with your off hand weapon, you gain a +1 power bonus to your next attack with your main hand weapon before the end of your next turn.

    Path Powers
    Dancing Strikes
    • You throw yourself into a spin, striking your foe with your first blade as your second parries their parting blow, as you step away and the parry follows through into a strike against a new foe.
    • Encounter Implement, Psionic
    • Standard Action Melee Weapon
    • Requirement: You must be wielding two melee weapons
    • Primary Target: One enemy
    • Primary Attack: Highest ability modifier vs. AC, main hand weapon
    • Hit: 2[W] + highest ability modifier damage.
    • Effect: You move your speed. If the primary attack hit, this movement does not provoke an attack of opportunity from the primary target.
    • Secondary Target: One enemy other than the primary target
    • Secondary Attack: Highest ability modifier vs. AC, off hand weapon
    • Hit: 1[W] + highest ability modifier damage and you gain a +2 bonus to AC and Reflex against the secondary target’s attacks until the end of your next turn.

    Infallible Courage
    • Your sheer determination keeps you in the moment, and you can share this determination with allies, keeping them focused on the prize.
    • Daily Healing
    • Minor Action Personal
    • Effect: Until the end of the encounter, you gain regeneration equal to your highest ability modifier while you are bloodied. As a minor action on your turn, you can heal an adjacent bloodied ally a number of hitpoints equal to your regeneration value. If you do so, your regeneration does not work on your next turn.

    Vortex of Maiming
    • You begin to spin with increasing rapidity, causing a supernatural hurricane to suck your enemies near your blades.
    • Daily Stance, Weapon
    • Standard Action Close Burst 3
    • Requirement: You must be wielding two melee weapons
    • Target: Each enemy in burst
    • Attack: Highest ability modifier vs. Reflex
    • Hit: The target is pulled 3 squares and then if it is adjacent to you it takes 1[W] damage (main hand or off hand).
    • Effect: You enter the vortex of maiming stance. Until the stance ends, at the start of each of your turns, each adjacent enemy takes 1[W] damage from either your main hand or off hand weapon. At the end of your turn, you can pull each enemy within 3 squares 1 square as a free action.
    Last edited by Zeta Kai; 2010-12-31 at 11:18 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    I like the Dervish falvour. They're based off of the IRL Whirling Dervishes right? (Sorry to disturbing your thread.)
    Quote Originally Posted by Dragonprime View Post
    AT, I esteem you above all other men now.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by Zeta Kai View Post
    Sublime Smite (Su): At 8th level, the dervish may add a radiant power to one smite attack per day. This smite deals 5d6 divine damage & 5d6 damage of the energy type chosen for the dervish’s searing smite. This power is not wasted with a failed smite attempt.
    There's no energy type chosen for Searing Smite.
    ze/zir | she/her

    Omnia Vincit Amor

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    Djinn Lord (3E)

    Seeker of the power to wish for the mind’s desires, student of myth and hunter of relic, the “djinn” lord has found a route to true power in the ancient ways, through the binding & controlling of a true genie. Ultimate foes of all genie-kind, they bind members of the mighty arcane races into relics forged of stolen sorcery, enslaving genies & stealing their essences in a mad grasp for power. Through practice, study, & habit, they pierce the veil of mortality & tap into the true essence of the genie races, becoming more like the beings they exploit.

    Becoming a Djinn Lord
    All djinn lords have some arcane background, as is necessary to wield the enchantments required to compel a genie. Most are wizards, seeking to pull greater power from the source their original learnings were stolen from so long ago. Bards who sift through lore & history may choose to bind a genie for information or creature comforts. Though sorcerers have the aptitude, many are themselves of genie descent & are loath to so crassly betray their own blood.

    Hit Die: d8

    Entry Requirements
    To qualify to take levels as a djinn lord, a character must fulfill all the following criteria:
    • Skills: Decipher Script 12 ranks, Knowledge (arcana) 12 ranks, Use Magic Device 4 ranks
    • Feats: Craft Wondrous Item, Magical Aptitude
    • Spellcasting: Able to cast at least one arcane spell from the Enchantment school of 3rd level or higher.
    • Special: You must procure a relic of 10,000gp value which you turn into a wondrous item, & then bind a true genie (a dao, djinn, efreet, or marid) into it. No genie of any kind will offer any aid whatsoever in this task, including wishes.

    Table 5-3: The Djinn Lord (PrC)
    {table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Genie’s Save|Special|Convoke*|Spells
    1st|+0|+0|+0|+0|+2|Relic of Binding, Mirage, Convoke|Bound Genie|--
    2nd|+1|+0|+0|+0|+3|Genie’s Nature|Winemaker|+1 level of existing class
    3rd|+1|+1|+1|+1|+3|Genie’s Power (minor)|--|--
    4th|+2|+1|+1|+1|+4|Ascendant Power|Scholar|+1 level of existing class
    5th|+2|+1|+1|+1|+4|Genie’s Power (medium), Genie’s Nature|--|--
    6th|+3|+2|+2|+2|+5|Trait|Consort|+1 level of existing class
    7th|+3|+2|+2|+2|+5|Genie’s Power (major)|--|--
    8th|+4|+2|+2|+2|+6|Genie’s Nature|Magus|+1 level of existing class
    9th|+4|+3|+3|+3|+6|Genie’s Power (great)|--|--
    10th|+5|+3|+3|+3|+7|Master’s Desire, Genius Ascension|Guardian|+1 level of existing class[/table]

    Class Skills
    The djinn lord’s class skills (& the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the Kamala) (Int), Spellcraft (Int), & Use Magic Device (Cha).

    The djinn lord gets additional class skills depending on the race of her bound genie:
    • Dao impart Balance (Str) & Survival (Wis).
    • Djinni impart Escape Artist (Dex) & Move Silently (Dex).
    • Efreeti impart Intimidate (Cha) & Sense Motive (Cha).
    • Marids impart Disguise (Cha) & Swim (Str).

    Skill Points at Each Level: 4 + Int modifier.

    Class Features
    Weapon & Armor Proficiency: A djinn lord whose relic is a weapon, a shield, or a type of armor gains proficiency with that item. A djinn lord gains no new proficiency with any other weapons or armor.

    Spells: At every even-numbered level (2nd, 4th, 6th, 8th, & 10th), the character gains new spells per day (& spells known, if applicable) as if he had also gained a level in whatever spellcasting class (either arcane or divine) 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. If a character had more than one spellcasting class before he became a djinn lord, he must decide to which class he adds each level of djinn lord for the purpose of determining spells per day.

    Relic of Binding: The djinn lord must retain her relic on her person at all times. The relic is a masterwork item that occupies one body slot, preventing other magical items from being worn in its place. If the relic is lost or removed, the djinn lord immediately loses access to all class abilities & features until it is restored. If the relic is broken, the djinn lord immediately takes 1d4 points of temporary Intelligence, Wisdom, & Charisma damage, & the genie within is freed. A djinn lord who creates a new relic of binding regains her class levels using the newly-bound genie’s abilities in place of the old.

    Mirage (Sp): The djinn lord’s first taste of her captive’s powers is the power of invisibility, which she may use at-will as a spell-like ability, using her character level as the caster level.

    Convoke (Su): The djinn lord may call forth her servant to do her bidding for up to one minute per class level each day as a standard action. The genie may be ordered to fight the djinn lord’s foes, impart information or nearly anything else the djinn lord may desire. The genie is unable to attack the djinn lord or through consequence or collateral action cause harm to her except at her express direction. The genie cannot be coerced into using limited wish or wish for the lord under any circumstance whatsoever. A convoked genie can be dismissed as a free action, rounding down remaining convocation time for the day to the nearest minute.

    Beginning at 2nd level, the djinn lord starts to assume authority over her bound genie’s slaves. She may elect to convoke one member of any tasked genie race she has bound instead of her trapped genie, under the same terms.

    Genie’s Nature (Ex): At 2nd level, the djinn lord begins to show signs of her affinity with her servant. She may elect to exchange her class Fortitude, Reflex or Will progression with that of the genie. This exchange is permanent. She may take on another of the genie’s save progressions at 5th level, & the last at 8th.

    Genie’s Power (Sp): At 3rd level, the djinn lord assumes some of the powers of her slave. She gains the minor power of her slave’s genie race, according to Table 5-3a. At 5th level, she gains the medium power, at 7th the major, & at 9th level the great power.

    Table 5-3a: Genie’s Power
    {table=head]Power Level|Dao|Djinn|Efreet|Marid
    Minor|stone shape 3/day|gust of wind 3/day|produce flame 3/day|water breathing 3/day
    Medium|wall of stone 2/day|wind wall 3/day|wall of fire 3/day|wall of water 3/day
    Major|move earth 2/day|control winds 3/day|firesinger 2/day|control water 3/day
    Great|earthquake 1/day|wind walk 1/day|fire storm 1/day|acid fog*2/day[/table]

    Ascendant Power (Ex): At 4th level, the djinn lord becomes even more superhuman through her link with the bound genie. She may increase a single ability score by 2 points, as determined by her bound genie, as per Table 5-3b.

    Table 5-3b: Ascendant Power
    {table=head]Genie*Type|Score Raised*
    Dao|Constitution
    Djinn|Dexterity
    Efreet|Strength
    Marid|Wisdom[/table]

    Trait: At 6th level, the djinn lord takes on a trait of her servant:
    • Dao - Earth Link (Ex): Squares within a 10’ radius of the dao lord are treated by foes as difficult terrain. A dao lord gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • Djinn - Flight (Ex): The djinn lord gains a fly speed of 60’ with perfect maneuverability.
    • Efreet - Heat (Ex): The efreet lord exudes a powerful heat from her body. Those she strikes with a metal or natural weapon take an additional 1d6 points of fire damage. Each round that she is grappled, her opponents take 1d6 fire damage.
    • Marid - Plunge (Ex): The marid lord’s touch puts out torches, campfires, exposed lanterns, & other open flames of non-magical origin if these are of Large size or smaller. She can dispel magical fire she touches as greater dispel magic (caster level equals character level). The marid lord gains a swim speed equal to her ground movement speed.

    Master’s Desire (Sp): At 10th level, the djinn lord has finally wrested the secrets of genie magic from her captive. Once per day, she may use limited wish as a spell-like ability. The caster level is equal to her character level; save DCs use her Intelligence modifier. XP costs above the base cost for limited wish alone must be paid.

    Genius Ascension (Ex): At 10th level, the djinn lord has utterly consumed the essence of her captive. Her relic loses its binding powers & can be lost or broken without penalty to her. She is now a member of her captive’s genie race for the purpose of any effect, & her type changes to Outsider (Native). She acquires the elemental subtype of her captive genie. Her base attack bonus increases by 5, to a maximum of her total Hit Dice. The genie that was bound to the relic expires as part of this ascension, & can no longer be convoked, although its tasked genie slaves now serve the djinn lord & continue to be available for convocation.

    Bound to the Relic (ritual)
    Requirements
    • Skills: 10 ranks in Concentration, Spellcraft, or Use Magic Device
    • Spells: The ability to cast dimensional anchor.

    Ritual Benefits
    A character that wishes to perform this ritual (hereinafter referred to as the binder) must procure a relic of at least a 10,000gp value. This relic will be turned into a wondrous item, & a true genie (a dao, djinn, efreet, or marid) will be bound into it. The relic occupies one body slot, preventing other magical items from being worn in its place.

    To begin the ritual, the binder must meditate for 4 uninterrupted hours with the relic in the binder’s hands, taking no other actions. The meditation requires a Concentration check (DC10) after each hour; if a check is unsuccessful, then the ritual must continue for 1 additional hour to succeed; if 2 consecutive checks are unsuccessful, then the ritual fails (although the relic is not ruined). This ritual provokes attacks of opportunity, & any distraction requires another Concentration check (DC10+).

