Author Topic: Prestige Classes  (Read 8547 times)

0 Members and 1 Guest are viewing this topic.

EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
Prestige Classes
« on: September 20, 2008, 10:58:24 PM »
Burning Trickster:

Cunning and sly illusionists dedicated to the Elemental Sect of Fire, Burning Tricksters are as predictable and easily contained as the flames they so delight in summoning.

Conspirator:

The agents of the Conspiracy of Minds are all trained in at least the most basic of the Conspirator's arts, including detecting nearby sources of Psionic power.

Dark Moon Cultist:

Cruel and evil spellcasters drawing energy from the Dark Moon, Dark Moon Cultists are often leaders in local rings of their Elemental Sect.

Dark Moon Zealot:

Dark Moon Zealots are thieves and assassins, trained in warping the darkness to their will even as their blood and body succumb to it's corrupting energies.

Earth's Fury:

Martial Adepts trained by the Elemental Sect of Earth to harness the power and rage of the Earth in a practiced, dedicated manner.

Fleshripper:

Twisted torturers passing down the wicked traditions perfected by Wolf slave drivers, Fleshrippers delight in causing pain in others, especially with the weapon that is their namesake.

Hybrid Master:

Hybrid Masters are those who have not only awakened their Hybrid Form, but who dedicate much of their life to perfecting it's use and power, despite the stigmas and fears of others.

Rage Caster:

Spellcasters who give their minds over to chaotic anger instead of calm discipline are usually a mess, but the Rage Caster uses his anger to reduce others to a sloppy mess.

Wind Dancer:

Historians and explorers, Wind Dancers long to travel to all reaches of the world and experience all aspects of life, that they may learn their secrets and pass them on to others.

EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
[PrC] Hybrid Master
« Reply #1 on: September 21, 2008, 11:31:33 AM »
Hybrid Master:Becoming a Hybrid Master:

The only thing needed to become a Hybrid Master is the desire to put a large focus on the power of your Hybrid Form. Many Wolves have at least a few levels in this class, as their Hybrid form is still the symbol of their former place dominating the other clans.

Requirements:

Base Attack Bonus: +5
Feats: Improved Natural Attack
Special: Must have the ability to take Hybrid form.




Base Attack Bonus: Good BAB
Saves: Good Reflex and Fortitude; Poor Will
Hit Die: d12
Class Skills:Skill Points at Each Level: 4+Int modifier.


   BAB  Fort    Ref    Will        Abilities    
                                          
1. +1    +2     +2     +0        Swift Shift , Hybrid Affinity
2. +2    +3     +3     +0        Hybrid Growth, Resilience, +1 level of existing class features
3. +3    +3     +3     +1        Dire Transformation, Immediate Shift, +1 level of existing class abilities
4. +4    +4     +4     +1        Greater Natural Attacks, Resilience, +1 level of existing class abilities
5. +5    +4     +4     +1        Regeneration, Hybrid Affinity



Class Features:[spoiler]

Weapon and Armor Proficiencies: Hybrid Masters gain no proficiency with weapons or armor.

Class Features: At 2nd, 3rd, and 4th level, Hybrid Masters gain features (including spellcasting ability) and an increase in effective level as if they had also gained a level in a class to which they belonged before adding the prestige class level. They do not, however, gain the benefit of the previous class's Hit Dice, attack progression, skill points, or saving throws. If they had more than one class before becoming a Hybrid Master, they must decide to which class to add each level for the purpose of determining class features. This ability cannot raise the effective level for a class higher than that classes maximum level, nor can it grant effective epic levels until the character could take them himself.

Swift Shift: Hybrid Masters change into their Hybrid Form at every convenience, so the alteration is nowhere near as unsettling. Starting at 1st level, Hybrid Master needs only use a move action to take Hybrid Form. If the Hybrid Master already has another feat or class ability that reduces this time to a move action or less, instead reduce the time needed by one step again (from move to swift and swift to free).

Hybrid Affinity: Hybrid Masters aren't as worn out physically by their changes into Hybrid form. At 1st level, the total time each day they can remain in Hybrid Form is doubled. At 5th level, they can stay in Hybrid Form indefinitely.

Hybrid Growth: Hybrid Masters strain the metamorphic nature of their bodies, pushing it to new limits. Starting at 2nd level, their Hybrid Form is one size category larger than before. This grants all the standard bonuses and penalties for the appropriate size increase.

Resilience: Starting at 2nd level, a Hybrid Master's body heals even quicker when he changes. His fast healing in Hybrid Form doubles. Starting at 4th level, he adds his class level to the amount of fast healing he has.

Dire Transformation: The Hybrid Master's focus on enhancing their Hybrid Form allows them to become a beastly sight as they strain their bodies. Starting at 3rd level, when taking Hybrid form, they gain an additional +4 to Strength, DR/silver equal to twice their class level, and a +2 bonus to Intimidate for each class level.

Immediate Shift: Starting at 3rd level, the constant changing into Hybrid Form lets a Hybrid Master do so with astonishing speed. The time to take Hybrid Form reduces by another step, and once per day for each class level, the Hybrid Master can assume Hybrid Form as an immediate action.

Greater Natural Attacks: At 4th level, a Hybrid Master's affinity with his Hybrid Form and it's weapons grow stronger still. All of his natural attacks are treated as one size category larger (stacking with Improved Natural Attack), and he can take the Rapidstrike chain of feats even if he does not meet the type requirement. All other requirements must still be met.

Regeneration: At 5th level, a Hybrid Master's healing ability skyrockets while in Hybrid form. His fast healing instead becomes regeneration, with only silver weapons and fire dealing normal damage to him.[/spoiler]



Playing a Hybrid Master:[spoiler]
As a Hybrid Master, you shun your Human form try to take Hybrid Form any chance you get. It may be hard for you to hide your ability to take this form in moments of fear or stress, especially as your size increases and your appearance becomes more vicious.

Combat: You usually prefer to use the weapons inherent to your form, especially once they grow more deadly, and you ignore or heal from most damage you take, allowing you to often throw caution to the wind.

Advancement: You advance by enhancing your Hybrid Form abilities, and living long enough to do so.[/spoiler]



Hybrid Masters in the World:Organization: No organization binds Hybrid Masters together, as despite their common approach, they belong to and champion all factions.

NPC Reactions: NPCs are likely to react with fear, loathing, and possibly violence upon discovering your use of the Hybrid Form, much less the later benefits of this class. Authorities will hunt you, Wolves will stalk you, crime rings and other interest groups will want to recruit you. Overall, you are a beacon of attention, and it just feeds your lust to grow the power of your Hybrid Form.

Hybrid Master Lore:[spoiler]
Characters with ranks in Knowledge (nature) or Knowledge (history) can research Hybrid Masters to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (history) checks reveal lore of one category lower.
   DC 10: Rumors of others rediscovering their Hybrid Forms are indeed true, and some flaunt the power instead of hiding it.
   DC 15: Hybrid Masters perpetually seek to enhance their Hybrid Form, and some never leave it.
   DC 20: Powerful Hybrid Masters have grown in size and stature and can heal even grievous wounds in moments.
   DC 30: Characters who achieve this level of success can learn important details about a specific Hybrid Master in the campaign, including the area he can be found, and what some of his other abilities are.[/spoiler][/spoiler]



Hybrid Masters in the Game:[spoiler]
As villains, Hybrid Masters are most likely to be Wolves, who will use the strength of their Hybrid Form to great effect in physical combat and the bonus to intimidation to keep Foxes or Coyotes terrified for the encounter. As allies, Hybrid Masters are likely to more subtle, and any character looking to take Hybrid Form himself is likely to attract the notice of a nearby Hybrid Master to help with all the implications of that path.

Adapation: Hybrid Master could easily be adapted to focus on Animal Form instead, with very similar benefits, though the entry requirements would have to be made slightly more stringent.[/spoiler]

EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
[PrC] Fleshripper
« Reply #2 on: October 13, 2008, 09:43:59 PM »
Fleshripper:Becoming a Fleshripper:

Fleshrippers were originally chosen from the strongest of the most noble Wolf Packs, but today anyone with a twisted penchant for causing pain can be initiated into their lower ranks, though only the most vile are actually taught the true art of bringing agony by the lash.

Requirements:

Base Attack Bonus: +4
Skills: Intimidate 8 ranks
Feats: Weapon Focus (whip)
Special: Must be proficient with the whip




Base Attack Bonus: Good BAB
Saves: Good Reflex; Poor Will and Fortitude
Hit Die: d10
Class Skills:Skill Points at Each Level: 4+Int modifier.


