[NotCon] Prestige Class Contest [Archive] - Wizards Community

Post/Author/DateTimePost
Obsidianjaerc

11-05-07, 07:54 PM
Rules for the NotCon Prestige Class Creation Contest

Welcome all to the contest! The following rules are to be used for the contest:

The Rules

1) Starting now, all entries should be posted onto this thread. This way, no entries will be lost since the thread can not be found.

2) Comments on entries are not to be done on this thread. If they are found, the comments will be removed from the thread by a WizO. This thread is solely for the submission of entries for the contest.

3) On 9:00 EST Saturday night, the submission period for the contest will end. At that time, the judges will select which top ten entries will continue to the final round. Any entries submitted after that period will be disqualified.

4) On Sunday night, a voting thread, with the selections chosen by judges, will start which will allow everyone to select the winning entry from the top ten. This thread will be closed at 12:00 midnight EST of the 14th.

5) Entries into the contest can not be entries that have been posted previously on the boards. Part of the contest is to allow all to start at the same footing and allow people to come up with their best concepts with a limited time.

6) Entries can not be entries from other published sources. If an entry is found to violate this, the entry will be voided and the guest who submitted the entry will be barred from the contest. Plagiarism will be seriously frowned upon.

7) Each guest is limited to only one entry per guest. This extends to MuPs.

8) If there are any concerns with any of the entries (whether the guest has posted it on the board previously or that the material is plagiarized), please send me an e-mail, IM, or PM at jaerc.fflewdyr@gmail.com. Do not note it in a thread on the boards.

9) Entries will be judged on the basis of four main criteria for the selection to the final round: coolness factor, creativity, technical consistency and balance. You may want to keep this in mind when developing your entry. Entries should come in the form of a properly formatted, clear 5 or 10 level prestige class. Additional points will not be awarded for epic progressions, class feats, or other bonus material; though any and more of those may be present.

10) For the spell creation contest, the following items are needed for each entry in this format, as applicable:

Full Requirements
Full Game Rule Information
Full Class Features (including all proficiencies and abilities)
Class Table


11) Another thread will be created for questions concerning the contest. Please post all questions concerning the contest in that thread and not this one.

Best of luck in the contest!
The Vorpal Tribble

11-06-07, 12:17 PM
Knight of the Golden Orchard

http://images.jupiterimages.com/common/detail/92/54/23035492.jpg

Many a druid or fey creature has come to blows with the logger or farmer who wishes to clear the land. In such cases rivalries to outright war can wage between that of civilization and the wilderness. In such situations the Knights of the Golden Orchard are sent for, though most tend to have an uncanny knack for when such troubles are brewing. They settle disputes and forge treaties between the parties. Wood cutters and farmers are kept from clearing out too broad areas or chopping down dryad's trees, while overzealous naturalists or wild beasts are driven away from their harassment and provocation of harmless farmsteads and peaceable villages.

Knights of the Golden Orchard are named after the locale from which the organization was founded, a great, wild orchard planted hundreds of years before and left to grow wild. Here man and creatures of the wild lived together, man caring and harvesting their areas, while the beasts and sylvan creatures eating only what they needed within theirs. To protect one from the other, the Knights of the Golden Orchard were forged, living a nomadic life, traveling where they would and accepted by both as intermediaries.

The order spread across the land, always heading for where town and city encroached upon the woods and streams. Where they went new orchards were planted as neutral ground, and they give their services in exchange for food and lodging, favors and news. Those that take them for granted and repay them with nothing find their lands are no longer patrolled by the order and left to fend for themselves.

Though a Knight of the Golden Orchard is capable of wearing metallic armor, most tend to wear armor fashioned of natural materials such as leather, bone, or if possible, ironwood and leafweave.

Knights of the Golden Orchard are as one would suspect mostly made of Knights, though many after they have sworn their oath follow more the ways of the Ranger, the combination the easiest way to enter into the Order. More rarely they instead follow the path of the Druid.