    Once the meditation is complete, the binder must cut then themselves with a blade prepared for this purpose, dealing at least 1 point of slashing or piercing damage. The blood that issues from this wound must be applied to the relic with the parchment left over from a used scroll. After this is done, the binder must make a Spellcraft check (DC25). If the check is unsuccessful, then the ritual fails & the relic is ruined; if the check succeeds, then the relic is ready to receive the essence of a true genie, & will remain so for 1 hour.

    Within the next hour, a true genie must be brought within 20’ of the relic. A dimensional anchor spell must be cast upon the genie by the binder, & the relic must be brought into contact with the genie’s body. The binder must make a Use Magic Device check (DC20). If the check is unsuccessful, then the ritual fails (although the relic is not ruined); if the check succeeds, then the genie is bound to the relic, & its essence is trapped within its structure. Once the ritual is completed (either successfully or not), the binder takes 1d6 points of Constitution damage & is fatigued.

    The resulting relic can be used by any intelligent creature that wears it. By concentrating on the relic, the wearer can convoke the genie within it as a standard action. This convocation last for 1 minute (10 rounds) once per day, unless the wearer has levels in the Djinn Lord prestige class.

    Playing a Djinn Lord
    You believe in the ultimate & total power of arcane magic; you have mastered a genie, the living embodiment of sorcery, & from it you shall extract unfathomable magical knowledge. Already you feel the distancing between yourself & the trivial mortals who cannot tap this power. Your servant is strong, & you savor its strength, feeling it slowly becoming yours. With this might you will unlock your heart’s desires & realize a completely new life for yourself.

    Combat
    Together with your convoked genie slave, you present a formidable two-headed threat on the field of battle. An enslaved genie with spellcasting abilities effectively doubles your magical capacity each round, & even with inborn spell-like powers only, genies are potent in combat & can enter the fray as a surrogate while you use Mirage to step away from danger. You remain an arcanist & work via your spellcasting abilities, but can now supplement your compelled ally with support or tactical magics.

    Advancement
    When your spellcasting improves, you seek out supportive magics to improve your slaves’ effectiveness. You also look for spells with solid effects regardless of caster level, as your raw magical abilities will be reduced to steal from the genie’s powers. You strive always for greater heights of power, so Spell Focus & Greater Spell Focus may serve you very well. As you send allies to the front lines, you may wish to bolster your melee capacity from behind with conjuration spells & Augment Summoning. Spell Penetration & Improved Counterspell will aid against other magical or magic-resistant foes, helping to counteract the dip in your casting ability. Any arcanist’s skill is of use to you.

    Resources
    Djinn lords are bereft of resources to access, for as powerful arcanists they already find themselves quite alone & friendless. The crime their search for power has led them to commit earns them the undying hatred of genies & genie-kind everywhere. Their magical stockpiles & the lore they have aggregated, combined with the slaves they can convoke, are the only serious resources a djinn lord might have at her disposal. They may hire or work alongside other seekers of lore, wealth & power. The djinn lord’s key resource is the genie she has bound; aspiring djinn lords often seek out exceptional (elite array) genies &/or spellcasting genies or those with character levels, to give them a slave of even greater strength.

    Djinn Lords in the World
    Djinn lords go their own way, seeking whatever interests them & scheming ways to obtain it. They have no true role in society or the world, except as beacons of collaborative enmity for the otherwise fractious genie races.

    Organizations
    The only organization which would even consider recognizing a djinn lord among its agents is the Bulbul, & even they would hedge. Djinn lords who affiliate with the Bulbul are in grave peril, for the leaders of the magic-seeking syndicate will have their eye on stealing the relic of binding & the enslaved genie within, & it’s only a matter of time before they will make their move.

    NPC Reactions
    More than any other arcanist, djinn lords are public terrors, “witches” who have unsealed & taken unto themselves what should not have been brought again into the light. Vestigial histories & legends have painted those who brought about the ancient cataclysm as djinn lords, & although there is no love lost among the people for genies, djinn lords are not viewed as mortals gaining mastery over a genie, but rather the way one views a man who has brought his pet lion into the bazaar… & the lion gets far more latitude than the “witch”.

    Djinn Lords in the Game
    Djinn lords are always major encounters, due both to their rarity & their personalities. Djinn lords are the competition, the opposing interest in any high-level ruin delve. Valuable magic items, rare lore, djinn lords want it & will fight to get it. Djinn lords make suitable recurring foes thanks to their convoked genie servant making for a repeatable encounter. They are also relevant to the interests & concerns of many NPCs, & as such will likely butt heads with mid- to high-level parties on several occasions. Players who are willing to trade raw power for a medley of abilities, combat flexibility & interesting roleplay opportunities may enjoy playing a djinn lord, though they will likely wish to dub themselves after the genie they have entrapped (efreet lord, dao lord etc.)

    Lore
    Characters that have ranks in Knowledge (Arcana) or Knowledge (the Kamala) can learn more about djinn lords. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC15: “Djinn lords recklessly wield the powers of a genie trapped in an object.”
    • DC20: “Djinn lords consort with demonic entities & can steal the magic of their genie slave.”
    • DC25: “A djinn lord’s ultimate goal is to become a genie herself.”
    • DC35: Characters who have reached this level of knowledge know how to find local djinn lords, & can identify one on sight.

    Sample Encounter
    Shri (EL 13)
    When Shri was a little girl, she saw her father killed by a rampaging efreet which had escaped from its bound master. This event caused her to become fascinated with magic in general & genies in particular. She read as many books as she could find on the subject of genies while she worked to support her family as a street performer (& pickpocket). She eventually found a way to capture a genie of her own to study. She tracked down a female efreet named Ahtis & bound her to a Periapt of Wisdom so that she could study the magical creature. Her experiments & research were cruel & torturous to Ahtis, but Shri could care less, so long as the efreet serves her. She has learned about as much as she can from her captive, & is now on the hunt for other genies to study. She has vowed not to rest until she knows everything there is to know about genie-kind, regardless of the price.
    • Shri is looking to hire a team to capture a genie alive & deliver it to her, & the PCs are her best means.
    • The half-efreet children of Ahtis encounter the PCs & hope to hire them to find their mother.
    • The PCs discover the identity of the efreet that killed Shri’s father, & could sell this information her for a handsome price.

    Shri’s Statistics
    Spoiler
    Show
    RACE: Kobold (Hijra) female
    CLASS: Bard 9/Efreet Lord 4
    ALIGNMENT: Neutral Evil
    DEITY: Limalia
    SIZE: Small
    AGE: 44 (born 311 AF)
    HEIGHT: 2’4”
    WEIGHT: 36 lbs.
    EYES: Yellow
    HAIR: N/A (Purple scales)
    LANGUAGES: Archaic, Common, & Draconic
    HIT DICE: 6+8d6+4d8+13 (65HP)
    INITIATIVE: +6
    SPEED: 30’
    ARMOR CLASS: 21 (+1 size, +2 Dex, +7 armor, +1 natural armor); touch 13; flat-footed 19
    BASE ATTACK BONUS: +8
    GRAPPLE BONUS: +3
    ATTACK: +12 Icy Burst Whip (1d2 (non-lethal) +3, ×2, slashing, 10’ reach)
    FULL ATTACK: +12/+7 Icy Burst Whip (1d2 (non-lethal) +3, ×2, slashing, 10’ reach)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +6, Reflex +11, Will +6
    ABILITIES:
    • Strength 8 (-1)
    • Dexterity 14 (+2)
    • Constitution 12 (+1)
    • Intelligence 15 (+2)
    • Wisdom 8 (-1)
    • Charisma 18 (+4)

    SKILLS: 120 points
    • Appraise +16
    • Bluff +20
    • Decipher Script +18
    • Gather Information +16
    • Intimidate +8
    • Knowledge (arcana) +18
    • Knowledge (the Kamala) +10
    • Perform +16
    • Sleight of Hand +14
    • Tumble +12
    • Use Magic Device +12

    FEATS: Craft Wondrous Item, Greater Spell Focus (Enchantment), Improved Initiative, Magical Aptitude, Spell Focus (Enchantment)
    WEAPON: +3 Icy Burst Whip (50,301gp, 1d2 (non-lethal) +3, ×2, 1 lb., slashing, 10’ reach)
    ARMOR: +3 Fire Resistance Chain Shirt (27,250gp, +7, maximum dexterity bonus +4, check penalty -1, 20% AFC, speed 30’, 12lbs.)
    EQUIPMENT:
    • 449gp
    • Cloak of Resistance +1 (1,000gp)
    • Periapt of Wisdom +4 (16,000gp, used to bind his efreet)
    • Rod of Flame Extinguishing (15,000gp)

    SPELLS: 3/4/4/4/2 (Caster Level 11th, for Enchantment spells, save DC16 + spell level; for all other spells, save DC14 + spell level))
    • 0th Level: bend fate**, flickerflame**, know direction, prestidigitation, read magic, skew fate**
    • 1st Level: charm person, distraction**, expeditious retreat, summon monster I
    • 2nd Level: enthrall, impossible feat, see enchantment**, summon monster II
    • 3rd Level: countermand**, glibness, greater herald/courier**, summon monster III
    • 4th Level: baleful suggestion, dominate person, summon monster IV

    RACIAL FEATURES: Darkvision 60’
    CLASS FEATURES:
    • Bardic Music.
    • Bardic Knowledge.
    • Countersong.
    • Fascinate.
    • Inspire Courage +2.
    • Inspire Competence.
    • Suggestion.
    • Inspire Greatness.
    • Relic of Binding.
    • Mirage.
    • Convoke (Winemaker, Scholar).
    • Genie’s Nature.
    • Genie’s Power (minor).
    • Ascendant Power.
    Last edited by Zeta Kai; 2011-11-07 at 03:54 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Djinn Lord (4E)
    “Ultimate cosmic power is within my grasp.”

    Prerequisites: 21st level, Arcane power source

    Destiny Features
    Mind of the Genie (21st level): Pick two of Constitution, Charisma and Intelligence. Increase those ability scores by 2.

    Body of the Genie (21st level): You are considered an elemental creature for the purpose of effects that relate to creature origin. In addition, select one of Dao, Djinn, Efreet or Marid. You gain the corresponding benefits listed below:
    • Dao: You can now speak Terran. Whenever you would be knocked prone, you can make a saving throw. On a success, you are not knocked prone. In addition, when you would be pushed, pulled or slid, you can reduce the forced movement by up to 2 if you choose. You gain the earth subtype.
    • Djinn: You can now speak Auran. You gain resist cold equal to 10 + ½ your level. If you already have resistance to cold of a greater value, increase that resistance by 10. You gain the air subtype.
    • Efreet: You can now speak Ignan. You gain resist fire equal to 10 + ½ your level. If you already have resistance to fire of a greater value, increase that resistance by 10. You gain the fire subtype.
    • Marid: You can now speak Aquan. You can breathe underwater and gain a swim speed equal to your speed. You gain resist acid equal to 10 + ½ your level. If you already have resistance to acid of a greater value, increase that resistance by 10. You gain the water subtype.

    Soul of the Genie (24th level): Once per day, when you are reduce to 0 hitpoints or fewer, you can spend a healing surge to regain hitpoints without requiring an action. You also gain a set of benefits from the list below corresponding to the Genie choice you made at 21st level. You do not require a ritual book to memorize and cast any rituals granted to you by this feature.
    • Dao: You master the following rituals, even if you do not have the ritual caster feat: Fastidiousness, Make Whole, Dowsing Rod, Bolster Object and Ironwood. You do not expend components when casting these rituals, and you can cast the rituals as a standard action. However, you can only cast Make Whole on objects which are made of stone, metal or earth. In addition, you master the Primal Prison ritual, which you can cast once per day without spending components. You can only use it to imprison the target in stone, metal or earth, however.
    • Djinn: You master the following rituals, even if you do not have the ritual caster feat: Seek Rumour, Battlefield Elocution, Portend Weather and Sending. You do not expend components when casting these rituals, and you can cast the rituals as a standard action. In addition, you master the Control Weather ritual, which you can cast once per day without spending components.
    • Efreet: You master the following rituals, even if you do not have the ritual caster feat: Explorer’s Fire, Pyrotechnics, Delver’s Fire, Affect Normal Fire and Preserve Flame. You do not expend components when casting these rituals, and you can cast the rituals as a standard action.
    • Marid: You master the following rituals, even if you do not have the ritual caster feat: Purify Water, Lower Water and Water Walk. You do not expend components when casting these rituals, and you can cast the rituals as a standard action. In addition, you master the Waterborn ritual, which you can cast once per day without spending components.