   BAB  Fort    Ref    Will        Abilities    
                                          
1. +1    +0     +2     +0        Deadly Lash, Debilitating Lash 1/encounter, Whip Sneak Attack +1d6
2. +2    +0     +3     +0        Snap Lash, Tearing Strikes, Debilitating Lash 2/encounter
3. +3    +1     +3     +1        Fear the Lash, Debilitating Lash 3/encounter, Whip Sneak Attack +2d6
4. +4    +1     +4     +1        Make an Example, Lightning Crack, Debilitating Lash 4/encounter
5. +5    +1     +4     +1        Torturous Lash, Debilitating Lash 5/encounter, Whip Sneak Attack +3d6



Class Features:[spoiler]

Weapon and Armor Proficiencies:Flesh Rippers gain no proficiency with weapons or armor.

Deadly Lash: When making attacks with a whip (of any kind), Fleshrippers can deal lethal damage, even against armored foes. Additionally, when using a whip, they both threaten the area they can attack (allowing them to make AoOs and provide flanking) and do not themselves provoke attacks of opportunity when making attacks.

Debilitating Lash: Starting at 1st level, the Fleshripper can place his lashes with terrible accuracy, causing pain so intense as to sicken his foes and eventually even stop them in their tracks. As a swift action, once per encounter per level, the Fleshripper can turn any attack with a whip into a Debilitating Lash. A Fort save will negate the affects (DC 10 + 1/2 damage dealt).

At level 1, the Fleshripper can cause a Nauseating Lash. A failed save leaves the target sickened for 1d4 rounds.

At level 3, the Fleshripper can cause a Staggering Lash. A failed save leaves the target dazed for 1d4 rounds. At this level, the Fleshripper's Nauseating Lash sickens for 1d4+1 rounds.

At level 5, the Fleshripper can cause a Stunning Lash. A failed save leaves the target stunned for 1d4 rounds. At this level, the Fleshripper's Staggering Lash dazes for 1d4+1 rounds and Nauseating Lash sickens for 1d4+4 rounds.

Whip Sneak Attack: Fleshrippers delight in striking opponents unable to steel themselves against the coming blow. They can take great advantage of a poorly defended opponent. At 1st level, a Fleshripper gains Sneak Attack. This functions exactly as the ROgue Class feature, but with the values indicated on the table and only when using a whip (of any kind).

Snap Lash: At 2nd level, Fleshrippers are able to use their weapons with startling accuracy, even when seeming to be just out of reach of their target. They gain a 5' boost to the reach of any whip they use. A Medium Fleshripper would thusly be able to strike targets 20' away with a whip, while a Large Fleshripper would be able to hit targets 25' away.

Tearing Strikes: Starting at 2nd level, the blows a Fleshripper brings on an enemy flay the skin, leaving bleeding wounds. Each time a target takes damage (even subdual damage) from a Fleshripper's whip, he gains a cumulative +1 damage from every other attack by the Fleshripper against him and a cumulative -1 penalty to all saves against the Fleshripper's class abilities.  These affects continue until ended by either a DC 20 First Aid check or any kind of magical healing.

Fear the Lash: At 3rd level, the Fleshripper learns to make his targets fear the pain he brings. Each time he hits with a whip, he makes an Intimidate attempt against the opponent he attacked. If the hit is a critical strike, the target is immediately cowering if it fails it's level check.

Make an Example: At 4th level, the Fleshripper is able to strike a potentially fatal blow against opponents that show even a moment's weakness. He may make a GCD attack against any helpless foe within reach as a swift action.

Lightning Crack: Starting at 5th level, a Fleshripper learns to strike down a number of foes with a single motion. As a standard action, he may crack his whip with an unnatural force. All enemies he threatens take sonic damage as if they had been attacked directly by the Fleshripper. No sneak attack damage applies to this attack nor does Debilitating Lash. Tearing Strikes and any other damage boosts do, however. A Fort save (DC 10 + Fleshripper's class level + Str) will halve the damage.

Torturous Lash: At 5th level, the strikes of a Fleshripper are agonizing beyond compare. Thrice per encounter, a Fleshripper can cause a Torturous Lash which paralyzes an opponent for 1d4 rounds. A Will save will negate the affects (DC 10 + Fleshripper's class level + Str).[/spoiler]



Playing a Fleshripper:[spoiler]
Torture and cruelty are tools of choice, and you can bring foes to their knees with a flick of your wrist. You may be a slave driver, an interrogator for a crime ring, or simply a sadistic soul, but for whatever reason you have devoted yourself to learning how to cause intense pain and agony with a whip. You are likely not trusted or trusting. The proud you are of what you do, the more hated and feared you will become.

Combat: You wade into the thick of battle and dictate the actions of your opponents. Most often it is to your advantage to attack multiple targets, reducing the fighting potential of each. Each time you attack the same target, however, your blows are more powerful and your abilities harder for them to resist. After a round or two, just about anyone is your play thing.

Advancement: You advance through training, independent or guided, in the particularities of how to agonize your victim from afar. Some sects might only teach you after proving yourself in the rank, but you might also learn everything you need to know in your personal time.[/spoiler]



Fleshrippers in the World:Organization: The Fleshrippers are a loose band, formed of many secret societies and crime rings in which one Fleshripper takes control, then passes some or all of his knowledge onto his cruelest and most brutal followers. At it's heart, their organization is still run by Wolves, but it passes it's barbaric teachings onto members of any Clan willing to learn.

NPC Reactions: Revealing yourself as a Fleshripper is tantamount to revealing your nature as a mass murderer or a pedophile, and will likely be received similarly. Even other criminals will likely view you with disgust or disdain, though they will learn to respect the power you wield. Wolves still attached to a Noble Pack will see you as a useful tool, but only give you the respect due your station if you are a Wolf yourself.

Fleshripper Lore:[spoiler]
Characters with ranks in Knowledge (local) or Knowledge (history) can research Fleshrippers to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (history) checks reveal lore of one category lower.
   DC 10: The Fleshrippers were a cruel sect of Wolf that worked as slave drivers, and the pain they could cause with a whip was unparalleled.
   DC 15: Fleshrippers still exist today, the knowledge passed to other Clans before the extinction of the Wolves.
   DC 20: Fleshrippers can bring an enemy to it's knees with no effort at all, and powerful ones can potentially kill opponents outright with the shock they cause to the system.
   DC 30: Characters who achieve this level of success can learn important details about a specific Fleshripper in the campaign, including the area he can be found, and what his purpose there is.[/spoiler][/spoiler]



Fleshrippers in the Game:[spoiler]
Fleshrippers are likely to crop up if the players are investigating or involved with any criminal organizations or Wolves. Darker campaigns can explain the depths of their cruelty more thoroughly, and may find the Book of Vile Darkness helpful in doing so.

Adapation: If the cruel bent of the Fleshripper is not for you, it should be easy to remove it by simply reflavoring and renaming most of the abilities.[/spoiler]

EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
[PrC] Earth's Fury
« Reply #3 on: October 13, 2008, 10:25:17 PM »
Earth's Fury:Becoming an Earth's Fury:

Earth's Furies are not recruited or trained, but instead are attracted to the power and anger of the land on their own. The Elemental Sect of Earth is the most common starting point on this path, however.

Requirements:

Base Attack Bonus: +5
Skills: Survival 5
Special:Must know at least 2 Stone Dragon stances and 1 Stone Dragon strike.




Base Attack Bonus: Good BAB
Saves: Good Fortitude; Poor Reflex and Will
Hit Die: d12
Class Skills:Skill Points at Each Level: 2+Int modifier.


   BAB  Fort    Ref    Will               Abilities    
                                          
1. +1    +2     +0     +0               Mountain Stance, Stone Constitution
2. +2    +3     +0     +0               Avalanche, Unmoving Body
3. +3    +3     +1     +1               Improved Mountain Stance, Unwavering Heart


    Maneuvers Known        Maneuvers Readied

1.         1                      0      
2.         0                      1      
3.         1                      0      



Class Features:[spoiler]

Weapon and Armor Proficiencies: Earth's Furies gain no proficiency with weapons or armor.

Mountain Stance: At 1st level, Earth's Furies learn a number of different stances to embody the power and destruction of the land. Once entering one of these stances, however, they are bound in it for ten rounds, and cannot change to any other stance. Even if otherwise having the ability to be in two stances at once, an Earth's Fury may not be in two different Mountain Stances at the same time.