Hit Die: d10

Requirements
To qualify to become a Knight of the Golden Orchard, a character must fulfill all the following criteria.
Alignment: Any non-evil
Skills: Knowledge (nature) 6 ranks, Ride 8 ranks, Survival 6 ranks
Feat: Track
Language: Sylvan
Special: Must have been the vassal of and trained by a Knight of the Golden Orchard, Knight's Code class feature, Wild Empathy class feature

Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Bareback, Inured of Faerie, Knight's Challenge, Wild Empathy
2nd +2 +3 +0 +3 Agile Armor, Forest Shield
3rd +3 +3 +1 +3 Challenge the Beast, Out in the Open
4th +4 +4 +1 +4 Woodland Gallop
5th +5 +4 +1 +4 Bough Battle
6th +6 +5 +2 +5 Awake the Wood
7th +7 +5 +2 +5 Canopy Trail, Low-Light Vision
8th +8 +6 +2 +6 Leader of the Pack
9th +9 +6 +3 +6 Find the Path
10th +10 +7 +3 +7 Honored By the Land


Class Skills
The Knight of the Golden Orchard’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography/nature/nobility and royalty) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: (4 + Int modifier)

-=-=-=-=-

Knight of the Golden Orchard Code
(in addition to the traditional knight's code)

* A Knight of the Golden Orchard does not harm the land. He may clear an area for farm and home, drink of the streams, and make use of its wood but only takes as much as he needs, and only if it does not cause harm to the land as a whole.

* A Knight of the Golden Orchard does not manacle the beast. His pets and steeds must be allowed to roam as they will. He must never use barding or saddle upon another creature unless it gives express permission.

-=-=-=-=-

Class Features
All of the following are Class Features of the knight of the golden orchard prestige class.

Knight's Challenge: A knight of the golden orchard's levels stack with a knight's for the purpose of determining the number of times he may issue a challenge.

Out In the Open (Ex): Starting at 3rd level you can shout out a challenge to shame unseen creatures out into the open. Any target of this ability must have a language of some sort and an intelligence score of 5 or higher. Creatures that do not meed this requirement are immune to Out in the Open (this requirement is potentially negated by the challenge the beast ability below). The creatures must be able to clearly hear your challenge.
As a swift action, you can spend one use of your knight's challenge ability to cause all creatures within 100 feet to make Will saves (DC 10 + half your Knight level (PrC and base class) + your Cha modifier. Creatures that fail this save are forced to come out of hiding, dismiss any kind of invisibility, camouflage, blur or dislocation ability, or in some way make their appearance obviously known to you. If the creature is unable to dismiss this they make noise or affects the enviroment in some way so that you can pinpoint its true location.
For the duration of your presence they do not attempt to reconceal themselves, nor attempt to sneak up upon you.

Fool's Chase (Ex): Starting at 5th level you can shout out a challenge to a single opponent to give chase. Any target of this ability must have a language of some sort and an intelligence score of 5 or higher. Creatures that do not meed this requirement are immune to Fool's Chase (this requirement is potentially negated by the challenge the beast ability below). The creatures must be able to clearly hear your challenge.
As a swift action, you can spend one use of your knight's challenge ability to cause this opponent to make a Will save (DC 10 + half your Knight level (PrC and base class) + your Cha modifier. Creatures that fail this save become dermined to catch you at any cost.
While in this chase the creature is so focused on you that they pay little heed to their surroundings. They may not use spot or listen checks unless it relates to pursuing the knight. This state lasts for as long as they can hear or see the knight and for 1d4 minutes afterwards.
If the pursuer does not know his way about the area, and cannot follow tracks or similar to find his way back, then he becomes hopelessly lost as soon as he is out of familiar territory.

Awake the Wood (Su): At 6th level a Knight of the Golden Orchard can expend one use of their knight's challenge ability as a swift action to call upon the forest itself to repay its debt for their protection and care.

You may choose from the following for your call to bring forth.

Elemental: You may awaken a bit of the forest itself, bringing forth a Medium elemental of the Air, Earth or Water type. These elementals lose the Extraplanar subtype and speak any one language that you know along with the elemental language according to their type. This elemental is friendly towards you. You have no special empathy or connection with the elemental, although it serves you in specific tasks or endeavors if you communicate your desires to it. Only one elemental may be summoned at the same time.

Tree: You may awaken a tree warrior as the Liveoak spell, caster level equal to your PrC level.

Canopy Trail (Su): At seventh level a Knight of the Golden Orchard can expend one use of their knight's challenge ability as a swift action to call the forest together. While in Medium to Dense forest his command causes branches to knit together, forming a path of branches to support he and his mount if he has one. This path can be reached from the ground by a ramp of boughs that disappears the following round after the Knight has ascended. The path lasts for one minute, plus a number of rounds equal to the Knight's charisma modifier, before safely depositing the knight upon the ground. The knight can continue to expend uses of his knight's challenge ability to continue the trail from minute to minute until they run out of uses.
While on this trail the Knight gains full concealment from all angles except from those on the trail with him.
Others may use this trail, but unless they succeed on a DC 15 climb check, fall to the ground and take subsequent damage as the branches untwine.