    Genie Incarnate (30th level): You gain a fly speed equal to your speed. You also gain a final benefit based on the Genie race you chose at 21st level.
    • Dao: Your eldritch blast (or eldritch bolt) deals an additional 1d10 damage, and your eldritch strike (or pact weapon at-will power) deals an additional 1[W] damage. The damage is untyped damage. In addition, you gain a burrow speed equal to your speed, and when you score a critical hit with eldritch blast or eldritch strike, the target is knocked prone and cannot stand up (save ends).
    • Djinn: Your eldritch blast (or eldritch bolt) deals an additional 1d10 damage, and your eldritch strike (or pact weapon at-will power) deals an additional 1[W] damage. The damage is cold damage. In addition, your fly speed is a fly (hover) speed, and when you score a critical hit with eldritch blast or eldritch strike, the target is slowed and takes 5 cold damage whenever they take a move action (save ends both).
    • Efreet: Your eldritch blast (or eldritch bolt) deals an additional 1d10 damage, and your eldritch strike (or pact weapon at-will power) deals an additional 1[W] damage. The damage is fire damage. In addition, your arcane powers ignore resistance to fire, and when you score a critical hit with eldritch blast or eldritch strike, you deal an additional 6d6 fire damage.
    • Marid: Your eldritch blast (or eldritch bolt) deals an additional 1d10 damage, and your eldritch strike (or pact weapon at-will power) deals an additional 1[W] damage. The damage is force damage. In addition, when you score a critical hit with eldritch blast or eldritch strike, you gain 6d8 temporary hit points.

    Djinn Lord Power (Level 26)
    Genie’s Wish
    • You channel the genie you have imprisoned to force a small wish from them.
    • Daily Arcane; see below
    • Standard Action Personal
    • Effect: Select one of the follow effects:
      • Regain 2 healing surges.
      • Return to full hitpoints; this power gains the Healing keyword.
      • Gain an action point.
      • Gain and equip a magic item of 26th level or lower. The item cannot be sold and expires at the end of the encounter or in 5 minutes, whichever is sooner; this power gains the Conjuration keyword.
      • Regain the use of up to two warlock encounter powers.
      • Regain the use of one warlock daily utility power.

    Quote Originally Posted by Shadow_Elf
    Writer’s Disclaimer: I understand that not everyone who wants to play this epic destiny has access to the books where the rituals that comprise the level 24 feature come from. As such, I am considering alternative, non-ritual mechanics that will generally replicate or replace the given abilities. However, this is a backburner project compared to the other Advanced Classes that need finishing.
    Last edited by Zeta Kai; 2010-12-31 at 05:41 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Geomancer (3E)


    NOTE: This version of the geomancer prestige class has been deemed to be underpowered. A new & improved revision is available here. It is recommended that any player or DM who wishes to use this class choose the newer version, as the original is only here for comparison.

    A student of the mysteries of the land, the geomancer molds rock & stone through silent conference with the very foundations of the world. Able to divine the knowledge of the earth itself, the geomancer whispers to the world & is answered. This divine calling appeals to mortals who feel a fellowship with the land or are drawn to the unyielding beauty of stone.

    Becoming a Geomancer
    Most geomancers are either druids or clerics of a nature deity, such as Limalia, Pashati or Umaj. Rangers are also drawn to the practice of geomancy. Geomancers who were formerly paladins are very rare. Half-dao & tarisabi appreciate the practice of geomancy; lizardfolk are least likely to follow this path.

    Hit Die: d6

    Entry Requirements
    To qualify to take levels as a geomancer, a character must fulfill all the following criteria:
    • Skills: Concentration 8 ranks, Knowledge (geography) 4 ranks, Listen 4 ranks
    • Languages: Terran
    • Spellcasting: Ability to cast at least three 1st-level divine spells.
    • Special: You must contact a being of elemental earth, who will provide you with enriched clay. You must consume a meal of this clay alone & sleep for one night bare in a bed of earth.

    Table 5-4: The Geomancer (PrC)
    {table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special|Spells
    1st|+0|+0|+2|+0|Geomancy (Augury), Whispering Step|--
    2nd|+1|+0|+3|+0|Stone Shape|+1 level of existing class
    3rd|+1|+1|+3|+1|Geomancy (Clairvoyance)|--
    4th|+2|+1|+4|+1|Whispered Caution,*Spike Stones|+1 level of existing class
    5th|+2|+1|+4|+1|Geomancy (Scrying)|--
    6th|+3|+2|+5|+2|Transmute Earth|+1 level of existing class
    7th|+3|+2|+5|+2|Geomancy (Telepathic Bond), Whispered Awareness|--
    8th|+4|+2|+6|+2|Wall of Stone|+1 level of existing class
    9th|+4|+3|+6|+3|Geomancy (Foresight)|--
    10th|+5|+3|+7|+3|Whispered Warding, Earthquake|+1 level of existing class[/table]

    Class Skills
    The geomancer’s class skills (& the key ability for each skill) are Concentration (Con), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).

    Skill Points at Each Level: 4 + Int modifier.

    Class Features
    Weapon & Armor Proficiency: The geomancer gains no new proficiency with weapons or armor.

    Spells: At every even-numbered level (2nd, 4th, 6th, 8th, & 10th), the character gains new spells per day (& spells known, if applicable) as if he had also gained a level in whatever spellcasting class (either arcane or divine) 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. If a character had more than one spellcasting class before he became a geomancer, he must decide to which class he adds each level of geomancer for the purpose of determining spells per day.

    Geomancy (Su): The geomancer draws divine knowledge from the stone around her & can consult its power to guide her to the information she needs. The geomancer gains a daily pool of geomancy points equal to her Wisdom modifier plus twice her class level, which she may spend to use a geomancy ability as a standard action. The geomancer may use any geomancy ability that she has accessed.

    The geomancy abilities (& their costs) are:
    • Augury (1 point): As the spell.
    • Clairvoyance (3 points): As the spell cast at the geomancer’s class level, & can see through magical darkness as natural darkness.
    • Scrying (5 points): As the spell cast at the geomancer’s class level. The geomancer requires a pool of water or mud, or a smoothed clay or stone surface, to employ this ability. The saving throw DC is equal to 10 + geomancer level + Wisdom modifier.
    • Telepathic Bond (7 points): As the spell cast at the geomancer’s class level. Participants in the bond must be standing on a natural surface (if they leave a natural surface, the bond goes silent until they return).
    • Foresight (9 points): As the spell cast at the geomancer’s class level, personal range only.

    Whispering Step (Ex): The geomancer's whispering to the world has brought a reply in the form of quickened movement. While on a natural or stone surface, the geomancer's base speed increases by 10 ft. & she can ignore up to 5’ of difficult terrain per move.

    Stone Shape (Sp): Beginning at 2nd level, the geomancer may use stone shape three times per day at her class level.

    Whispered Caution (Su): By 4th level, the geomancer is so in touch with the world that she can receive subtle warning cues from it. These warnings proffer a +3 dodge bonus to the geomancer's AC whenever she is on a stone or natural surface.

    Spike Stones (Sp): Beginning at 4th level, the geomancer may use spike stones three times per day at her class level.

    Transmute Earth (Sp): Beginning at 6th level, the geomancer may use transmute rock to mud, transmute mud to rock &/or soften earth & stone three times per day at her class level.

    Whispered Awareness (Ex): By 7th level, the geomancer has come to listen to the earth so much that she has acquired tremorsense.

    Wall of Stone (Sp): Beginning at 8th level, the geomancer may use wall of stone twice per day at her class level.

    Whispered Warding (Su): At 10th level, the geomancer has acquired the world's warding against magical effects. If she can identify a spell being cast with a successful Spellcraft check, she gains a +4 bonus to saving throws to ward off that spell's effects.

    Earthquake (Sp): Beginning at 10th level, the geomancer may use earthquake once per day at her class level.

    Playing a Geomancer
    The earth is your father, brother, uncle & cousin. The words of the world are the greatest font of knowledge you know, & the power of earth flows through your veins. While you stand on solid ground you are a rock of power & wisdom. You get along well with druids, rangers & diviners, though you are tremendously hesitant around wizards generally. You work best with those you can aid & are a friend of all who are allies of the earth.

    Combat
    Your role in combat is more limited than some, though establishing early information helps in many encounters. Your earth powers help you create a tactical advantage on the battlefield, & the whispers of the world inform & protect you.

    Advancement
    You focus on spell selections that synergize with your tactical capabilities. As your powers are divine in nature, you can engage in armed combat when necessary, so feats that aid you in battle are always welcome. You focus your skills on Knowledge, Concentration, & alertness (Listen & Spot). Your reliance on tactical outlay means Improved Initiative is of value to you.

    Resources
    Some geomancers ally themselves to the Brothers of Stone, a loose group that lives with the land around the Satha Laylanuha. Blood Rock & Stabbing Rock in the north are considered congregation points for geomancers on Siraaj. The churches of Limalia & Waharim work with geomancers & are allied with many. Some northern communities give aid to local geomancers as well.

    Geomancers in the World
    Geomancers live in small communities in wilder reaches, often among the mountains or out in the wastes. They live in harmony with their communities, helping with protection, cultivation & education. Geomancers are wells of information & play a key role in the defense of many northern locales.

    Organizations
    Apart from the Brothers of Stone, geomancers do not generally organize, though they work with each other in small numbers often enough. Geomancers work individually with any organization that values the land, including several churches.

    NPC Reactions
    Though many are apprehensive when meeting a geomancer for the first time, their generally unthreatening nature & powers win over most who make their acquaintance. Geomancers are valued for their divination skills & also recruited for the practical applications of their terrakinetic powers, including the ability to replace dry stone with rich mud for planting. Geomancers are generally respected by the dao & those of their blood.

    Geomancers in the Game
    Geomancers are generally minor plot encounters, used to deliver information by means of their divination abilities. Geomancers meld the loremaster character with a naturist, protective bent; unlike more cerebral oracles, geomancers tend to be just as concerned with the application of what they know. Players who enjoy playing a support role or tactical encounters may enjoy playing a geomancer, though care must be taken to make sure a geomancer character can participate in higher-level encounters.

    Lore
    Characters that have ranks in Knowledge (Arcana) or Knowledge (Nature) can learn more about geomancers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC10: “Geomancers speak with the very earth itself.”
    • DC15: “Geomancers can reshape the earth to suit their needs.”
    • DC20: “Geomancers of sufficient power can see into the future & cause great disasters.”
    • DC30: Characters who have reached this level of knowledge know how to find local geomancers, & can identify one on sight.

    Sample Encounter
    Batul Bazur-Ajad (EL13)
    Batul Bazur-Ajad would like nothing more than to be left alone, so that she may meditate in seclusion. However, it seems as though fate conspires to prevent her peaceful solitude, as she is currently on the run from the authorities, accused of heinous crimes. It seems as if several clergy from rival churches (mostly of Adimas & Limalia) have turned up dead recently, their bodies dismembered in gruesome ways. She has professed her innocence, but to no avail, & she is currently being pursued by soldiers & bounty hunters from several nearby settlements. The evidence against her is mostly circumstantial, but this zealous manhunt is being prompted by a prominent local politician, whose agenda is unclear & who may have an ulterior motive. Batul is believed to be hiding in the wilderness nearby, but something is preventing her from leaving the area entirely.
    • The authorities want to hire the PCs to apprehend Batul, as their attempts have been fruitless.
    • The PCs encounter a desperate Batul, who begs them to help her clear her name.
    • Even with Batul on the run, the killings haven’t stopped, & now one of the PCs is being accused.