  • Tall Peaks: Blows rain down from above as if from the highest peaks, limiting reach but increasing the force of each strike. The Earth's Fury cannot make AoOs or make attacks at a distance over 5', but his one handed weapons add 2x your Str modifier to damage, 2H 3x Str, and off-hand 1x.
  • Winding Crag: The Earth's Fury is as unstable and unpredictable as a crumbling cliff face. He provokes no AoOs from moving, can charge as a Monk, and may move up to 10' when taking a 5' step.
  • Many Hills: The Earth's Fury wear at enemies like foothills on a march. He makes twice as many attacks, but all damage caused is subdual.
  • Granite Roots: You are as tough as the mountains themselves. You add your Str bonus to your AC and each round gain temporary hp equal to your Str bonus (these hitpoints overlap), but your speed is reduced to 5'
  • Screaming Canyon: The Earth's Fury's attacks leave opponents reeling as if standing above a deep crevice. When making attacks, he may attempt to also trip the target as a free action, with a bonus on the attempt equal to any bonus damage to the attack granted from Power Attack.

Stone Constitution: Starting at 1st level, the Earth's Fury's body becomes hard and stony. He gains immunity to all diseases and poisons, including supernatural and magical diseases, and DR 5/-. This DR increases by 5 each level, to 15/- at level 3.

Avalanche: At 2nd level, Earth's Furies learn a unique strike that becomes granted or prepared whenever entering a Mountain Stance. This strike allows them to unleash the pent energy of their Mountain Stance is a single attack and has different effects based on the current Mountain Stance that the Earth's Fury is in. The strike gains the benefits of the stance, and then immediately ends the stance, even if it has not yet been 10 rounds.

  • Tall Peaks: Must be adjacent to your target to use this Avalanche. The Earth's Fury's Str bonus is doubled for the purposes of calculating damage on the attack, or tripled if he is one or more sizes larger than his target.
  • Winding Crag: Must move 5' before making use of this Avalanche. The Earth's Fury adds 2d8 damage per point of Dex Bonus to the attack.
  • Many Hills: Must have hit an opponent in the previous round to use this Avalanche. When hitting the same opponent, the target is fatigued for a number of rounds equal to your Con bonus (Fort Save DC 15+Character Level+Str), if hit multiple times, this affect stacks to exhausted.
  • Granite Roots: Must be damaged to use this Avalanche. The Earth's Fury deals extra damage on the attack equal to twice the amount that his current hit points are less than his maximum hit points.
  • Screaming Canyon: Your opponent must not be prone to use this Avalanche, and the attack adds twice as much damage from Power Attack as normal. Additionally, if the trip attempt granted by the Screaming Canyon stance after making the attack is successful, the target suffers additional damage equal to the amount by which the trip was successful.

Unmoving Body: At 2nd level, the Earth's Fury learns to make his body as solid and imposing as the mountains themselves, making him just as difficult to move. He gains a +30 bonus against all grapple, trip, overrun, and bull rush attempts made against him.

Improved Mountain Stance: At 3rd level, the Earth's Fury can channel the power of the land endlessly. When Mountain Stance ends, he may immediately enter any other Mountain Stance as a free action. This causes Avalanche to be prepared or granted once again.

Unwavering Will: Your course is set, and none can change it. Starting at third level, you can, once per encounter, delay the affects of any one attack, spell, or condition against you for a number of rounds equal to your Con modifier.[/spoiler]



Playing an Earth's Fury:[spoiler]
As an Earth's Fury you mimic the land in more than just combat. You are often a steady and reliable companion and friend, though at times you can be violent and unpredictable, and you can be set and unmoving in your ways.

Combat: In a fight you want to choose a stance that will best suit the current situation, but be wary of being locked into a routine by more flexible foes. With the proper coordination you can enhance your other maneuvers and class abilities or simply unleash a string of avalanches on your enemies.

Advancement: You advance by discovering greater reserves of your connection to the whims of the land around you, and growing more familiar with making yourself a part of that power.[/spoiler]



Earth's Furies in the World:Organization: Earth's Furies are the epitome of devotion to the Elemental Sect of Earth, and many hold positions of great influence in their particular branches. The other Elemental Sects often call for their aid in seeking protection from overly righteous worshippers on the Creator Gods. An Earth's Fury not associated with the Sect of Earth is often seen as a holy anomaly, and attempts are quickly made to recruit them and discover the roots of their connection the land's rage.

NPC Reactions: You are seen as strange and aloof but dependable, though those who are aware of your affiliation with the Sect of Earth may be slightly put off by the reputation your kind have for destructive power, but wise ones will still seek your advice and friendship. Some may even attempt to exploit your loyal and unyielding nature, and others your straight forward approach to problems.

Earth's Fury Lore:[spoiler]
Characters with ranks in Knowledge (nature) or Knowledge (local) can research Earth's Furies to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (local) checks reveal lore of one category lower.
   DC 10: Earth's Furies are stubborn and destructive, but strong and loyal to those they value.
   DC 15: Earth's Furies take after the land and make it's anger, pain, and strength their own.
   DC 20: Earth's Furies often advise an underground church dedicated to the elemental energies of the land itself.
   DC 30: Characters who achieve this level of success can learn important details about a specific Earth's Fury in the campaign, including the area he can be found, and what types of spells he casts.[/spoiler][/spoiler]



Earth's Furies in the Game:[spoiler]
Earth's Furies make great enforcers or protectors for a branch of the Sect of Earth or a group of mixed Sect worshippers, whether they work with or against the PCs. They can be good tools for keeping players motivated and on task as well, with their stubborn nature providing an unyielding rudder for the party's goals.

Adapation: Earth's Furies are easy to adapt into other worlds and environs, and could even be altered to work off other discipline/elemental pairings with changes to the description of each ability.[/spoiler]

EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
[PrC] Rage Caster
« Reply #4 on: October 13, 2008, 11:00:10 PM »
Rage Caster:Becoming a Rage Caster:

To become a Rage Caster one requires simply the capacity for massive anger plus the ability to channel it, as well as a rudimentary understanding of either arcane or divine energies.

Requirements:

Base Attack Bonus: +4
Feats: Combat Casting, Coherent Rage
Spells: Able to cast 2nd level spells
Special: Must have the ability to Rage or Frenzy.




Base Attack Bonus: Good BAB
Saves: Good Will and Fortitude; Poor Reflex
Hit Die: d8
Class Skills:Skill Points at Each Level: 4+Int modifier.


   BAB  Fort    Ref    Will        Abilities    
                                          
1. +1    +2     +2     +0        Spell Rage, Spells per day
2. +2    +3     +3     +0        
3. +3    +3     +3     +1        Rage
4. +4    +4     +4     +1        
5. +5    +4     +4     +1        Greater Spell Rage
6. +6    +5     +5     +2        Channel Spell
7. +7    +5     +5     +2        Furious Spell
8. +8    +6     +6     +2        
9. +9    +6     +6     +3        Mighty Spell Rage
10.+10   +7     +7     +3        Deep Spell Rage



Class Features:[spoiler]

Weapon and Armor Proficiencies: Rage Casters gain no proficiency with weapons or armor.

Spells Per Day: +1 level existing spellcasting class at each level, except for 5th and 9th.

Spell Rage: A Rage Caster can fly into a screaming blood frenzy a certain number of times per encounter. In a spell rage, a Rage Caster gains a bonus to certain attributes and/or certain special abilities and attack options. A spell rage lasts for 5 rounds, plus extra rounds equal to the Rage Caster's Con mod at the end of the round in which he activated the rage (adding more Con boosts or suffering a penalty after that round does not change the rage's duration).

A Rage Caster gains 1 spell rage per encounter at 1st level, and another at 3rd and every 3 levels thereafter (for a total of 4 at 10th level).

As he advances in levels, the Rage Caster learns to use his rage in unique ways; he gains the following types of spell rage at the listed levels, though he can only have one active at a time. Using a spell rage is a free action.

[spoiler]Raging Strength: A 1st level Rage Caster's rage gives him a +4 bonus to CL and Con, as well as a +2 bonus on Will saves, but he takes a -2 penalty to AC.

Spell Weapon: At 3rd level a Rage Caster can substitute swings and lunges with his weapon for any normal somatic components when casting spells during a spell rage. When he casts a spell, he may make a melee attack as a free action. All targets of the spell suffer the effects of the spell, as normal. Additionally, if the attack beats the AC of any of the targets, they take damage as if they had been hit by the attack. Each successful hit does the full damage to that target, and all targets suffer any other effects of the melee attack.[/spoiler]

Rage: Starting at 3rd level, A Rage Caster's ability with his mundane rage improves. For purposes of abilities with Rage or Frenzy in the name, add your Rage Caster level minus 2 to the class that grants that ability.

Greater Spell Rage:At 5th level, a Rage Caster's rages improve, granting a greater benefit each time he uses them.

[spoiler]Raging Strength: The Rage Caster gains an additional +2 to CL and Con, and an additional +1 bonus to Will saves.

Spell Weapon: If the melee attack hits, it deals double damage.