Wild Empathy (Ex): A knight of the golden orchard adds their class level to their druid or ranger level when making a wild empathy check.

Bareback (Ex): A knight of the golden orchard quickly bonds with any beast he mounts. He may ride any non-evil animal, magical beast or vermin without saddle or barding and takes no penalty from doing such.

Innured of Faerie (Ex): A Knight of the Golden Orchard gains a +4 bonus on saving throws against the spell-like abilities of fey.

Agile Armor (Ex): A Knight of the Golden Orchard does not take Armor Class Penalties to Balance or Climb checks when using these skills within forest growth, such as trees and vines.

Forest Shield (Ex): A Knight of the Golden Orchard knows best to use the cover of the woods to their advantage. If the knight stands or is mounted in the same square as a tree he or his steed gains a +4 bonus to Armor Class and a +2 bonus on Reflex saves, instead of the normal +2 to AC and +1 to reflex. These bonuses don't stack with cover bonuses from other sources.

Challenge the Beast (Ex): If you can make the proper knowledge check to identify a creature, you can call out to it in its primitive language or use body language to convey your challenge. You may thus issue a knight's challenge to any creature that has an intelligence score, even if it has no true language. The beast gains a +4 bonus to their saves against the challenge.

Woodland Gallop (Ex): When you ride upon your mount you both gain the benefits of the Woodland Stride ability.

Bough Battle: A knight of the golden orchard has learned numerous unique martial maneuvers by this time with the aid of his surroundings.

Whip Lash (Ex): As a standard action a knight of the golden orchard may grab a branch in passing and pull it along, releasing it into their persuer. This acts as a slash attack with a reach of 1d20+5 feet that deals 1d6 damage plus your strength bonus. Those successfully hit must succeed on a Ride check (DC 10 + Knight's Str mod) or be knocked off.

Swing Around (Ex): As a full round action a knight of the golden orchard in persuit by another mounted being may grab an overhanging branch, bar, or equivalent, if one is present, and swing off his mount and spin about to land on his opponent's mount if it is large enough to hold him. This acts as a melee slam attack with a reach of 10 feet that deals 1d4 damage plus your strength bonus. Those successfully hit must succeed on a Ride check (DC 15 + Knight's Str mod) or be knocked off.

Low-Light Vision (Ex): At 7th level a Knight of the Golden Orchard has adjusted to the shadows and twilight within even the densest forests and gains low-light vision.

Leader of the Pack (Ex): At eighth level a Knight of the Golden Orchard seems to radiate a primal magnificence that animals automatically sense and are cowed by. Unless supernaturally coerced, an animal will not attack a knight of the golden orchard. Those that come within 10 feet must succeed on a Will save (DC 10 + 1/2 knight's PrC level + Cha mod) or be affected as by the Charm Animal spell.

As well, he gains a +4 bonus on Charisma-based checks in regards to Fey and Magical Beasts.

Find the Path (Ex): At ninth level a Knight of the Golden Orchard never gets lost, instinctively knowing the most direct path through natural, above-ground terrain as if having used the Find the Path spell.

Honored By the Land (Ex): At tenth level a Knight of the Golden Orchard is honored by the land itself and becomes part of the natural order. He gains the Elemental type and all it's traits, except his soul and body retain its dual nature, for as long as he remains a knight.
As well, the Knight may use Speak With Animals, Speak With Plants, and Stone Tell at will, though the latter only works with natural, unworked stone.
Ex-knights lose the elemental type and its traits, as well as the ability to speak with the land.
Hyooz

11-06-07, 04:48 PM
Spirit Caller

"There is still good to be done after death. One must simply find the proper vessel."
Jacen Maksim

Not all delve into the necromantic arts for power or prestige. Some do it for love or out of necessity. The Spirit Caller is one who finds solace among the dead, not servants. Where a necromancer would reanimate a corpse, the Spirit Caller would seek out the soul that once resided within it, to learn what it knows, to know of its life. The undead are an unfortunate occurance to a Caller, mockerys of the spirits they call friends.

Hit Die: d4

Requirements:
To qualify to become qualify to become a Spirit Caller, a character must fulfill all the following criteria:
Alignment: Any nonevil
Skills: Knowledge (Arcana or Planes) 8 ranks, Spellcraft 8 ranks
Spells: Able to cast at least five spells with the necromancy descriptor.
Special: Must have communed significantly with one or more spirits of the dead. The spirit must pledge to lend its aid and protection to the would-be Spirit Caller. (Spirits cannot be Intimidated, Charmed, or otherwise coerced, but Diplomacy and Leadership will help in this discussion.)