    Batul’s Statistics
    Spoiler
    Show
    RACE: Half-Dao female
    CLASS: Cleric 5/Geomancer 6
    ALIGNMENT: Lawful Good
    DEITY: Waharim
    SIZE: Medium
    AGE: 49 (born 306 AF)
    HEIGHT: 5’7”
    WEIGHT: 208 lbs.
    EYES: Green (Glowing)
    HAIR: Gray
    LANGUAGES: Common & Terran
    HIT DICE: 8+4d8+6d6+33 (80HP)
    INITIATIVE: +6
    SPEED: 20’
    ARMOR CLASS: 23 (+3 Dex, +8 armor, +2 deflection); touch 15; flat-footed 20
    BASE ATTACK BONUS: +6
    GRAPPLE BONUS: +8
    ATTACK: +10 Quarterstaff (1d6+4, ×2, bludgeoning) or +8 Holy Quarterstaff (1d6+2 (+2d6 vs. Evil), ×2, bludgeoning)
    FULL ATTACK: +10 Quarterstaff (1d6+2, ×2, bludgeoning) & +3 Holy Quarterstaff (1d6 (+2d6 vs. Evil), ×2, bludgeoning)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +11, Reflex +11, Will +11
    ABILITIES:
    • Strength 14 (+2)
    • Dexterity 16 (+3)
    • Constitution 16 (+3)
    • Intelligence 13 (+1)
    • Wisdom 19 (+4)
    • Charisma 10 (+0)

    SKILLS: 54 points
    • Balance +7
    • Concentration +17
    • Knowledge (geography) +11
    • Knowledge (nature) +14
    • Listen +15
    • Survival +11
    • Tumble +7

    FEATS: Elemental Attunement, Elemental Legacy, Endurance (bonus), Improved Initiative, Skill Focus (Knowledge (nature))
    WEAPON: +2/Holy Quarterstaff (32,600gp, 1d6+2/1d6 (+2d6 vs. Evil), ×2, 4 lbs., bludgeoning)
    ARMOR: +3 Glamered Breastplate (12,050gp, +8, maximum dexterity bonus +3, check penalty -3, 25% AFC, speed 20’, 30lbs.)
    EQUIPMENT:
    • 600gp
    • Cloak of Resistance +2 (4,000gp)
    • Gloves of Dexterity +2 (4,000gp)
    • Periapt of Wisdom +2 (4,000gp)
    • Ring of Protection +2 (8,000gp)
    • Wand of Charm Person (750gp)

    SPELLS: 6/5+1/4+1/4+1/3+1 (Caster Level 8th ([Earth] spells are Caster Level 10th), save DC13 + spell level)
    RACIAL FEATURES:
    • Outsider (Native): Half-genies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Genie Blood: For all effects related to race, a half-genie is considered a genie.
    • Elemental Birthright, Dao: Once per day, a half-dao can cast stone shape &/or soften earth & stone (as the spells). Caster level 8th. The save DCs are Charisma-based.
    • Elemental Resistance, Dao: Acid Resistance 10.
    • Magical Sensitivity (Ex): Spells cast on a half-genie character function as if they had +1 caster level.
    • Darkvision 60’.
    • [Earth] Subtype; base burrow speed is 20 feet, & they can burrow through solid rock.

    CLASS FEATURES:
    • Turn Undead.
    • Domain: Contemplation**.
    • Domain: Knowledge.
    • Geomancy (Augury).
    • Whispering Step.
    • Stone Shape.
    • Geomancy (Clairvoyance).
    • Whispered Caution.
    • Spike Stones.
    • Geomancy (Scrying).
    • Transmute Earth.

    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2011-07-19 at 02:01 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Geomancer (4E)
    “When I beckon, the earth itself comes to my call.”

    Prerequisites: Proficiency with totems, holy symbols, staves, or rods as implements.

    Path Features
    Clinging Muck (11th level): When an effect you generate would slow an enemy, the enemy is instead immobilized for the same duration. When an effect you generate would immobilize an enemy (excepting powers which would normally slow an enemy and thus already benefit from this feature), that enemy is instead restrained for the same duration.

    Discipline Diversity (11th level): Though the flavour of this paragon path tends more towards the Primal or Arcane power sources, all geomancer powers possess the same power source keyword as the class which gave you proficiency in the implement you used to gain admission to this paragon path. if multiple such classes are present, the first one you became a member of takes precedence.

    Reverberating Action (11th level): When you spend an action point to make an attack with the implement keyword, targets hit by that attack are also knocked prone.

    Earth’s Advantage (16th level): You gain combat advantage with implement attacks against prone, immobilized or restrained enemies. In addition, you do not take the -2 penalty for attack prone enemies with ranged implement attacks.

    Path Powers
    Stone to Mud
    • “How strong are the cobbles beneath your feet, really? I think the point is rather subjective.”
    • Encounter Implement, Zone
    • Standard Action Area Burst 1 within 10
    • Target: Each creature in burst
    • Requirement: You must be wielding a totem, staff, rod or holy symbol
    • Attack: Primary ability vs. Reflex
    • Hit: The target is immobilized (save ends).
    • Miss: The target is pushed to a square outside the burst.
    • Effect: Until the end of your next turn, the burst creates a zone of swirling muck. Any creature who enters the zone is subject to the above attack.

    Earthbinding Aura
    • A strange power radiates out from you, dragging your foes towards the earth.
    • Daily Aura
    • Minor Action Personal
    • Effect: Until the end of the encounter, you gain an aura out to 3 squares. Every square in the aura costs an extra square of movement for enemies who are in contact with the ground. Enemies cannot jump in the aura, and standing up from prone is a standard action for enemies in the aura.

    Flesh to Stone
    • “Unto the earth we must all return some day. Allow me to accelerate your ultimate enlightenment.”
    • Daily Implement, Polymorph
    • Standard Action Ranged 10
    • Requirement: You must be wielding a totem, staff, rod or holy symbol
    • Target: One creature in range
    • Attack: Primary Ability vs. Fortitude
    • Hit: The target is turned to stone (save ends). While turned to stone, the target gains resist 20 to all damage, is immobilized and is helpless. It also takes ongoing 10 damage, which cannot be resisted in any way. Second failed save: The target is instead petrified (no save).
    • Miss: The target is immobilized and takes ongoing 10 damage, which cannot be resisted in any way (save ends both).
    Last edited by Zeta Kai; 2010-12-31 at 11:33 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Master of the Wastes (3E)

    Wandering under a burning sun or a fearful cold, besieged by stinging winds & denied food or water, most mortals know the approach of death. Not so the master of the wastes, who has transcended such simple concerns. Adapted to the harshest climes, the master of the wastes has acquired a mystical control over his environment & become one with the extremes of the wastes.

    Becoming a Master of the Wastes
    Druids and rangers are the most common seekers of mastery of the wastes, due to their attunement to nature. Barbarians also seek the path, challenging the wastes with their unyielding ferocity. Some degree of wilderness living is required for anyone seeking mastery of the wastes.

    Hit Die: d12

    Entry Requirements
    To qualify to take levels as a master of the wastes, a character must fulfill all the following criteria:
    • Skills: Survival 12 ranks.
    • Feats: Endurance, Great Fortitude, Self-Sufficient.
    • Special: You must have survived alone in the wastes without food or water for 48 hours. You must have resided for at least one year in either a warm waste or a cold waste environment; this determines the area of your mastery & the powers you derive from your environment.

    Table 5-5: The Master of the Wastes (PrC)
    {table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special|SL 1st|SL 2nd|SL 3rd
    1st|+0|+2|+0|+0|Hardiness, Survival, Commune with Nature|0|--|--
    2nd|+1|+3|+0|+0|Natural Armor +1, Command of the Wastes|1|--|--
    3rd|+2|+3|+1|+1|Improved Survival|2|--|--
    4th|+3|+4|+1|+1|Natural Armor +2|3|0|--
    5th|+3|+4|+1|+1|Thermal Extremist, Powerful Fortitude 1/day|4|1|--
    6th|+4|+5|+2|+2|Natural Armor +3|5|2|--
    7th|+5|+5|+2|+2|Powerful Fortitude 2/day|6|3|0
    8th|+6|+6|+2|+2|Natural Armor +4|7|4|1
    9th|+6|+6|+3|+3|Powerful Fortitude 3/day|8|5|2
    10th|+7|+7|+3|+3|Natural Armor +5, Scoured Skin, Preternatural Fortitude|9|6|3[/table]

    Class Skills
    The master’s class skills (& the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Str), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex).

    Skill points at Each Level: 6 + Int modifier.

    Class Features
    All of the following are features of the master of the wastes prestige class:

    Weapon & Armor Proficiency: A master of the wastes gain no proficiency with any weapon or armor.

    Animal Companion: A character with an animal companion treats his master of the wastes levels as druid levels for the purpose of determining the companion’s abilities & the alternative lists available to the character.

    Hardiness (Ex): The master of the wastes draws physical ability from dealing with his environment. For one hour each day, the master of the wastes may apply an insight bonus equal to his class level to his Strength or Constitution score as a standard action.

    Survival (Ex): The master of the wastes ignores environmental damage from very hot & cold weather effects, & the effects of dust storms & snowstorms. Severe heat or cold affect the master normally. At 3rd level, the master of the wastes ignores severe heat & cold as well, & ignores the effects of thirst & starvation. He needs to drink one gallon of water only once per month & eat only once per year.

    Commune with Nature (Sp): The master of the wastes may use commune with nature (as the spell) once per day. This effect uses the master’s character level as its caster level.

    Spells: Beginning at 1st level, the master of the wastes gains the ability to cast a number of divine spells. To cast a spell, the master must have a Wisdom score of at least 10 + the spell’s level, so a master with a Wisdom score of 10 or lower cannot cast these spells. The master’s bonus spells are based on Wisdom, & saving throws against these spells have a DC of 10 + the master’s class level + spell level + the master’s Wisdom bonus. When the master gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

    The master’s spell list appears below. The master casts spells just as a sorcerer does. The master knows every spell on his spell list of a level that he can currently cast. The caster level for the master’s spells is equal to his total character level.

    If the master of the wastes has druid levels, he may choose at the time he enters this class to progress his druid spellcasting rather than gain the spellcasting progression of a master of the wastes. If he does so, he adds horrid wilting to his spell list as an 8th level druid spell, & counts each level of master of the wastes as a druid level for determining spells per day.

    Natural Armor (Ex): At 2nd level & every two levels thereafter, the master of the wastes acquires one point of natural armor. This natural armor stacks with natural armor from all other sources.

    Command of the Wastes (Su): At 2nd level, the master of the wastes attunes himself to the creatures of his environment. He may use dominate monster once per day against any creature native to his environment, at a range of 400’ + 40’ per class level. This includes any creature with the Desert environment type or the Warm climate type, excluding Aquatic, Forest, & Marsh environments. The master may maintain domination up to his current HD limit. Creatures are permitted a Will save (DC 10 + the master's class level + Wisdom modifier).

    A master of a cold waste uses the same guidelines, but selects creatures with the Desert environment type or the Cold climate type, excluding Aquatic, Forest, & Marsh environments.

    Thermal Extremist (Ex): At 5th level, the master becomes immune to the energies of his native environment. A master of a warm waste gains fire immunity, while a master of a cold waste gains cold immunity.

    Powerful Fortitude (Ex): At 5th level, the master’s endurance reaches even more superhuman levels. Once per day, he may ignore any one effect that would require a Fortitude save. He may do so an additional time at 7th level & at 9th level.