Spell Ecstasy: A 5th level Rage Caster can choose to channel his rage into a spell ecstasy, allowing him to, once per round, apply any single metamagic feat he knows (including Quicken) to a spell (even if prepared normally) without adjusting it's spell level or casting time; he instead reduces the duration of his rage a number of rounds equal to the spell level adjustment of the metamagic feat. Even if the spell level adjustment is 0, he still loses one round from his rage's duration. The chosen metamagic feat must have a spell level adjustment equal to or lower than the Rage Caster's class level. The benefits of this metamagic feat end when the spell rage ends.[/spoiler]

Channel Spell: At 6th level, you can channel any spell you cast into a melee weapon. The melee weapon holds the channeled spell for up to 8 hours, and only one spell can be channeled into an individual weapon at a time. The channeled spell affects the next target you successfully attack with that weapon, but saving throws and spell resistance still apply normally. Even if the spell normally affects an area or multiple targets, once channeled, it only affects the target attacked.

Furious Spell: Upon reaching 7th level, a Rage Caster can cast a spell with a casting time of 1 standard action or less as a free action each time he enters a Spell Rage. The spell is cast with all the benefits of the Spell Rage.

Mighty Spell Rage:At 9th level, a Rage Caster's rages improve, granting an even greater benefit on top of those granted by Greater Rage each time he uses them.

[spoiler]Raging Strength: The Rage Caster gains an additional +2 to CL and Con, and an additional +1 bonus to Will saves.

Spell Weapon: If the melee attack hits, it is automatically a critical hit (in addition to dealing double damage).

Spell Ecstasy: The Rage Caster can apply any two metamagic feats he knows each round, and loses two rounds less than the spell level adjustment of the metamagic feat, with a minimum of 1 still. The chosen metamagic feats must have a total spell level adjustment equal to or lower than the Rage Caster's class level.

Angry Spell: A 9th level Rage Caster's rage can channel raw anger. Each spell cast while in a spell rage adds his Con score as a bonus to overcoming SR and to the DC to resist the spell's affects.[/spoiler]


Deep Spell Rage: At 10th level, a Rage Caster is able to activate up to two spell rages at the same time, but each still consumes it's own use of one of his limited spell rages per encounter.  He can still not activate a second spell rage (or set of spell rages) while under the effects of the first. This also allows him to cast two spells at once with Furious Spell.[/spoiler]



Playing a Rage Caster:[spoiler]
As a Rage Caster, you think that all problems can be solved by getting angry enough, whether you choose to siphon that anger into physical prowess or sheer will power. Staying calm and collected, especially in a conflict, is in itself something that drives you to further anger, and you are as likely to lash out in social situations that require patience and discipline as you are in combat. Your temper is always a thing to be reckoned with, but your focus on using it makes you slightly weaker when you have exhausted it's reserves. Rules are simply barriers to your goals, and they fall beneath your fury like everything else.

Combat: You burn through your various rages as fast as you can, often entering normal rages and spell rages simultaneously to devastating affect. No enemy can't be worn down through direct assault, but you still possess enough mental foresight to seek effective shortcuts when sheer, brute force doesn't seem to be quite quick enough.

Advancement: You advance by discovering new depths to and applications for your intense hatred of whatever it is you happen to hate at the moment.[/spoiler]



Rage Casters in the World:Organization: Rage Casters do not have an overarching organization, but several schools of magic learning and many of the more violent Druids tribes encourage their members to learn to pursue  the path of a Rage Caster.

NPC Reactions:  Most approach you with a reserved apprehension or outright fear, and as you become more notorious authority figures tend to respect you less and less, even if you have not caused significant property damage. Druidic Rage casters, especially Druidic Avengers, are often seen by other Druids as graced by nature's fury and duty bound to put an end to some affront to the natural order.

Rage Caster Lore:[spoiler]
Characters with ranks in Knowledge (religion) or Knowledge (arcana) can research Rage Casters to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (religion) checks reveal lore of one category lower.
   DC 10: Rage Casters are capable of getting very, very angry and still using powerful spells.
   DC 15: Rage Casters can harness their anger to increase both their bodies and their minds, even at the same time.
   DC 20: Powerful Rage Casters can become a tsunami of angry power, burning spell energy at an impressive rate to destroy just about anything they set their mind to.
   DC 30: Characters who achieve this level of success can learn important details about a specific Rage Caster in the campaign, including the area he can be found, and what types of spells he casts.[/spoiler][/spoiler]



Rage Casters in the Game:[spoiler]
Rage Casters are likely to create conflict with players, even when not opposing them directly. They can be a great tool to progress the plot line of a vengeful Druid sect or as someone lashing out at an unfair world, whether it's the decaying social structure of the Clans or the criminal underworld that has risen as a result.

Adapation: Rage Casters could be changed to work off other limited use mechanics in place of Rage, using that exotic resource to enhance their spellpower instead.[/spoiler]

EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
[PrC] Burning Trickster
« Reply #5 on: October 14, 2008, 11:17:10 PM »
Burning Trickster:Becoming a Burning Trickster:

The Burning Tricksters are likely to recruit anyone who shows a special affinity for illusions and a specific interest in fire. Contact and trials usually come in the form of illusory brushes with fire, but failing can often burn as hot as the real thing.

Requirements:

Skills: Spellcraft 8, Bluff 8
Feats: Spell Focus (Illusion)
Spells: Able to cast at least one fire and one illusion spell of at least 2nd level




Base Attack Bonus: Poor BAB
Saves: Good Will; Poor Reflex and Fortitude
Hit Die: d6
Class Skills:Skill Points at Each Level: 4+Int modifier.


   BAB  Fort    Ref    Will        Abilities    
                                          
1. +0    +0     +0     +2        Blazing Image, Spellcasting
2. +1    +0     +0     +3        Figments in Fire, Greater Focus
3. +1    +1     +1     +3        Dancing Fires
4. +2    +1     +1     +4        Searing Misdirection
5. +2    +1     +1     +4        Heat of Delusion



Class Features:[spoiler]

Weapon and Armor Proficiencies: Burning Tricksters gain no proficiency with weapons or armor.

Spellcasting: +1 level existing spellcasting class at each level.

Blazing Image: Burning Tricksters learn early to bend their two preferred styles together, so as to apply the strengths of each to the other. Starting at 1st level, all Illusions spells they cast gain the Fire descriptor, and all Fire spells gain the Illusion descriptor. These spells gain the extra descriptor after being cast, but before their affects are resolved.

Figments in Fire: At 2nd level, as a Burning Trickster learns to weave illusion and flame together, they learn to convert one to another, though something is lost in the process. He can, in place of an illusion spell, cast any fire spell of a lower level and vice versa. Spells not on the Burning Tricker's spell list are cast as from the wizard list, then the druid list if not a wizard spell, then cleric, then bard. If not on any of the above lists but still on multiple lists, it is cast as if from the list at which it appears at the lowest level.

Greater Focus: Also at 2nd level, Burning Trickster gain a greater grasp of their specialties. All Illusion and Fire spells they cast have a +4 to the DC to resist or overcome. This bonus does not stack with Spell Focus.

Dancing Fires: At 3rd level, a Burning Trickster has become so used to casting the spells he relies on that it seems almost a second nature to him. He is able to cast an illusion spell that requires concentration, and then keep casting fire spells without breaking that concentration. Other illusions, however, will divide his attention too much and cause him to lose his concentration on the first illusion. He can also maintain concentration on a fire spell while casting illusions but not while casting more fire spells. This ability, however, does not allow him to maintain concentration on more than one spell at a time, and he cannot use this ability while casting spells from an item.

Searing Misdirection: Starting at 4th level, a Burning Trickster's finesse for combining both fire and illusions grows; his illusions cause the fires he creates to burn hotter than normal, and his fires fuel the energy of his illusions. All fire spells he casts deal +1 damage per die to all targets they affect which are also suffering from the affects of an illusion spell he has cast. Additionally, all illusion spells he casts last an additional round any time someone in their area takes damage from a fire spell he casts. These bonuses stack for each of the appropriate spells affecting a target or targets, and allow an illusion spell that requires concentration to continue after that concentration has been broken. For example, if a Burning Trickster had cast color spray on a Kobold, then casts Silent Image on an area in which it and 4 other Kobolds stood, he could then cast a fireball into that area that would deal an extra 1 damage per die to the 4 other Kobolds, but 2 extra damage per die to the one affected by color spray. The current affects of color spray would last for an additional round, and the Silent Image would last for 5 extra rounds, even after he stopped concentrating on it. A second fireball would have similar results.