Class Skills:
The Spirit Caller’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features:
All of the following are features of the Spirit Caller prestige class.
Weapon and Armor Proficiencies: Spirit Callers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At first level, and every second thereafter, a spirit caller gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane/divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane/divine spellcasting class before becoming a spirit caller, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Spirit Communion: A spirit caller must commune with spirits of the dead to rise in power. One spirit to take 1st level, another before 3rd level is reached, and a final, powerful spirit (usually an ancestor) before 5th. This communion can take place through any spell that brings a spirit to this plane. The Spirit Caller can cast these spells without the material component for the purpose of this communion.
The communion must be preformed through a ritual taking at least 12 uninterrupted hours of discussion and gaining understanding. Every 2 hours, you can make a Diplomacy or Leadership check to try to gain the spirit to your cause. The DC of this check varies depending on the disposition of the spirit toward the character, but can typically be found at certain levels. (DC 20, 25, 30 for the respective spirits.)



Respect for the Dead: A Spirit Caller must give up permanently all magics that animate or summon the undead. These do not include spells that call spirits to the world, or turning/rebuking undead. A Spirit Caller has found greater understanding and respect for the spirits that have passed to use their bodies in such ways. The caller may replace these spells with new ones of her choice upon gaining another Spirit Caller level.

Spirit Protection (Ex): At level 1, the Spirit Caller gains protection from a spirit of the dead. This is reflected by a +2 sacred armor bonus. At 5th level, this bonus goes up to +4. At 10th level the bonus goes up to +6. Additionally, the Spirit Caller gains a sacred bonus on her saves against necromantic effects equal to half of this armor bonus.

Secret Knowledge (Su): By meditating for 5 rounds or 1 minute (Concentration checks necessary where they would be for a normal spellcast, this incurs an AoO and is automatically lost if struck while meditating) the Spirit Caller can seek the help and knowledge of the spirits of the area. This grants him a +3 bonus to all Knowledge and Gather Information checks.

Ablate Soul (Ex): Due to her improved understanding of necromantic magics and manipulation of spirits, a spirit caller of 2nd level or higher can prevent negative energy damage to herself. She gains a permanent +2 to all saves vs. negative energy effects. At 6th level, this goes up to +4. At 10th level, the Caller gains an additional +5 to all saves versus instantaneous death attacks.

Spirit Infusion (Su): At third level, assuming a second spirit of necessary power and knowledge has been won to her cause, the spirit caller can, at will, infuse an arm with spirit energies, effectively turning it to a spirit itself. This extends to any weapon the caller is holding, and enables her to attack normally with said weapon which gains the Ghost Touched quality (this also extends to unarmed attacks.) Touch spells are granted a +2 bonus to each die of damage dealt. If the spell doesn’t deal damage expressed by dice, she adds only a +1 bonus to the total damage dealt.

Incorporeal (Su): At fourth level, the Spirit Caller learns to manipulate the spirit infusion to affect the entire body for short periods of time. This is much less concentrated, however. The Spirit Caller gains Ethereal Jaunt as a spell-like ability at a caster level equal to the callers character level. This ability is usable a number of times per day equal to the number of spirits that have pledged their support (maximum number of uses equal to Spirit Caller level).

Spirit Rift (Su, touch): The spirit caller thrusts her spirit infused arm into a creature, seeking to disrupt the link between its physical body and its spirit. By burning a spell slot, the caller can make a touch attack, inflicting one negative level per every two levels of the sacrificed spell, rounded up. There is no saving throw to avoid this effect, but spell resistance applies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining power, duration, DC and other details of spells or special abilities. Additional levels stack. The subject will regain lost levels after a number of days equal to the caster level. If the creature takes at least as many negative levels as it has hit die, it dies; however, instead of rising as an undead, its soul escapes permanently into the afterlife, and the creature cannot be resurrected by any means except for a Wish or Miracle spell.

Up to 10 levels of spellslots can be burned this way each day, in any combination equaling out to 10 (i.e. two 4th and one 2nd, etc)
At 8th level, this number increases to 20, and at 10th, there is no limit.