    Preternatural Fortitude (Su): At 10th level, the master of the wastes is capable of enduring physically many other forms of attack. Three times per day, when he would make a Reflex or Will save, he may instead make a Fortitude save. This ability may not be used in conjunction with Powerful Fortitude.

    Scoured Skin (Ex): At 10th level, the master’s skin has endured so much punishment that it is nearly impenetrable to magic. The master of the wastes gains spell resistance 30.

    Spell List: Masters of the waste choose their spells from the following list:
    • 1st Level: barkskin, detect animals or plants, detect snares & pits, endure elements, know direction, longstrider, pass without trace, resistance, speak with animals, summon nature’s ally II
    • 2nd Level: blight, control water, find the path, gust of wind, stoneskin, summon nature’s ally IV, wind wall
    • 3rd Level: antilife shell, control winds, horrid wilting, summon nature’s ally VI, whirlwind, wind walk

    Playing a Master of the Wastes
    The wastes are your dominion, yours to command. Those who find the wastes too harsh are simply too weak to understand. Your environment is your life, & just as you are attuned to it, it is attuned to you. You get along well with those who brave the wastes; druids, rangers & barbarians especially, but also those who travel your domain knowing full well the dangers & willing to face them. You have little patience for those who trespass & for none who despoil.

    Combat
    Though you command various magics of the wastes, your true place is in the heat of the fight, where your commanded animals join you in taking your opponents head-on. Your great stamina & fortitude allow you to remain in the fray.

    Advancement
    You exist to survive, endure & thrive, making you strong wherever you go. Iron Will & Lightning Reflexes increase your resistance to that which does not submit to your fortitude. Melee combat feats are valuable to you as well. Survival is a useful skill, but mastery of your domain requires you to increase your Knowledge (geography). Listen, Spot & Search are also helpful to watch over your territory.

    Resources
    Masters of the wastes operate individually, rarely working in concert. They associate with geomancers, druids & rangers in their territories, & may also make an appearance from time to time in local communities; however, a master is usually considered self-sufficient, & is less a holder of assets than an asset himself. As such, masters of the wastes have few resources to draw on aside from themselves.

    Masters of the Wastes in the World
    Masters of the wastes are spread in the farthest reaches; the deserts, mountains & tundra of Siraaj, & the salt flats, white sands & scoured lands of Najmah. They work with druidic circles & interact with adventurers trekking into the wastes, as well as communities on the borders, but otherwise keep to themselves & devote their time to maintaining their domain.

    Organizations
    Some masters of the wastes associate with the Circle of the Sands, the druidic circle devoted to closing trade roads & making travel in the trackless lands difficult. It is suggested that a few masters may roam the Red Sands in association with the Taj of Ostaz, keeping escape an impossible option for the subjects & slaves of the empire. The majority of all masters of the wastes have no use for organizations of any kind.

    NPC Reactions
    Masters of the wastes are figures of story & legend to most people, so reactions tend towards shock & awe. Those who have encountered a master guarding his territory, however, respond with dread. Masters of the wastes are unpredictable entities, & are normally only encountered if one has provoked the master, intentionally or otherwise.

    Masters of the Wastes in the Game
    In the early game, masters of the wastes are employers or intractable obstacles who must be appeased. If there is a road to travel, chances are it falls under a master's purview, & he may have strong opinions regarding those who enter into his domain. As such, they typically have an impact on plot. At higher levels, masters of the wastes may be either uncomfortable allies or dangerous villains; effective in the latter instance for having scope & range outside of a dungeon environment. Players who like wilderness adventures & exploration may enjoy playing a master of the wastes, though care must be taken to keep the class features relevant outside of the native environment.

    Lore
    Characters that have ranks in Knowledge (Nature) can learn more about masters of the wastes. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC15: “The masters of the wastes rule over domains in the deep deserts & mountains.”
    • DC20: “A master of the wastes controls the animals in his territory & can speak with the very ground to find trespassers.”
    • DC25: “Masters of the wastes become virtually invulnerable to anything in their territory & can survive almost any assault.”
    • DC35: Characters who have reached this level of knowledge know how to find local masters of the wastes, & can identify one on sight.

    Sample Encounter
    Ras Shankar (EL16)
    Wandering the barren deserts north of Sheqari, there is a legendary figure known only as Ras Shankar. Who he really is or where he came from is a mystery, but what is known is that despite his horrific appearance, there is no more welcome sight in the badlands that seeing his black form approach. He has rescued countless explorers, nomads, & settlers over the years, & his hide is scarred from his many battles with the local fauna, which include dragons, sphinxes, hydras, & chimaerae. His appearance is often marked by a tightly-focused sandstorm or a sudden haze, from which he leaps to guide the lost to safety or to defend against a prowling predator. He is said to protect the pure of heart, & to play tricks upon those who are foolish, immoral, or simply disrespectful toward the desert, but many tales are told of his exploits, & most of them are contradictory at best.
    • The PCs discover a document that claims to conclusively prove Ras Shankar’s identity & history, & some mysterious party wants it kept secret.
    • The PC are led north of Sheqari in search of a lost cache of treasure, but they soon become hopelessly lost & set upon by monsters.
    • A half-ghul claiming to be Ras Shankar comes across the PCs on the road & blocks their way, telling them that a great danger lies ahead.

    Spoiler
    Show
    RACE: Half-Ghul male (Lizardfolk heritage)
    CLASS: Barbarian 9/Master of the Wastes 5
    ALIGNMENT: Chaotic Good
    DEITY: Umaj
    SIZE: Medium
    AGE: 38 (born 317 AF)
    HEIGHT: 6’4”
    WEIGHT: 237 lbs.
    EYES: Red
    HAIR: None (Black scales)
    LANGUAGES: Common & Ghul (Illiterate)
    HIT DICE: 12+8d12+5d12+70+3 (169HP)
    INITIATIVE: +5
    SPEED: 20’
    ARMOR CLASS: 23 (+1 Dex, +8 armor, +2 natural armor, +2 deflection); touch 13; flat-footed 22
    BASE ATTACK BONUS: +12
    GRAPPLE BONUS: +18
    ATTACK: +22 Wounding Great Sword (2d6+10, 19-20/×2, slashing)
    FULL ATTACK: +22/+17/+12 Wounding Great Sword (2d6+10, 19-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +20, Reflex +8, Will +9
    ABILITIES:
    • Strength 22 (+6)
    • Dexterity 12 (+1)
    • Constitution 20 (+5)
    • Intelligence 12 (+1)
    • Wisdom 15 (+2)
    • Charisma 10 (+0)

    SKILLS: 95 points
    • Bluff +4
    • Climb +11
    • Disguise +4
    • Handle Animal +17
    • Heal +4
    • Intimidate +16
    • Jump +23
    • Listen +7
    • Ride +18
    • Spot +7
    • Survival +21

    FEATS: Diehard, Endurance, Great Fortitude, Never Say Die, Self-Sufficient, Toughness (bonus)
    WEAPON: +4 Wounding Great Sword (72,350gp, 2d6+10, 19-20/×2, 8 lbs., slashing)
    ARMOR: +3 Moderate Fortification Chainmail (36,300gp, +8, maximum dexterity bonus +2, check penalty -4, 30% AFC, speed 20’, 40lbs.)
    EQUIPMENT:
    • 50gp
    • Belt of Giant Strength +4 (16,000gp)
    • Cloak of Resistance +3 (9,000gp)
    • Handy Haversack (2,000gp)
    • 2 Potions of fly (1,500gp)
    • 2 Potions of invisibility (600gp)
    • Ring of Protection +2 (8,000gp)
    • Wand of cure moderate wounds (4,500gp)

    SPELLS: 5/2 (Caster Level 14th, save DC12 + spell level)
    RACIAL FEATURES:
    • Outsider (Native): Half-ghuls are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Elemental Resistance (Su): A half-ghul is resistant to all damage from cold & fire energy (including non-magical forms of cold/fire damage); they ignore the first 5 points of damage from those types each round.
    • Ghul Blood: For all effects related to race, a half-ghul is considered a ghul.
    • Natural Weapon (Ex): 2 Claws (1d6 + Str); slashing damage.
    • Spell-Like Abilities
      • At Will: detect magic, obscuring mist, touch of fatigue (DC14).
      • 3/Day: darkness, sleep (DC15).
      • 1/Day: gust of wind (DC15).
      • Caster level 8th. The save DCs are Charisma-based.
    • Darkvision 60’.

    CLASS FEATURES:
    • Fast Movement.
    • Illiteracy.
    • Rage 3/day.
    • Uncanny Dodge.
    • Trap Sense +3.
    • Improved Uncanny Dodge.
    • Damage Reduction 1/--.
    • Hardiness.
    • Survival.
    • Commune with Nature.
    • Natural Armor +2.
    • Command of the Wastes.
    • Improved Survival.
    • Thermal Extremist (fire immunity).
    • Powerful Fortitude 1/day.

    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2011-11-26 at 03:01 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Master of the Wastes (4E)
    “I am as unchanging as the desert, as resilient as the sand, & as relentless as the sun.”

    Prerequisites: 21st level, Ranger or any class that uses the Primal power source, trained in Nature

    Destiny Features
    Infusion of the Wastes (21st level): You gain +2 Constitution and your choice of +2 Strength or +2 Wisdom. You need only drink once a month and eat but once a year. You ignore the negative effects of weather caused by heat, cold, sand or snow.

    Preternatural Fortitude (24th level): The first time each day you are reduced to zero hitpoints or fewer, you immediately regain hitpoints equal to your constitution score and can make a saving throw against each effect afflicting you that a save can end. In addition, twice per day, you can replace your Reflex or Will defense with your Fortitude defense OR you can ignore the effects of an attack which targets your Fortitude defense. You must use this ability before you know the results of the attack, but after the attack is declared.

    Scoured Skin (30th level): You gain resistance 10 to all damage, and each of your defenses increases by one.

    Master of the Wastes Power (Level 26)
    Command of the Wastes
    • You take control of a nearby creature of the wastes.
    • Daily * Primal
    • Standard Action Close Burst 15
    • Target: One creature in burst who has the natural origin and is not a construct or undead.
    • Effect: Make a nature check opposed by the target’s will defense. If your check matches or exceeds the target’s opposing defense, it is dominated (save ends). When the target succeeds on its saving throw, it is dominated until the end of your next turn, and on your next turn, you can use this power again on the target.
    Last edited by Zeta Kai; 2011-01-13 at 08:13 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Pharaoh (3E)

    Imbued with the greatness & charisma to lead others, there are mortals of inherent authority & force of personality. Bearing an aura of exaltation that causes all to cower in awe of their majesty, pharaohs are among the world’s great rulers, generals, & academics. King-priests, potentates, & tyrants alike are noted as pharaohs.

    Becoming a Pharaoh
    Pharaohs naturally come from the ranks of those who lead in some capacity. Powerful fighters, high-ranking clerics & even influential bards have all risen to the acclaim of a pharaoh. A rare few barbarians in the wild have the force of personality & dedication required to become pharaohs. Paladins sometimes seek the mantle, while many rogues have the personal skills but lack the broad respect needed to rise to the position. Monks, rangers, sorcerers & wizards rarely, if ever, become pharaohs. All races have pharaohs of some level.

    Hit Die: d8

    Entry Requirements
    To qualify to take levels as a pharaoh, a character must fulfill all the following criteria:
    • Skills: Diplomacy 15 ranks or Intimidate 15 ranks
    • Feats: Iron Will, Leadership, Persuasive
    • Special: You must hold a position of respect or authority either by appointment, election, or inheritance, & be confirmed by a divine spellcaster of high rank (you cannot confirm yourself if you are a divine spellcaster).