Heat of Delusion: At 5th level, a Burning Trickster learns to perfectly combine each of his specialties. Once per encounter he can cast a Fire spell and an Illusion spell with single standard action, provided that each takes 1 standard action or less to cast, and both must affect the same target (or area) using the smaller number of targets (or smaller area) if different for each spell. If one affects specific targets and the other an area, then both affect only specific targets.[/spoiler]



Playing a Burning Trickster:[spoiler]
Your personality reflects the spells you use; quick, intense, and fiery, but often misleading or disorienting. You are passionate but flighty; nothing can contain you, if you can manage to plan your tricks correctly.

Combat: You deceive and burn your foes with equal measure, because doing both makes each more effective. Layering illusions affects over the top of others will give the most benefit to your fire spells, and your fire spells cause your layered illusion spells to continue befuddling your opponents.

Advancement: You advance by unlocking the secrets of bringing illusions and fire closer together. Many Burning Tricksters gain this knowledge through teachers or study of the tricksters within the Elemental Plane of Fire. Others through sheer repetition and cunning.[/spoiler]



Burning Tricksters in the World:Organization: The Burning Tricksters are a specific and prominent branch of the Elemental Sect of Fire. Their superficial goals are the devolution of greater society, especially the worship of the Creator Gods, but their efforts are unfocused and many of their members and even schools do not actively pursue this end. Most are simply a collection of slightly manipulative pranksters who don't flinch to singe a finger or two while setting up a trick.

NPC Reactions: You are not trusted at all, provided anyone knows what you are. Announcing yourself as a Burning Trickster will brand you as everything from an amusing entertainer to a lying thief, with no one ever sure where exactly you happen to fall on any given day. Most will behave around you as they would a torch in a fireworks factory; they may find you a necessity, but your ever shifting nature is likely to get them into more trouble than they bargained for.

Burning Trickster Lore:[spoiler]
Characters with ranks in Knowledge (arcana) or Knowledge (local) can research Burning Tricksters to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (local) checks reveal lore of one category lower.
   DC 10: Burning Tricksters are devious pranksters and anarchists with no real goal.
   DC 15: Burning Trickster rely on fire in some way to deceive those around them and accomplish their goals.
   DC 20: There seems to be no real goal for most Burning Tricksters, though they have a superficial organization.
   DC 30: Characters who achieve this level of success can learn important details about a specific Burning Trickster in the campaign, including the area he can be found, and what types of spells he casts.[/spoiler][/spoiler]



Burning Tricksters in the Game:[spoiler]
Burning Tricksters are a great tool to mislead and deceive the players, and can be a good way to introduce them to the Elemental Sects, either as allies, foes, or both. They can be terrorists simply watching the world burn or a merry but oppressed group causing hilarious hijinks.

Adapation: Burning Tricksters are easy to adapt into other worlds and environs, and could even be altered to work off other school/elemental pairings.[/spoiler]

EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
[PrC] Dark Moon Cultist
« Reply #6 on: October 14, 2008, 11:54:17 PM »
Dark Moon Cultist:Becoming a Dark Moon Cultist:

The Dark Moon only accepts as true Cultists those who already specialize in bringing despair down upon their foes and that have already called darkness into their own lives.

Requirements:

Base Attack Bonus: +4
Skills: Knowledge (Religion) 4, Hide 4, Move Silently 4
Special: Dark Companion class feature or feat and must be a member of the Dark Moon Cult




Base Attack Bonus: Average BAB
Saves: Good Will and Fortitude; Poor Reflex
Hit Die: d6
Class Skills: Rogue + Know(religion) .
Skill Points at Each Level: 4+Int modifier.


   BAB  Fort    Ref    Will        Abilities    
                                          
1. +0    +2     +0     +2        Hexblade Abilities, Hidden Moonlight
2. +1    +3     +0     +3        Improved Mettle
3. +2    +3     +1     +3        Lunar Sight, Light Sensitivity
4. +3    +4     +1     +4        Blood of the Dark Moon
5. +3    +4     +1     +4        Moonlit Speed
6. +4    +5     +2     +5        Bring the Dark Moon, Light Weakness
7. +5    +5     +2     +5        Wrath of the Dark Moon
8. +6    +6     +2     +6        Dark Sight, Light Blindness
9. +6    +6     +3     +6        Blessing of the Dark Moon
10.+7    +7     +3     +7        Echoes of the Dark Moon



Class Features:[spoiler]

Weapon and Armor Proficiencies: None added

Hexblade Abilities: A Dark Moon Cultist advances his powers to bring suffering and misfortune on others even as he learns to draw power from the dark moon. At each level except for 4th and 9th, he advances the power and number of his spells and curses as if he had gained a level of hexblade.

Hidden Moonlight:The first thing a Dark Moon Cultist learns is how to hide as the moon does. Starting at 1st level, a Dark Moon Cultist can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of moonlight (including new ['dark'] moon), a Dark Moon Cultist can hide himself from view in the open without anything to actually hide behind.

Improved Mettle: At 2nd level, a Dark Moon Cultist is blessed with a will and strength forged by devotion to darkness. Even if unconscious or sleeping, when subjected to an affect that allows a Fortitude or Will save and has a lesser affect after a successful save, he suffers only the lesser affect even if he fails. If he also has Mettle and succeeds on the save, he still negates it completely.

Lunar Sight: At 3rd level, a Dark Moon Cultist begins to adept to the darkness he draws power from, making him more comfortable within it. In moonlight (including new ['dark'] moon), he sees as if in daylight.

Light Sensitivity: At 3rd level, a Dark Moon Cultist begins to adept to the darkness he draws power from, making him less comfortable in the light. He is dazzled whenever in sunlight or another strong light source.

Blood of the Dark Moon: At 4th level, the Dark Moon Cultist's blood becomes forever tainted by the power he draws from the Dark Moon, turning black and tarry. He adds his Cha bonus to Fort saves, and gains Fast Heal 1 when in moonlight, which increases to FH 4 when in light from the new ('dark') moon.

Moonlit Speed: The Dark Moon fills the Cultist with a frenzy. At 5th level, he gains a +5 divine bonus to speed in moonlight (including new ['dark'] moon), and 2/encounter he can cast Haste as swift action, but only in moonlight.

Bring the Dark Moon: At 6th level, the Cultist learns to call upon the Dark Moon's power even when it is not already present. He can cast Deeper Darkness, treating it as a spell with a range of close instead of touch, as a swift action 3/encounter, and the spell does not hinder the caster's sight. The area of the spell counts as moonlight, but it only lasts for minutes/level, instead of days. Also, if the Cultist chooses to also expend a 3rd or higher spell whenever casting Darkness or Deeper Darkness, the area counts as new ('dark') moonlight.

Light Weakness: At 6th level, a Dark Moon Cultist further adepts to the darkness he draws power from, making him less comfortable in the light. He is sickened whenever in sunlight or another strong light source.

Wrath of the Dark Moon: At 7th level, the wrath of the Dark Moon is turned toward the enemies of the Cultist. All enemies affected by the Hexblade's Curse of the Cultist suffer 1d6 per 2 class levels each round spent in any darkness effect created by the Cultist. Each round the opponent can attempt a Will save (DC 15 + class level + Cha) to resist half the damage done that round.

Dark Sight: At 8th level, a Dark Moon Cultist further adepts to the darkness he draws power from. He gains Darkvision 120' and ignores all magical darkness.

Light Blindness: At 8th level, a Dark Moon Cultist further adepts to the darkness he draws power from, making him less comfortable in the light. He is blinded whenever in sunlight or another strong light source.

Blessing of the Dark Moon: At 9th level, the Cultist learns to tap into the Dark Moon's raw power when in it's presence. When in an area of new ('dark') moonlight, he gains 1 Hexblade spell known of each level that he can cast and 1 Hexblade spell per day of each level that he can cast. The spell known gained in this way need not be the same each time it is chosen, but once chosen for a day it is set, even if the Cultist loses and then regains this affect. The extra spell per day of each level is similarly still considered consumed for the day if he loses and then regains this affect.

Echoes of the Dark Moon: At 10th level, the Cultist learns to draw energy out of the darkness before it fades completely. Twice per encounter, he can, as an immediate action, duplicate any spell cast in the last round as if he had cast it himself, even if it is beyond his normal abilities to do so. He must be in moonlight to use this ability, and if in new ('dark') moonlight, can choose to either Extend, Maximize, or Widen it with no penalty.[/spoiler]



Playing a Dark Moon Cultsist:[spoiler]
As a Dark Moon Cultist, you devote yourself to the spread of the Dark Moon's power and influence. You snuff out light and life where you can, and leave behind darkness and negative energy. You have learned to be subtle, however, as your religion is not only outcast, you are shunned even by the other other Elements. You are likely tied to a crime syndicate to get your business done, and your sect of the cult may even by the ring's inner circle.