Ghostly Orbs (Ex): At sixth level, you gain the ability to see all spirits, incorporeal creatures, and ethereal creatures as if they had physical form, up to the limit of your line of sight. Also, the Spirit Caller’s eyes have turned a strange, swirling blue. This gives her a +3 to all Intimidate checks. (Gained at 6th level)

Dead Weight (Su): At seventh level, the Spirit Caller gains another Infusion ability. By burning a spell slot, the Spirit Caller can attempt a melee touch attack with her Infusion. Upon success, the target creature is suddenly stricken with a massive encumbrance for 1d4 rounds per level of spell sacrificed. The creature acts as if it is bearing a burden above its heavy load. This also forces the creature to make a Fortitude spell every round (DC 10 + Spirit Caller level + Intelligence modifier) or suffer 1d6 crushing damage. This burden is purely internal, however, and the creature's overall weight does not increase (i.e. allies will have no more problem dragging them away.) Spell levels burned with this ability take from the same pool as Spirit Rift.

Liberate Spirits (Su): At eighth level, as a full action, the spirit caller can attempt to unweave the magics animating an undead within 60ft. If the undead fails a Will save (DC 10 + Spirit Caller Level + Wisdom modifier) the undead crumbles to dust or a formless gob of ectoplasm, the energies binding it to this world dispelled. It cannot be re-reanimated.

Spirit Gun (Ex): Once a day, at 9th level, the Spirit Caller can fire a concentrated blast of spirit energy from his finger. This blast hits unerringly, and deals 5d4+Spirit Caster level points of force damage. Any creatures who view this attack are shaken for 1d4 rounds if they fail a Will save (DC 10 + wisdom modifier.) This is a full action.

Spirit Warrior (Su): Upon hitting 10th level, the spirit warrior is so attuned to the spirits of the world, she is practically wavering between the material and ethereal planes. This gives her the ability to move as if using the Dimension Door spell once per round as a move equivalent action (She can still make a standard action after dissipating). She can move in this manner as far as she can normally move.


Spirit Caller Progression
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 (+1 Level of existing arcane/divine spellcasting class)
2 +1 +0 +0 +3
3 +1 +1 +1 +3 (+1 Level of existing arcane/divine spellcasting class)
4 +2 +1 +1 +4
5 +2 +1 +1 +4 (+1 Level of existing arcane/divine spellcasting class)
6 +3 +2 +1 +5
7 +3 +2 +2 +5 (+1 Level of existing arcane/divine spellcasting class)
8 +4 +2 +2 +6
9 +4 +3 +2 +6 (+1 Level of existing arcane/divine spellcasting class)
10 +5 +3 +3 +7[/QUOTE]
imakuni67

11-07-07, 09:24 AM
The Stone Fist

The Order of the Stone Fists was an ancient monastery hidden high in the mountains above a Dwarven keep. Accessible only to the most skilled of climbers, this Order tought unarmed combat and disciplined patience but above all else a deep respect for the earth. To master the ways of the stone fist, one must listen to the low moan of the timeless mountains, the slightest drop of a pebble, and heed the powerful rumble of the mighty earthquake. Although the original monastery has been lost the the ages, a few masters remain taking hermitage in the highest mountain and only willing to take up students who can dare to reach those dizzying heights.

The majority of stone fists are Dwarves, but a few Svirfneblin have taken up the mantle as well. Most are Monks of the Undying Way (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#undyingWay) fighting style, with some multiclass Monk/Fighters and Monk/Ranger stone fists existing as well. Stone fists of other classes are extremely rare.

Requirements
To qualify to become a Stone Fist, a character must fulfill all of the following criteria.
Alignment: Any non-chaotic
Base Attack Bonus: +7
Skills: Climb 13 ranks, Concentration 8 ranks, Listen 8 ranks
Language: Terran
Feats: Diehard, Endurance, Improved Unarmed Strike, Power Attack, Toughness (or similar feat such as Improved Toughness or Dauntless).
Special: Stonecunning racial feature

Game Rule Information
Abilities: Wisdom is important to stonefists as it increases their AC and the effectiveness of their bypass armor feature. Strength is also important as they deal more damage with their unarmed strikes than a monk, due to their Stonefist ability.
HD: d8

Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Monk Abilities, Stonefist, Master Climber
2nd +2 +3 +0 +0 Fearless, Wholeness of Body, See the Earth
3rd +3 +3 +0 +0 Blind Fight, DR 1/-
4th +4 +4 +1 +1 Hear the Earth
5th +5 +4 +1 +1 Still Body, Metal Fist
6th +6 +5 +1 +1 Feel the Earth, DR 2/-
7th +7 +5 +2 +2 Bypass Armor
8th +8 +6 +2 +2 Wear the Earth
9th +9 +6 +2 +2 DR 3/-
10th +10 +7 +3 +3 Become the Earth


The stone fist's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills: 4 + Int mod per level.
Weapon and Armor Proficiency:
Stone fists are proficient with all simple weapons, plus the light hammer, light pick, kama, nunchaku, sai, shuriken, and siangham.
Stone fists are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a stone fist loses her AC bonus.