    Table 5-6: The Pharaoh (PrC)
    {table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special|Spells
    1st|+1|+0|+0|+2|Rebuke Humanoid, Exalted Aura, Oratory|--
    2nd|+2|+0|+0|+3|Enthralling Voice|Special
    3rd|+3|+1|+1|+3|Opulence|+1 level of existing class
    4th|+4|+1|+1|+4|Aura of Leadership|--
    5th|+5|+1|+1|+4|Commanding Voice|Special
    6th|+6|+2|+2|+5|Rebuke Exotic|+1 level of existing class
    7th|+7|+2|+2|+5|Aura of Leadership|--
    8th|+8|+2|+2|+6|Dominating Voice|Special
    9th|+9|+3|+3|+6|Opulence|+1 level of existing class
    10th|+10|+3|+3|+7|Rebuke Sentient, Aura of Leadership, Disarming Radiance|--[/table]

    Class Skills
    The Pharaoh’s class skills (& the key ability for each skill) are Appraise (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha).

    Skill Points at Each Level: 6 + Int modifier.

    Class Features
    All of the following are features of the pharaoh prestige class:

    Weapon & Armor Proficiency: A pharaoh gains proficiency with two martial weapons & one exotic weapon of his choosing, as well as with all light & medium armor & all shields.

    Spells: At 3rd, 6th, & 9th level, the pharaoh gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a pharaoh, he must decide to which class he adds the new level for purposes of determining spells per day.

    If the pharaoh has at least two bard levels, then at 2nd, 5th, & 8th level he gains new spells per day as if he had also gained a level in bard. Again, he does not gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting.

    Rebuke Humanoid (Su): A pharaoh can rebuke or command humanoids as a cleric rebukes undead. A pharaoh can rebuke humanoids a number of times per day equal to 3 + his Charisma modifier. A pharaoh with 5 or more ranks in Knowledge (local) gets a +2 bonus on rebuking checks against his subjects.

    Exalted Aura (Su): A pharaoh’s personal magnetism grants him a supernatural buffer against attacks. The pharaoh gains a deflection bonus to his AC equal to his Charisma modifier +1. At third level & every two levels thereafter, this bonus increases by 1. The exalted aura falls if the pharaoh is rendered helpless or otherwise unable to take full actions (e.g. staggered, nauseated, panicked).

    Voice (Ex): Three times per day, the pharaoh may speak with powerful gravitas & authority, causing phenomenal effects in those who hear him. The save DC for voice effects is 10 + the pharaoh's class level + the pharaoh's Charisma modifier. When the pharaoh employs his voice, he may elect to use any of the following that he has access to:
    • Enthralling Voice: As the spell enthrall cast at the pharaoh’s character level.
    • Commanding Voice: As the spell greater command cast at the pharaoh’s character level.
    • Dominating Voice: As the spell dominate person cast at the pharaoh’s character level.

    Oratory: The pharaoh may launch into inspiring speech a number of times per day equal to his class level. This is identical to the bardic music ability of a bard, except that it may only be activated by speech, whether it be oratory, poetry, chants, recitation of an epic, et cetera.

    The pharaoh may produce any of the following effects:
    • Counterspeech (Su): As a bard’s Countersong ability.
    • Fascinate (Sp): As a bard’s Fascinate ability.
    • Inspire Courage (Su): As a bard’s Inspire Courage ability.
    • Inspire Competence (Su): As a bard’s Inspire Competence ability.

    A pharaoh with bard levels counts his pharaoh levels as bard levels for his bardic music abilities.

    Aura of Leadership (Ex): At 4th, 7th, & 10th level, the pharaoh may select an aura with which he bolsters his allies. A pharaoh may have a maximum of one aura active at a time, & may switch as a standard action.

    Auras of Leadership affect all allies with at least a 3 Intelligence who can see or hear the pharaoh & are within 60’, & grant a bonus equal to the pharaoh’s Charisma modifier. A pharaoh gains no benefit from any pharaoh’s Aura of Leadership, including his own.

    Auras of Leadership fall if the pharaoh is rendered helpless or otherwise unable to take full actions (e.g. staggered, nauseated, panicked).

    The following auras are available:
    • Readiness grants a bonus to Initiative.
    • Endurance grants a bonus to Fortitude saves.
    • Alertness grants a bonus to Reflex saves.
    • Belief grants a bonus to Will saves.
    • Strategy grants a bonus to melee attacks.
    • Might grants a bonus to Strength checks & Strength-based skill checks.
    • Expertise grants a bonus to Dexterity checks & Dexterity-based skill checks.
    • Stamina grants a bonus to Constitution checks & Constitution-based skill checks.
    • Cunning grants a bonus to Intelligence checks & Intelligence-based skill checks.
    • Reason grants a bonus to Wisdom checks & Wisdom-based skill checks.
    • Allure grants a bonus to Charisma checks & Charisma-based skill checks.

    Opulence (Ex): At 3rd level, the pharaoh obtains an additional magic item slot for one of the following: amulets, rings, belts, bracelets, or capes. At 9th level, the pharaoh gains a second such slot.

    Rebuke Exotic (Su): At 6th level, the pharaoh may employ one daily use of his rebuke ability against monstrous humanoids or native outsiders instead of against humanoids.

    Rebuke Sentient (Su): At 10th level, the pharaoh may employ one daily use of his rebuke ability against all creatures with at least 3 Intelligence.

    Disarming Radiance (Su): At 10th level, any creature with at least 3 Intelligence attempting to make an attack against the pharaoh must make a Will save (DC = the pharaoh's character level + the pharaoh's Charisma modifier) or be unable to do so. A creature that both successfully saves & successfully strikes the pharaoh becomes immune to this effect for 24 hours. This is a mind-affecting quality.

    Playing a Pharaoh
    Your people respect & worship you, & you are a magnetic beacon of civilization. You are a natural leader, & not only accept but relish the role. You lead best when there are none to contest your leadership, & when your subjects are focused on your cause. You do not get along well with druids, rangers or sorcerers, & are leery of wizards & some clerics, who may have their own unspoken goals.

    Combat
    In combat, you are a leader who boosts morale, encouraging your allies & using your force of personality to bring foes to their knees. Your best strategy is to incapacitate humanoid foes at the start of battle by rebuking them, then switching to motivating your subjects to finish the fight.

    Advancement
    The sooner you can speak, the better, so Improved Initiative is very useful to you. Your abilities falter when you do; thus, Great Fortitude is helpful to keep yourself standing tall. You are strong enough to participate on the front lines, so a Style feat may be appropriate to hone your battle skills. Perform keeps your oratory powerful, while Diplomacy & Intimidate make use of your high Charisma score. If you can cast spells, look for those that protect you from harm or increase your Charisma.

    Resources
    A pharaoh’s resources are very well-defined, because they are everything that he rules over! His subjects, followers & lands are resources the pharaoh can tap, & when they are insufficient he can attempt to conquer other territories to gain even more. Pharaohs are sometimes limited, however, in that hostile or neutral states may not give him aid when needed, as the pharaoh is a political figure.

    Pharaohs in the World
    Pharaohs are notable leaders found in population centers. Churches, cities, city-states, & aspiring empires may all have pharaohs ruling over them (although a fair number do not).

    Organizations
    Pharaohs tend to be at the head of organizations in which they are involved, & do not band together within a single organization. Pharaohs lead individually. Though there may be alliances between pharaohs, there are no organizations wherein they congregate for a specific cause.

    NPC Reactions
    The power of the pharaoh is to be respected, worshiped, & feared. As such, NPCs tend to react with awe; they can’t help it, that’s just the pharaoh’s charisma. However, any ruler encounters dissidents, & those beyond the pharaoh’s scope are not compelled to kneel before him; therefore, there is a segment of the population which simply doesn't care unless the pharaoh is in their presence, & some form of opposition or rebellion of variable strength & purpose which works against him. Pharaohs tend to have more effect on their own subjects than those of other nations.

    Pharaohs in the Game
    Pharaohs are major movers & shakers in the world; as such, they are always important, plot-relevant encounters, either as employers or as the face of the adversary. Given that the signature power of the pharaoh is the ability to rebuke & command humanoids (for which there is no saving throw or other resistance), this coupled with their Leadership feat & bolstering abilities can make a pharaoh an especially difficult encounter within the pharaoh's domain. Pharaohs have an impact on the scale of, but distinct from, powerful spellcasters, & encounters with them should be handled with equal caution. Players who like the abilities of the Leadership feat & enjoy playing a strong tactical role on the battlefield may enjoy playing a pharaoh; however, DMs should exercise judgment when examining the impact of such a character in their game. If you feel the Leadership feat may be disruptive to the campaign, consider requiring Negotiator in its place.

    Lore
    Characters that have ranks in Knowledge (Nobility & Royalty) can learn more about pharaohs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC15: “Pharaohs are the rulers of the greatest world powers.”
    • DC20: “Pharaohs are individuals of such personal magnetism that they can bring crowds to their knees.”
    • DC25: “The greatest pharaohs can issue commands to the unwilling & prevent the weak-willed from even attempting to strike them.”
    • DC35: Characters who have reached this level of knowledge know how to find a local pharaoh, & can identify one on sight.

    Sample Encounter
    Arundhati Shashi (EL19)
    The newest Queen of Sabibhad is the young & uncertain Arundhati Shashi, the daughter of the former queen, Saaya Taara Shashi. Her sabi mother ruled the town for many decades, & is still greatly beloved by the citizens, who have erected statues of her & named many landmarks after her. The throne was only granted to Arundhati after her mother’s death seven years ago, & even then it was only the end result of a protracted struggle for succession between her, her younger brother Udayana, & her uncle Astamana. Arundhati won that contest with the help of King Kratu the Great, the ambitious ruler of the city of Dharma, & now she is beholden to him. He plans to unite all of Nyaaya Island (upon which both Sabibhad & Dharma rest) under his banner, forming a new nation in the region for the first time in centuries, & he wants Arundhati to be his queen.
    • Agents of Arundhati want the PCs to deliver a message to King Kratu, in which she respectfully rejects his proposal of marriage.
    • Astamana & his nephew Udayana have united against Arundhati, & they want the PCs to help depose her by any means necessary.
    • A local cult is worshipping the dead Queen Saaya Taara as a saint/goddess, & the PCs are hired to infiltrate them & find their leader.

    Spoiler
    Show
    RACE: Gnoll female
    CLASS: Fighter 12/Pharaoh 7
    ALIGNMENT: Lawful Neutral
    DEITY: Sidaru (the Final Edict)
    SIZE: Medium
    AGE: 29 (born 326 AF)
    HEIGHT: 6’5”
    WEIGHT: 252 lbs.
    EYES: Brown
    HAIR: Brown
    LANGUAGES: Common & Gnoll
    HIT DICE: 10+11d10+7d8+76 (178HP)
    INITIATIVE: +5
    SPEED: 40’
    ARMOR CLASS: 37 (+3 Dex, +19 armor, +1 natural armor, +4 deflection); touch 17; flat-footed 34
    BASE ATTACK BONUS: +19
    GRAPPLE BONUS: +24
    ATTACK: +29 Vorpal Scimitar (1d6+10, 18-20/×2, slashing)
    FULL ATTACK: +29/+24/+19/+14 Vorpal Scimitar (1d6+10, 18-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +19, Reflex +14, Will +17
    ABILITIES:
    • Strength 20 (+5)
    • Dexterity 16 (+3)
    • Constitution 19 (+4)
    • Intelligence 13 (+1)
    • Wisdom 12 (+1)
    • Charisma 12 (+1)

    SKILLS: 94 points
    • Bluff +3
    • Decipher Script +8
    • Diplomacy +13
    • Gather Information +8
    • Intimidate +25
    • Jump +24
    • Knowledge (history) +8
    • Knowledge (nobility & royalty) +8
    • Listen +3
    • Ride +18
    • Sense Motive +13
    • Spot +3
    • Survival +3
    • Use Magic Device +8

    FEATS: Cleave, Combat Expertise, Great Cleave, Improved Critical (), Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Leadership, Nose for Mingling**, Parry**, Persuasive, Power Attack, Swift Paws**
    WEAPON: +5 Vorpal Scimitar (200,315gp, 1d6+10, 18-20/×2, 4 lbs., slashing)
    ARMOR:
    • +5 Heavy Fortification Full Plate (101,650gp, +13, maximum dexterity bonus +1, check penalty -5, 35% AFC, speed 20’, 50lbs.)
    • +4 Spell Resistance (19) Heavy Steel Shield (81,170gp, +6, check penalty -2, 15% AFC, 15lbs.)