Combat: Spellcasting and confusion are your tactics of choice. You can deny your enemies sight while buffing yourself and your allies. Stack swift action abilities along with other spells, and try to keep your opponents cursed and in the darkness.

Advancement: You advance by unlocking more secrets of the cult and it's power, either through simple learning or by treachery. As you grow more powerful, however, you will grow weaker when outside your element and your heights of power will be tied to the whims of the moon's phasing.[/spoiler]



Dark Moon Cultists in the World:Organization: Ties between individual sects of the Cult are loose, though there is supposedly an overreaching hierarchy of which most members are even unaware. Whether this is true or not, the Dark Moon Cult can often be found at the center of criminal activity, involvement with Wolves, and dark rituals.

NPC Reactions: NPCs will look upon you as disgusting at best, and a hardened criminal by association at worst, even with no proof of your deeds. It is best to keep your ties secret, even from the other Elemental Sects, as they consider you a greater enemy even than the established order.

Dark Moon Cultist Lore:[spoiler]
Characters with ranks in Knowledge (religion) or Knowledge (local) can research Dark Moon Cultists to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (local) checks reveal lore of one category lower.
   DC 10: Dark Moon Cultists worship the absence of the moon and it's light, and somehow draw power from it.
   DC 15: Dark Moon Cultists revel in darkness, and are weakened in light.
   DC 20: Powerful Dark Moon Cultists can make the darkness itself eat at their enemies and enhance their spells.
   DC 30: Characters who achieve this level of success can learn important details about a specific Dark Moon Cultist in the campaign, including the area he can be found, and what some of his other abilities are.[/spoiler][/spoiler]



Dark Moon Cultists in the Game:[spoiler]
Dark Moon Cultists as villains are likely running a criminal element needing to be investigated. Their followers will likely contain one or two Zealot whose abilities will be enhanced by the darkness effects of the Cultist, and the inner sanctum of the Cultist should have many such effects already in place, providing obstacles and damage to the PCs and strategic advantage to the enemy. As allies, they are likely mentors or task masters of a group of less morally inclined PCs.

Adapation: The Dark Moon Cultist could be adapted to advance another class, such as Paladin, or focus on a separate affect, such as winter, creating areas of cold and becoming stronger in the cold but weaker in the presence of fire.[/spoiler]

EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
[PrC] Dark Moon Zealot
« Reply #7 on: October 15, 2008, 12:17:31 AM »
Dark Moon Zealot:Becoming a Dark Moon Zealot:

The Dark Moon only accepts as Zealots worshippers who have already studied both it's powers and being lethal but stealthy killers even without it's aid.

Requirements:

Base Attack Bonus: +4
Skills: Knowledge (Religion) 4, Hide 6, Move Silently 6
Special: Sneak Attack +2d6 and must be a member of the Dark Moon Cult




Base Attack Bonus: Average BAB
Saves: Good Reflex; Poor Will and Fortitude
Hit Die: d6
Class Skills: Rogue + Know(religion) .
Skill Points at Each Level: 8+Int modifier.


   BAB  Fort    Ref    Will        Abilities    
                                          
1. +0    +0     +2     +0        Sneak Attack, Hidden Moonlight
2. +1    +0     +3     +0        Evasion, Moonlight Dancing
3. +2    +1     +3     +1        Lunar Sight, Light Sensitivity
4. +3    +1     +4     +1        Blood of the Dark Moon, Black Blood Spittle
5. +3    +1     +4     +1        Sudden Eclipse, Moonlight Jumping
6. +4    +2     +5     +2        Bring the Dark Moon, Light Weakness
7. +5    +2     +5     +2        Fury of the Dark Moon
8. +6    +2     +6     +2        Dark Sight, Light Blindness
9. +6    +3     +6     +3        Blessing of the Dark Moon, Bile of the Dark Moon
10.+7    +3     +7     +3        Truth Unseen



Class Features:[spoiler]

Weapon and Armor Proficiencies: None added

Sneak Attack: As Rogue

Hidden Moonlight:The first thing a Dark Moon Zealot learns is how to hide as the moon does. Starting at 1st level, a Dark Moon Cultist can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of moonlight (including new ['dark'] moon), a Dark Moon Cultist can hide himself from view in the open without anything to actually hide behind.

Evasion: At 2nd level and higher, a Dark Moon Zealot can slip into the dark places to avoid even magical and unusual attacks with great agility. He gains Evasion as a Rogue, or, if he already has Evasion from that or another class, he instead gains Improved Evasion.

Moonlight Dancing: At 2nd level, as long the Dark Moon Zealot is in moonlight, he gains a deflection bonus to AC equal to his Int score. Additionally, when in new ['dark'] moonlight, all attacks against him suffer a miss chance of 5% per class level.

Lunar Sight: At 3rd level, a Dark Moon Cultist begins to adept to the darkness he draws power from, making him more comfortable within it. In moonlight (including new ['dark'] moon), he sees as if in daylight.

Light Sensitivity: At 3rd level, a Dark Moon Cultist begins to adept to the darkness he draws power from, making him less comfortable in the light. He is dazzled whenever in sunlight or another strong light source.

Blood of the Dark Moon: At 4th level, the Dark Moon Zealot's blood becomes forever tainted by the rituals the Cultists perform on him, turning black and tarry. He adds his Int bonus to Fort saves, and gains Fast Heal 1 when in moonlight, which increases to FH 4 when in light from the new ('dark') moon.

Black Blood Spittle:Sudden Eclipse: At 5th level, the Zealot learns to fade completely into the moonlight with a simple thought. He can cast Swift Invisibility a number of time per encounter equal to his class levels, but only when in moonlight.

Moonlight Jumping: At 5th level, a Dark Moon Zealot gains the ability to, at will as a standard action, travel between pools of moonlight as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some moonlight. The Zealot can jump without exposing himself at either end, making one Hide check as part of the standard action and applying it to everyone on each end of the jump that might see him.

Bring the Dark Moon: At 6th level, the Zealot learns to call upon the Dark Moon's power even when it is not already present. He can cast Deeper Darkness, treating it as a spell with a range of close instead of touch, as a swift action 1/encounter, and the spell does not hinder the caster's sight. The area of the spell counts as moonlight, but it only lasts for minutes/level, instead of days. At 10th level, he can use this ability 3/encounter and can also choose to use all 3 uses at once to make the area created count as new ('dark') moonlight.

Light Weakness: At 6th level, a Dark Moon Cultist further adepts to the darkness he draws power from, making him less comfortable in the light. He is sickened whenever in sunlight or another strong light source.

Fury of the Dark Moon: At 7th level, the fury of the Dark Moon is turned toward the enemies of the Zealot. When the Zealot makes a sneak attack against an enemy, that enemy becomes blind for a number of round equal to the number of d6s in the sneak attack. A successful Will save (DC 15 + class level) halves the duration of the blindness.

Dark Sight: At 8th level, a Dark Moon Cultist further adepts to the darkness he draws power from. He gains Darkvision 120' and ignores all magical darkness.

Light Blindness: At 8th level, a Dark Moon Cultist further adepts to the darkness he draws power from, making him less comfortable in the light. He is blinded whenever in sunlight or another strong light source.

Blessing of the Dark Moon: At 9th level, the Zealot learns to tap into the Dark Moon's raw power when in it's presence. When in an area of new ('dark') moonlight, he gains +4 to hit and +1d6 sneak attack.

Black Bile: At 9th level, all of the Dark Moon Zealot's bodily fluids have become tainted by the rituals of the Cultists, turning them into a thick, sappy tar that doubles as a potent poison. This poison applies to all all the Zealot's natural weapons (including his spittle), affects anyone who attacks the Zealot with a natural weapon, can be harvested for later use, or applied quickly by the Zealot to manufactured weapons. Harvesting takes one minute and deals 10 points of damage for each 10 dose vial harvested and saved, while quick application is a free action but requires the Zealot to deal weapon damage to himself. The poison deals 1d4 Con and Wis for both initial and secondary damage with a Fort save at a DC of 10 + the Zealot's level + the Zealot's Con modifier. Additionally, the tarry nature of the fluids cause all bleeding wounds suffered by the Zealot to heal after 1 round, regardless of the amount of damage they cause.

Truth Unseen: At 10th level, the Zealot fades completely into the darkness and the moonlight. He is always treated as being under the affects of Greater Invisibility when in moonlight. In new ('dark') moonlight, this effect has all the benefits of the Superior Invisibility spell as well. Additionally, he can use his Sudden Eclipse even when not in moonlight.[/spoiler]



Playing a Dark Moon Zealot:[spoiler]
As a Dark Moon Zealot, you are one of the stealthy bulk of the Cult's power. If you have lived and grown strong, you are likely one of their trained assassins. You find joy in hunting the light that brings you such pain and in sharing that pain with those who normally do not feel it. The only acceptance you find is from your fellows in the Cult and the crime rings that hire you for your deathly skill.