    EQUIPMENT:
    • 1,015gp
    • Amulet of Health +4 (16,000gp)
    • Belt of Giant Strength +4 (16,000gp)
    • Cloak of Resistance +5 (25,000gp)
    • Gloves of Dexterity +4 (16,000gp)
    • Helm of Teleportation (73,500)
    • Periapt of Wisdom +4 (16,000gp)
    • Potion of fly (750gp)
    • 2 Potions of invisibility (600gp)
    • Ring of Protection +4 (32,000gp)

    RACIAL FEATURES:
    • Darkvision 60’.
    • Social Acumen (Ex): Gnolls are canny & adaptable in social situations; they receive a +2 circumstance bonus to Diplomacy & Sense Motive checks made when dealing with members of another culture. Note: Due to the Nose for Mingling feat, this bonus increases to +5, & applies in all situations.

    CLASS FEATURES:
    • Rebuke Humanoid.
    • Exalted Aura.
    • Oratory.
    • Enthralling Voice.
    • Opulence.
    • Aura of Leadership.
    • Commanding Voice.
    • Rebuke Exotic.
    • Aura of Leadership.
    Last edited by Zeta Kai; 2011-04-10 at 01:48 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Pharaoh (4E)
    “Bow before my cosmic right, or be crushed beneath the weight of an empire.”

    Prerequisites: 21st level, Charisma 21

    Destiny Features
    Stunning Oratory (21st level): You gain +2 Charisma. In addition, if you roll a 10 or less on a charisma-based skill check, you can reroll it once and then take whichever of the two results you prefer.

    Homeland (21st level): With the DM’s approval, choose a realm you are destined to rule. You are regarded as a great hero in that land. You gain a +4 bonus to any Charisma-based skill checks you make within that land. You have property or estates there sufficient to provide for your ordinary needs, including the resources to maintain a household and a small force of loyal retainers.

    Aura of Exalted Leadership (24th level): You gain an aura out to a number of squares equal to your Charisma modifier. You and all allies in the aura gain a benefit chosen from the following list. During a short rest, you can change the benefit granted by the aura.
    • Readiness grants a bonus to initiative equal to your charisma modifier.
    • Endurance grants a +2 bonus to Fortitude defense.
    • Alertness grants a +2 bonus to Reflex defense.
    • Belief grants a +2 bonus to Will defense.
    • Defence grants a +2 bonus to Armor Class.
    • Strategy grants a +1 bonus to weapon and implement attacks.

    Cosmic Right (30th level): Once per day, when you die, your body erupts in luminous magic and disappears. On your initiative count at the start of your next turn, you return in any unoccupied square within 10 of where you died, with full hitpoints and no effects on you that were present when you died. You also gain a +2 bonus to attack rolls and all defenses until the end of the encounter, and can score a critical hit on the enemy which killed you on a natural roll of 17 or higher until that enemy is dead.

    Pharaoh Power (Level 26)
    Disarming Radiance
    • Your presence is such that enemies sometimes would rather slay themselves than bring harm to your person.
    • Encounter * Charm
    • Immediate Interrupt Personal
    • Trigger: An enemy hits you with an attack.
    • Effect: The attack misses. Make the following attack against the triggering enemy:
      • Attack: Charisma +9 vs. Will
      • Hit: The target is subject to the effects of the triggering attack.
    Last edited by Zeta Kai; 2011-01-13 at 08:29 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    I know there's still two 4e EDs en-route, but has anyone got balance comments/concerns about the four that are up? I've seen threads go to three pages around one paragon path, and there's four here and none want to comment .
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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Yes, commentary is open for anyone who'd like to chime in on the classes. Note that some of them are being edited for quality & balance (geomancer, I'm looking at you). Also, the dervish fluff is still pending, but will be available as soon as it's been polished. All of the sample NPCs are now posted, for the record.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Okay, so what is it I have to do to get some feedback on this crunch? I seriously doubt this is flawless work.

    Also, those last two EDs are just being looked over by my enslaved homebrew elves official homebrew second opinioneers, and should arrive in your PM box shortly, Zeta.
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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Well... what balance level are you going for? Really?
    As a generally mid to high op player, I probably wouldn't ever take any of these PrCs. They're generally... pretty mediocre, at best. For example, the alchemist: why? Why would I ever want to take this class? It doesn't let me do anything I couldn't normally do by just casting the spells rather than sticking them in vials, except for maybe pumping my Craft: alchemy check to a ridiculously high number to get ridiculously high save DCs, and even then it's kindof meh. I'd rather take 8 levels of my fullcasting class than 10 levels of that.
    Really, keep this in mind: if you're going to be losing 5 levels of fullcasting for a class, you'd better have a damn good reason. The only PrC I've ever seen that pulled it off properly was the swiftblade.
    The Pharaoh's pretty cool, though, I'll admit. Could stand to be a bit niftier, and I'd strongly advise you severely reduce the requirements or else it won't be able to be finished pre-epic, but oh well.
    Master of the Wastes is cool too, though I'd reduce that one's entry requirements as well, 'lest you want it to be only finished by level 19.
    Geomancer falls into the same rut as the Alchemist: why would I take this class when I can just keep taking my divine casting class and just cast the spells, and then get 9th level spells on top of that?
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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by Gorgondantess View Post
    Well... what balance level are you going for? Really?
    Lower than standard D&D. As can be seen in the voting threads, we're working with a moderate-magic setting. Balance has shifted to compensate, including for spellcasters.

    As a generally mid to high op player, I probably wouldn't ever take any of these PrCs.
    We're definitely not catering to that demographic.

    For example, the alchemist: why? Why would I ever want to take this class? It doesn't let me do anything I couldn't normally do by just casting the spells rather than sticking them in vials, except for maybe pumping my Craft: alchemy check to a ridiculously high number to get ridiculously high save DCs, and even then it's kindof meh. I'd rather take 8 levels of my fullcasting class than 10 levels of that.
    The Alchemist has a bit of an identity crisis at the moment, which it is working to resolve. There are likely quite a few inventive and potent things a reasonably tricked-out Alchemist can accomplish even as-is, however, not to mention the in-setting fluff value of being the "caster" people won't be out to lynch. At the moment, it's being re-planned to neither require nor support spellcasting.

    Really, keep this in mind: if you're going to be losing 5 levels of fullcasting for a class, you'd better have a damn good reason. The only PrC I've ever seen that pulled it off properly was the swiftblade.
    Well, that's definitely being removed. 5/10 casting is... not something I stand by.

    The Pharaoh's pretty cool, though, I'll admit. Could stand to be a bit niftier, and I'd strongly advise you severely reduce the requirements or else it won't be able to be finished pre-epic, but oh well.
    We've heard the comment regarding epic completion several times, and one of us was on board with correcting that from the get-go. I may give the pharaoh an extra casting level or two, but that's it. It's already quite potent, and only the issue of making it accessible to both casters and noncasters is what makes it look and feel uneven.

    Master of the Wastes is cool too, though I'd reduce that one's entry requirements as well, 'lest you want it to be only finished by level 19.
    In the case of that one, we actually did intend that. MotW is a late-entry class.

    Geomancer
    Don't even bring this one up. It's been identified as a calamitously atrocious failure on all counts. Of all the PrCs, that one is highest-scheduled for a complete and total overhaul (read: I am throwing it in the garbage it's so bad.)
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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by afroakuma View Post
    We've heard the comment regarding epic completion several times, and one of us was on board with correcting that from the get-go. I may give the pharaoh an extra casting level or two, but that's it. It's already quite potent, and only the issue of making it accessible to both casters and noncasters is what makes it look and feel uneven.
    Are you quite sure about that? I'd say a flat bard is more potent than a pharaoh. And by the time you're at epic levels, it's even more outdated. Maybe it's an upgrade from a fighter, or monk, or marshal. That's not saying much. I'd call a (pretty much anything but an initiator)/Pharaoh to be mid tier 4. Is this the intent?
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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by Gorgondantess View Post
    Are you quite sure about that? I'd say a flat bard is more potent than a pharaoh. And by the time you're at epic levels, it's even more outdated. Maybe it's an upgrade from a fighter, or monk, or marshal. That's not saying much. I'd call a (pretty much anything but an initiator)/Pharaoh to be mid tier 4. Is this the intent?
    That's funny, I'd say that the pharaoh is a step up from a standard bard. YMMV, I suppose. Any suggestions for making it unquestionable better than Bard 20?

    Also, a PrC should not be accurately placed on the tier system. There's a separate tier system for PrCs, a -2/-1/0/+1/+2 scale that judges a PrC's worth compared to the class that entered it. Does anyone have a link?

    Also, for the record, the last two 4E advanced classes have been posted at long last. Behold the Master of the Wastes & the Pharaoh, for they are pretty cool.
    Last edited by Zeta Kai; 2011-01-13 at 08:35 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by Zeta Kai View Post
    That's funny, I'd say that the pharaoh is a step up from a standard bard. YMMV, I suppose. Any suggestions for making it unquestionable better than Bard 20?
    Rebuke Humanoid is already tremendously good, and most feedback I've gotten says likewise. Another two fixed, open caster levels are the most I'll give it.
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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by Siosilvar View Post
    There's no energy type chosen for Searing Smite.
    Since it got missed the first time.

    This is in reference to the Dervish's 8th-level Sublime Smite, which references a damage type for Searing Smite, which just adds "1d6 damage" with no type.
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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by Siosilvar View Post
    Since it got missed the first time.

    This is in reference to the Dervish's 8th-level Sublime Smite, which references a damage type for Searing Smite, which just adds "1d6 damage" with no type.
    Gaaaaah why is it still in there, it's supposed to be completely gone.

    Not to matter, as that class is getting a tweak soon anyway.
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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by afroakuma View Post
    Gaaaaah why is it still in there, it's supposed to be completely gone.

    Not to matter, as that class is getting a tweak soon anyway.
    For the record Afro, how should that line be phrased? I'd like to fix it, if possible, even though it is due for a "tweak".

    BTW, thank you for pointing this out, Siosilvar. It is appreciated.
    Last edited by Zeta Kai; 2011-01-14 at 06:31 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    -double post, sorry-
    Last edited by Kellus; 2011-01-21 at 11:57 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by afroakuma View Post
    Rebuke Humanoid is already tremendously good, and most feedback I've gotten says likewise. Another two fixed, open caster levels are the most I'll give it.
    Rebuke Humanoid is not nearly as good as you think it is.

    Rebuke in particular kind of sucks, especially in this case. First there's the byzantine process of the turning check to figure out who you can effect. This is 1d20 + Cha. That's fine. The real trouble here is that the second roll, which determines how many Hit Dice of humanoids you actually rebuke, is 2d6 + class level + Cha. In this case, because the Pharaoh "can rebuke or command humanoids as a cleric rebukes undead", that means his class level for this is his PHARAOH level, which is pitiful.

    It gets even worse when you consider the commanding feature. A cleric can command an undead if they succeed on the turning check and have two times as many class levels that turn compared to the target's Hit Dice. They can command up to their turning class level in Hit Dice at a time. That means that unless the pharaoh has cleric levels in advance (unlikely considering the bardic origin) at the height of his class at 22nd (!) level he can have up to 10 Hit Dice worth of humanoids under his thrall, and any given subject can only have 5 Hit Dice.

    At this point his cohort's cohort's cohort's cohort's cohort's cohort's cohort's cohort has a higher level than his strongest subject.

    Basically, unless all your levels count towards turning or rebuking, you might as well not have any for the good they're going to do you. Especially since most enemies you meet are a higher level than you.

    The best thing in the class is Opulence, which is only great because it damages the magic item economy. I'm also not at all certain how that could be compared against other abilities for balance, since it's usefulness increases with every magic item supplement allowed. Basically the class seems like a power-down for a high-level bard, who switched his high-end spells for a couple auras (only one of which can be on at a time) and some spell-like abilities. I mean, seriously, if you're going to go to the trouble of giving him bardic music abilities, why not at least make them unique ones?

    If it had been me I might have looked at picking any two of lawful cleric, bard, and marshal (or even all three?), requiring levels in each up to 10th level, and having a 10-level straight up overlap of them fully advancing all of their powers with a few fun bits like opulence thrown in. It would be like a divine version of the fochlucan lyrist, and that class, despite having full progression in two spellcasting classes, two good saves, good BAB and 6 skill points per level is rarely called overpowered. I agree that the idea of a pharaoh should be a high-level character, but there's just nothing here to justify waiting that long to get in. Maybe if the class was amazing, but why would someone build their character around it?


    Also, as an aside, from a cursory reading I noticed the djinn lord gets to switch his save progressions with those of an outsider (ie. strong, I guess?). But his Will save is already strong, so what happens if he picks Will? I'm not really clear on how this works: does it overwrite just the progression from this class or all your classes back to first level? Because if that's the case it could actually be a power-down if you've multiclassed a lot.

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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Quote Originally Posted by Shadow_Elf View Post
    Okay, so what is it I have to do to get some feedback on this crunch? I seriously doubt this is flawless work.
    While probably not flawless, it is good enough that it's hard to point to anything in particular and say "that sucks/is overpowered". I will give my thoughts on each of them though.

    PPs:

    Alchemist:
    This PP does give a nice boost to alchemy users, though the core problem of alchemy items not being worth the action it takes to use them in combat remains (for using them any more than merely when you spend an action point). Still, situational use of alchemy is far more useful with this PP than without it, I just still would expect most characters to use their class powers 80 or 90%+ of the time.

    Dervish:
    I loved the 3.5 Dervish, and I love this one even more. Vortex of maiming is all kinds of awesome. I approve. Several minor things to point out though.

    Two Weapon Dance (11th level): When you hit or miss with one weapon and have hit or missed with your other weapon since the start of your last turn, you may shift 1 square as a free action.
    Is there some reason you use the clunkier "hit or miss with one/other weapon" wording as opposed to "attack with one/other weapon"? This ability also needs a little clarification. Can you take the free shift even when it isn't your turn (if you hit or miss with the second weapon on an AoO/Immediate reaction/ect)? Is there a restriction on how many shifts in one turn you can make? For example, if a ranger uses twin strike one turn, they'll obviously get one free shift then, but what happens if they use twin strike again next turn? Do they shift twice, since they will have hit or miss with their main hand weapon and hit or missed with their off hand weapon since the start of their last turn and vice versa.

    Also,

    Dancing Strikes
    • You throw yourself into a spin, striking your foe with your first blade as your second parries their parting blow, as you step away and the parry follows through into a strike against a new foe.
    • Encounter Implement, Psionic
    I assume this power doesn't actually have the implement and psionic keywords.

    Geomancer:
    I do like this PP, and it's nice to see a 4e Flesh to Stone. The loss of any support of the Divination mastery aspect from the 3.5 version is some that is worth a tweak, IMO. Nothing major, but some sort of benefit with Divination rituals would be good.

    Does Earthbinding Aura slow down characters that for some reason or another ignore difficult terrain or is that why it doesn't say it creates difficult terrain, instead creating an otherwise mechanically identical effect?

    EDs:
    I haven't used EDs at all really, so judging power level is difficult at best. Again, nothing seems horrible or overpowered, but I'm just not really well qualified to judge that. I will say I'm a bit sorry to see there's no "Immorality(?)" section for each one though.

    Djinn Lord:
    Since this is an any arcane class ED, I don't really like the fact that there's several Warlock only effects in the class. Perhaps other EDs do something similar, but if any do, I'm not aware of them (which as I said, isn't really saying much though). Perhaps a Djinn lord could be granted one of the Eldritch at-will powers if they don't already have one? Either a specific one, or their choice of one would be fine. Similarly, could Wish refresh arcane encounter and utility powers? And for an ED based around turning into a Genie, the return from death (or in this case, getting knocked unconscious) ability is rather bland. Other than those minor quibbles though, I do like the ED.

    Master of the Wastes:

    Looks solid overall. Not much to say, though [nitpick]the Aftereffect of Command of the Wastes not in an Aftereffect block.[/nitpick]

    Pharaoh:
    I like it. It's got a good return from the dead ability, Disarming Radiance should be fun to use, the Aura effects are decent. Good job.

    On the 3.5 side of things, I should mention that I do like how pretty much every PrC avoids one of the things that bug me about a number 3.5 Classes and PrCs, namely granting one or two minor abilities that can be used a very few times per day and thinking it's a big deal (Paladin, Hexblade, Fatespinner, I'm looking at you). The HoZ Prcs either have several per day abilities and/or a points system of some sort with a not insignificant amount of points.
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    Default Re: [Hourglass of Zihaja] Chapter 5: Advanced Classes

    Several instances of the word "and" are written as an ampersand ("&") instead. While technically equivalent, the ampersand breaks the flow of reading.

    Also worth noting are several erroneous star characters ("*") inserted into certain tables and texts. These appear to be unintentional. I've noticed that the forums have recently started to convert multiple consecutive space characters into star characters.


    Alchemist
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    Spells: Table indicates spellcasting advancement at every even level (2, 4, 6, 8, 10). Text indicates spellcasting advancement at 1st and every 3 levels threaeafter (1st, 4th, 7th, 10th).

    As a key ingredient is left out of each mixture, alchemists' vials cannot be used except without the assistance of the alchemist.
    This is from the last line of Alchemist's Vials ability. As written, it prevents the Alchemist from using or helping with his own ials. Change "without" to "with" or remove "except". Alternatively, remove the double negative by changing it to "... alchemists' vials can only be used with the assistance of the alchemist."


    Dervish
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    Searing Smite: Intent appears to have it add untyped supernatural-source damage. Text adds straight damage, which is most likely to be interpreted in a manner to the damage added by Sneak Attack and other extraordinary abilities. A clarification or reminder that this bonus damage is from a supernatural source and interacts with effects like damage reduction accordingly would be helpful.

    Sublime Smite: Still erroneously references choosing a damage type for Searing Smite.


    Djinn Lord
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    Class skills depend on the type of genie bound, but the type of genie bound can be changed if the relic of binding is destroyed and remade. Due to the permanent nature of class skills and skill points, this can result in strange situations, such as a character having more than the maximum number of ranks in a cross-class skill, or incentivizing character interested in investing in multiple sets of genie skills to destroy and remake their relic.

    Spellcasting: Table indicates advancement of any spellcasting class at each even level. Text does not actually specify any spellcasting advancement.

    Convoke: The table indicates an increasing access to more powerful tasked genies by class level, but the ability makes no reference to it or to any limitations relating to it. Further, where the convoked genies come from (other than the bound genie) and appear are never addressed.

    Genie's Power: What is the intended caster level for the spell-like abilities granted? Is it class level or character level? Spell-like abilities default to a character's character level (hit dice), but the fact that it's specified explicitly for Mirage but not for Genie's Power can seem confusing.

    Master's Desire: Save DCs for the limited wish effect are Int-based. The other SLAs granted by the class use the default of being Cha-based. Spellcasting access to this class is not necessarily Intelligence- or Charisma-based, and could easily be either. Further, the save DCs of the standard genie wish-granting abilities are Charisma-based. There's nothing mechanically wrong with this, it's just strange and inconsistent with the other abilities.


    Bound to the Relic (ritual)
    While the Djinn Lord prestige class refers to binding a genie to a relic, it does not actually reference this ritual, nor does it even have any similar requirements linking the two. This implies that there may be other methods of binding a genie for that purpose. If it is the only way, then some specific mention of it in the class prerequisites should be made to keep the ritual's requirements known and intuitive.

    The benefits of the ritual mention convoking the bound genie, but does not indicate what this actually does without levels in Djinn Lord.


    Geomancer
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    Spellcasting: Table indicates advancement of any spellcasting class at each even level. Text does not actually specify any spellcasting advancement.

    Geomancy: Access to a given ability is poorly defined. The table indicates access to new Geomancy abilities at various levels, but the text makes no reference to the table. While this is likely the intended meaning of access in this context, the actual meaning is left ambiguous. It could just as easily be interpreted as also allowing access for a character who can actually cast those spells normally, or as a spell-like or supernatural ability from another source.

    Whispering Step: How is the ability to ignore difficult terrain per move determined? Is it by the turn? That would allow it to trigger once per turn regardless of what actions are used. Is it by the action? That would allow multiple spaces to be ignored if multiple move actions were used, but not multiple spaces within the same move action in the case of a double move.

    Whispered Awareness: Range of the tremorsense gained is not specified.


    Master of the Wastes
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    Spells: The optional progression of druid spellcasting only progresses spells per day. Should it not also progress spells known and caster level?

    Just a personal pet peeve, but I don't like how most of the Master's spell list consists of normally-higher levels spells at a dramatically reduced spell level. This results in gaming the system when Archivists and Chameleons learn spells, and when wands and other spell level dependent items are made.

    Command of the Wastes: Refers to a Hit Die limit for domination. There is no such thing in either the remainder of the ability or the Dominate Monster spell that is used.


    Pharaoh
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    As has been mentioned by others, this is a 10 level prestige class that cannot be entered until after 12 prior levels, making the earliest completion time inside epic levels (22nd to be exact).

    Rebuke Humanoid: As previously mentioned, the rebuking level for this ability defaults to the Pharaoh's class level, making it utterly meaningless at the level it is acquired and keeping unable to affect anything meaningful. (The maximum level affected without dramatic optimization is 8 level lower than the Pharaoh, and many standard optimization techniques for rebuking don't function because it isn't rebuke undead.)

    Rebuke Exotic: Is this intended to be a general modification to the Rebuke Humanoid ability? The wording implies that it only affects a single use per day. It also does not limit itself to the rebuke humanoid ability granted by the Pharaoh class, and appears to be useable with other sources of rebuking.

    Rebuke Sentient: See Rebuke Exotic.

    Disarming Radiance: This ability has a non-standard save DC formula. The usual formula is 10 + PrC level + stat, which converts to 10 + 10 pre-epic PrC levels + 1/2 epic PrC level + stat in an epic progression. This ability scales linearly at full character level, but without the standard base of 10. While not mechanically incorrect, it is inconsistent with similar effects, and also scales with future gains of class levels outside the Pharaoh class (which, again, is inconsistent).


    Is there any reason that all of these spellcasting classes (other than Master of the Wastes) lose so many caster levels? When you're losing that many, you either need something awesome to make up for it, or you need to have come in from a base class that doesn't really care about spellcasting (like the Paladin and Ranger classes). These Prestige Classes (Alchemist, Djinn Lord, Geomancer) don't really have anything that impressive, often solely containing abilities that could be made up for or exceeded by the spell slots lost. Although most of them can be entered by half-casting classes, their chassis are insufficient for the combat that these base classes are expected to perform. Basically, I can't really see the niches that these classes could function effectively within.

    Edit: This is only with respect to the partial casting classes (Alchemist, Djinn Lord, Geomancer), and Pharaoh (but for other reasons). The others (Dervish, Master of the Wastes) look like they'd work fine.
    Last edited by Garryl; 2011-01-30 at 09:44 PM.

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