Combat: Mobility and stealth are your keys to victory, and you have many ways to deny your opponents their sight and thus their defenses against you. Spreading out your attacks keeps the most enemies unable to see you and increases your ability to poison them, provided you are confident enough to draw your own blood.

Advancement: You advance by unlocking more secrets of the cult and it's power, either through simple learning or by treachery. As you grow more powerful, however, you will grow weaker when outside your element and your heights of power will be tied to the whims of the moon's phasing.[/spoiler]



Dark Moon Zealots in the World:Organization: Ties between individual sects of the Cult are loose, though there is supposedly an overreaching hierarchy of which most members are even unaware. Whether this is true or not, the Dark Moon Cult can often be found at the center of criminal activity, involvement with Wolves, and dark rituals.

NPC Reactions: NPCs will look upon you as disgusting at best, and a hardened criminal by association at worst, even with no proof of your deeds. It is best to keep your ties secret, even from the other Elemental Sects, as they consider you a greater enemy even than the established order.

Dark Moon Zealot Lore:[spoiler]
Characters with ranks in Knowledge (religion) or Knowledge (local) can research Dark Moon Cultists to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (local) checks reveal lore of one category lower.
   DC 10:Dark Moon Zealots worship the absence of the moon and it's light, and somehow draw power from it.
   DC 15: Dark Moon Zealots revel in darkness, and are weakened in light.
   DC 20: Powerful Zealots can disappear entirely into moonlight and turn their blood into a dark poison.
   DC 30: Characters who achieve this level of success can learn important details about a specific Dark Moon Zealot in the campaign, including the area he can be found, and what some of his other abilities are.[/spoiler][/spoiler]



Dark Moon Zealots in the Game:[spoiler]
Dark Moon Zealots as villains are likely following a Cultist as a group, but a single powerful one may be stalking the PCs on his own, either on behalf of an even more powerful Cultist or perhaps for his own aims. Whether found in a lair or hunting the PCs, they should use their mobility to their greatest advantage, playing with guerilla tactics and their special abilities to keep their opponents confused. As allies, they are likely scouts or contacts for a group of less morally inclined PCs.

Adapation: The Dark Moon Zealot could be adapted to focus on a separate affect, such as fire, creating areas of blinding heat and light and being able to disappear into desert terrain, but being weakened when not in such extreme conditions.[/spoiler]

EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
[PrC] Winddancer
« Reply #8 on: March 30, 2010, 08:52:44 AM »
Winddancer:Becoming a Winddancer:

How

Requirements:

Base Attack Bonus: +3
Skills: Knowledge (Religion) 4, Perform (Dance) 8, Tumble 8
Feat: Something something
Special: Ability to shape two soulmelds




Base Attack Bonus: Average BAB
Saves: Good Reflex and Will; Poor Fortitude
Hit Die: d6
Class Skills: Bard + Know(religion)
Skill Points at Each Level: 6+Int modifier.


   BAB  Fort    Ref    Will        Abilities    
                                          
1. +0    +0     +2     +2        I've Seen Things, Dance of the Winds, Fast Movement +10
2. +1    +0     +3     +3        Meldshaping, Soul of Wind
3. +2    +1     +3     +3        Wind Step, Fast Movement +20, Guiding Wind
4. +3    +1     +4     +4        Wind Step (limited flight), Wind's Embrace
5. +3    +1     +4     +4        Wind Step (unlimited flight), Fast Movement +30, Tempest Dance



Class Features:[spoiler]

Weapon and Armor Proficiencies: None added

I've Seen Things: A Winddancer has seen more than most scholars have read about. His many vast experiences give him a shallow insight into many scattered subjects, and he adds his class level to all Knowledge or Bardic Knowledge checks he makes.

Fast Movement: Winddancers become as swift as the winds around them. They gain a +10 enhancement bonus to their base speed at 1st level which increases every 2 levels thereafter, providing a +30 enhancement bonus at level 5. If the Winddancer has levels in the Monk or Barbarian class, this stacks with the ability of the same name granted by that class.

Dance of the Winds: Twice per day per Winddancer level, a Winddancer can use his dancing or tumbling to produce magical effects around him. Each ability takes a standard action to start and a move action each additional round to continue and requires both a minimum Winddancer level and a minimum number of ranks in the Perform (Dance) or Tumble skill to qualify; if a Winddancer does not have the required number of ranks in either skill, he does not gain the ability until he acquires the needed ranks. If the Winddancer possesses levels in Bard, he may use one of his Bardic Music uses to fuel a use of Dance of the Winds.

Spirited Gust: [spoiler]A Winddancer with at least 8 ranks in Perform (Dance) or Tumble can call a gust of wind to sweep himself and his allies across the battlefield. To be affected, an ally must be able to see the Winddancer's performance, and the affect lasts as long as the Winddancer continues the dance and until the beginning of his next turn after he stops. Allies affected can take an extra move action as an immediate action and do not provoke attacks of opportunity for movement. Additionally, the speed of affected allies is increased by 5' per Winddancer level.[/spoiler]

Crushing Downdraft: [spoiler]A Winddancer with at least 11 ranks in Perform (Dance) or Tumble can weave and direct heavy regions of dense, cold air to impede his enemies. To be affected, an enemy must be able to see the Winddancer's performance, and the affect lasts as long as the Winddancer continues the dance and until the beginning of his next turn after he stops. Enemies affected are entangled and, on their turn, take 1d6 damage per two character levels of the Winddancer. A Fort save (10+level+Cha mod) will halve the damage and negate the entanglement.[/spoiler]

Uplifting Breeze:[spoiler] A Winddancer with at least 13 ranks in Perform (Dance) or Tumble can wrap himself and his allies in a gentle breeze that lends extra speed.  To be affected, an ally must be able to see the Winddancer's performance, and the affect lasts as long as the Winddancer continues the dance and until the beginning of his next turn after he stops. Allies affected receive a +1 bonus to attack and damage per Winddancer level and can make an additional attack at their highest attack bonus on a full attack. Additionally, affected allies can move 10' when making a 5' step.[/spoiler]

Meldshaping: At each level except for 1st, a Winddancer increases his meldshaper level, the number of soulmelds he can shape, the number of chakra binds he can create, and his essentia pool as if he had gained a level in a meldshaping class to which he belonged prior to gaining the Winddancer level.

Soul of Wind: At 2nd level, a Winddancer gains access to a unique chakra: Wind. This chakra is not associated with any location on the body, but rather represents a deep connection to the spirits of air and the air itself. Binding a a soulmeld to this chakra does not restrict the use of magic items that take up a body location. Any soulmeld bound to this chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. Any soulmeld can be bound to this chakra, but, for the purposes of determining that soulmeld's affects, is treated as having been bound to any other chakra it is eligible for if it does not have a specific affect for being bound to this chakra.

Wind Step (Ex): At 3rd level, Winddancers are as light as the winds they travel on. This allows them to, with a succesful Balance check, move across steadily more difficult surfaces that would otherwise be nearly impossible.

At 3rd level, Winddancers can walk or run over difficult terrain with no penalty. They can also run through and over branches, fences, thin ice, the shoulders of a crowd, and other stiff objects that could not normally hold their weight with a DC 10 balance check.

At 4th level, Winddancers can walk or run up vertical surfaces or across liquid surfaces indefinitely, and treat them as solid, flat surfaces with an upright orientation. At this level they also are no longer required to make Balance checks for surfaces under an inch in width and are not hindered (though they can still be blocked) by, nor do they take damage from even magically enhanced terrain, including wall spells and harmful affects like lava. Winddancers can walk or run through the air (in any direction of their choice, including straight up) and across ceilings (or other surfaces that would orient them upside down) with a DC 20 balance check for a number of consecutive rounds equal to their Dex score. At the end of this time, if they are not on a solid, flat surface with an upright orientation, they fall to the ground. At this level, the Winddancer also can no longer be tracked due to physical signs of his movement (footprints, broken twigs, etc), as he leaves none.

At 5th level, Windancers can walk or run through the air and across ceilings indefinitely. This gives them the equivalent of a flight speed with perfect maneuverability equal to their land speed.

If the Winddancer possesses levels in Monk, he instead adds twice his Winddancer level to his effective Monk level for determining the benefits granted by the Monk's Abundant Step class feature.

Guiding Wind: At 3rd level, the Winddancer gains a unique soulmeld.

[spoiler]Guiding Wind:
Descriptor: None
Classes: Winddancer
Chakra: Soul of Wind
Saving Throw: None

A twirling light flows in starts and gusts around your whole body. This protective wind constantly ruffles your hair and any cloaks or banners upon your person; lifting them with robust energy at the most dramatic times.

Guiding Wind turns away most small projectiles and damps the winds' influence on it's wearer. It provides a 25% miss chance against all thrown and projectile weapons plus the Winddancer may treat all wind conditions as if they were one lower whenever it is beneficial to him.

Essentia: Every point of essentia invested increases the miss chance against thrown and projectile weapons by 5%.

Chakra Bind (Feet): The swirling winds focus on your feet, wrapping them in a glowing whirlwind.

Your base speed increases by 10 feet, plus 5 for each point of essentia invested in the soulmeld. Additionally, when charging, you may charge along any path. You also are no longer required to move to the closest square from which you can attack the target of a charge nor in the most direct path available.

Chakra Bind (Hand): The twirling light rests upon your hands and arms and unleashes a blast of chill air which carries the force of your attacks with it.

Your attacks do 1 point of additional cold damage for each point of essentia invested in the soulmeld. Additionally, your ranged attacks have a range increment 10' greater than normal, plus 10' for every point of essentia invested in the soulmeld.

Chakra Bind (Soul of Wind): The wind around you kicks up into a constant cyclone of activity, picking up loose debris and fanning nearby flames.

The flying debris causes damage to those around you. All enemies that end their turn within 30' of you and anyone grappling or striking you with a natural attack takes damage equal to 1d4 per point of essentia invested in the soulmeld. Additionally, the miss chance provided by the soulmeld applies to all attacks against you.[/spoiler]

Wind's Embrace: Starting at 4th level, the spirits of the wind manifest about the Winddancer, protecting him on his travels. Any time the Winddancer has a soulmeld bound to the Wind chakra, he gains a deflection bonus to AC and an enhancement bonus to Reflex saves equal to half the points of essentia invested in that souldmeld.

Tempest Dance: At 5th level, the Winddancer learns to combine many of his techniques to truly bend the wind to his will. When he has a soulmeld bound to the Wind chakra and is using his Dance of the Winds he is able to whip the winds around him into a frenzy, and even create them from the still air. For every round he continues to use Dance of the Winds, the wind speed within 30' of him increases by 10 mph. For every point of essentia invested into Guiding Wind, the range increases by 10'. Additionally, as a free action he can burn extra uses of his Dance of the Winds ability to boost the wind speed by an additional 25 mph for each extra use burned.[/spoiler]



Playing a Winddancer:[spoiler]
As a Winddancer

Combat: AAA

Advancement: You advance[/spoiler]



Winddancers in the World:Organization: Ties

NPC Reactions: NPCs

Winddacer Lore:[spoiler]
Characters with ranks in Knowledge (religion) or Knowledge (local) can research Winddancers to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (local) checks reveal lore of one category lower.
   DC 10:
   DC 15:
   DC 20:
   DC 30: Characters who achieve this level of success can learn important details about a specific Winddancer in the campaign, including the area he can be found, and what some of his other abilities are.[/spoiler][/spoiler]



Winddancers in the Game:[spoiler]
AAA

Adapation: [/spoiler]


EjoThims

  • Moderator
  • Grape ape
  • *
  • Posts: 1945
  • The Ferret
    • Email
[PrC] Conspirator
« Reply #9 on: March 07, 2011, 08:01:46 PM »
Conspirator:Becoming a Conspirator:

Most of those recruited by the Conspiracy are trained at least to be able to detect other sources of psionic powers, while the scouts, spies, and assassins of the Conspiracy, as well as the leaders of it, are often full fledged Conspirators.

Requirements:

Skills: Knowledge Psionics 8 ranks, Concentration 8 ranks
Special: Must have at least one power point.




Base Attack Bonus: Poor BAB
Saves: Good Will; Poor Reflex and Fortitude
Hit Die: d4
Class Skills:Skill Points at Each Level: 4+Int modifier.


   BAB  Fort    Ref    Will        Abilities    
                                          
1. +0    +0     +0     +2        Psionic Senses, Savvy Sagacity +3, +1 level of manifesting class
2. +1    +0     +0     +3        Quick Probe, Anticipatory Intuition, Natural Sight, +1 level of manifesting class
3. +1    +1     +1     +3        Penetrating Faculties, Oversight, Savvy Sagacity +6, +1 level of manifesting class



Class Features:[spoiler]

Weapon and Armor Proficiencies: Conspirators gain no proficiency with weapons or armor.

Power Points and Powers Known: At every level, Conspirators gains additional power points per day and access to new powers as if he had gained a level in any one manifesting class he belonged to previously.

If he did not already belong to a manifesting class before becoming a Conspirator, at each level he instead gains power points per day and access to powers as if he had gained a level of Psion, focused in the Telepathy discipline.

Psionic Senses: At 1st level, Conspirators gain the ability to cast Detect Psionics and Detect Thoughts as psi-like abilities at will with a ML equal to their character level. Instead of the normal cone, these powers take the shape of a sphere with a radius equal to the length of the standard cone.

Savvy Sagacity:Quick Probe: At 2nd level, the Conspirator learns to use his Detect Thoughts to probe a mind much more quickly. He gains all information provided by the power in the first round, including the ability to read surface thoughts.

Anticipatory Intuition: Starting at 2nd level, a Conspirator gains a +4 insight bonus to AC against all attacks from anyone whose surface thoughts he is reading with Detect Thoughts. He is also never considered flat-footed against nor flanked by anyone whose surface thoughts he is reading.

Natural Sight: Starting at 2nd level, a Conspirator can cast both Detect Thoughts and Detect Psionics as a single free action and maintaining concentration on them requires only a free action.

Penetrating Faculties: Starting at 3rd level, a Conspirator can use Detect Thoughts to detect the presence of minds others could not. No protection (even Mind Blank or being immune to mind affecting effects) stops him from registering the presence of a mind and it's Intelligence score. He can even read the surface thoughts of such a mind with a successful ML check (DC 10 + ML or SL of the effect for spells or powers; DC 10+1/2HD+Cha for creatures immune to mind affecting effects).

Oversight: At 3rd level, a Conspirator can attempt to read the surface thoughts of multiple minds at once. A Conspirator must succeed on a Concentration check (DC 10+number of minds already being read) to attempt to read any additional minds.[/spoiler]



Playing a Conspirator:[spoiler]
As a Conspirator, you're trained in the reading of even mundane minds, and psionic minds, of enemies and allies alike, are a beacon in your sight. You gain an understanding of the motions and actions of those around you.

Combat: Most Conspirators will try to avoid direct combat, especially on their own. When pressed, their psionic training can be a potent offense and their ability to read their opponents' minds provides a boost to their defenses as well.

Advancement: A Conspirator usually advances by performing services enough to receive further training in refining their abilities, but a motivated Conspirator may well discover such prowess on their own while conducting a mission.[/spoiler]



Conspirators in the World:Organization: The Conspiracy of Minds is a far spawning organization, wielding political and even military power in several areas, but also tied dangerously close to criminal elements in others. Rivalries within the Conspiracy seldom lead to direct action, however, as even the most subtle plots and intrigue can be given away at any time by the slightest stray though.

NPC Reactions: Other Conspirators look to you as a sibling, though for some this conveys no special treatment or care. The rest of society sees you as an aberration with odd friends at best but more often as a criminal and terrorist.[/spoiler]

Conspirator Lore:[spoiler]
Characters with ranks in Knowledge (psionics) or Knowledge (arcana) can research Conspirators to learn more about them. When a character succeed on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (arcana) checks reveal lore of one category lower.
   DC 10: Conspirators are the spies and recruiters for the Conspiracy of Minds.
   DC 15: Conspirators can tell what you are thinking and what you are about to do.
   DC 20: Powerful Conspirators can read the thoughts of everyone around them at once.
   DC 30: Characters who achieve this level of success can learn important details about a specific Conspirator in the campaign, including the area he can be found, and what his purpose there is.[/spoiler]



Conspirators in the Game:[spoiler]
Conspirators are likely to trail and eventually confront any psionic characters, especially if they do not yet work for the Conspiracy. Any who opposes the Conspiracy, especially a psionic character, is likely to be tracked for assassination by or with the help of Conspirators.

Adapation: The Conspirator can be adapted to an arcane flavor instead of psionic, or retooled to work with just about any detection spell, with the purpose of seeking the target of that spell almost exclusively. A 'Detect Magic' variant could, for example, gain bonuses against those using or relying on magic, and would seek powerful magic items either to possess or to destroy.[/spoiler]