Monk Abilities:
A stone fist class levels stack with his monk levels for the purpose of determining his unarmed damage, and bonuses to Armor Class. His class levels do not apply to other monk abilities such as flurry of blows, slow fall and so on. If the stone fist did not have any previous levels of monk, he gains the AC bonus and unarmed damage of a monk of he class level.

Stonefist:
A stone fist deals powerful strikes by using their closed fists in a hammer-like blow. As long as nothing is carried in either hand and unarmored, a stone fist deals 1.5x his strength bonus with his unarmed strike. In addition, when sundering with an unarmed strike, a stone fist's unarmed strike is considered a one-handed weapon rather than a light weapon.

Master Climber:
At 1st level a stone fist gains a climb speed (http://www.d20srd.org/srd/specialAbilities.htm#climb) of 20.

Fearless (Ex):
A stone fist can stare down a 1,000 foot vertical cliff without breaking a sweat. At 2nd level a Stone Fist is immune to fear.

Wholeness of Body (Su):
At 2nd level or higher, a stone fist can heal her own wounds. She can heal a number of hit points of damage equal to twice her current class level each day, and she can spread this healing out among several uses. If she has the wholeness of body class feature from another source, her class level stacks with that source.

See the Earth (Ex):
The range of the stone fist's stonecunning increases by 10 feet and the bonus to search checks for stonecunning increase by 2. In addition she gains an insight bonus equal to half her class level rounded down against spells and abilities with the Earth descriptor.

Blind Fight:
A stone fist can feel minor tremors in the earth and gains Blind Fight as a bonus feat.

Damage Reduction:
A stone fist's bones begins to harden like a rock. At 3rd level, a stone fist gains damage reduction 1/-, which increase to 2/- at 6th level, and 3/- at 9th level. This stacks with feats, permenant magical effects, and class and racial features, but not with non-permenant magical effects.

Hear the Earth (Sp):
A stone fist hears the beckoning call of the earth and seeks to become one with it. 1/day he may use Meld into Stone as a spell like ability as though cast by a Druid of half his character level (rounded up).

Still Body (Ex):
A stone fist's body is all his own. At 5th level a stone fist gets a +2 bonus to saves against spells and effects from the school of transmutation.

Metal Fist (Su):
For the purposed of overcoming damage reduction and penetrating hardness, a stone fist's unarmed strikes are considered to be made of adamantine, silver, and cold iron. This ability functions as long as the stone fist is unarmored.

Feel the Earth (Ex):
A stone fist's ties to the earth's inner pulse strengthen. At 6th level, she gains the tremorsense (http://www.d20srd.org/srd/specialAbilities.htm#tremorsense) ability with a 30 foot radius.

Bypass Armor (Su):
When striking an opponent wearing metal armor a stone fist ignores a number of points of armor bonus to AC equal to the stone fist's wisdom modifier. This ability functions as long as the stone fist is unarmored.

Wear the Earth (Sp):
A stone fist hears the beckoning call of the earth and seeks to emulate it's strength. Starting at 8th level, 1/day he may use Stoneskin as a spell like ability as though cast by a Druid of half his character level (Rounded Up).

Become the Earth:
At 10th level, a stone fist's journey of enlightenment is complete and he becomes a semi-elemental creature. He becomes an Outsider with the Earth and Native subtypes and gains the following abilities:

Alertness, Improved Critical (Unarmed Strike), and Improved Sunder as bonus feats.
+4 bonus against sleep, paralysis, poison and stunning.
Gain +1 natural armor, or existing natural armor improves by 1.
Light Fortification (Ex): A stone fist's body takes on the light fortification (http://www.d20srd.org/srd/magicItems/magicArmor.htm#fortification) property.
Breathless (Ex): A stone fist no longer needs to breathe.
Spell-like Abilities (Sp): A stone fist gains Pass Without Trace and Stonetell as permenant magical effects, may use Soften Earth and Stone and Stoneshape 2/day each, and Move Earth and Commune with Nature 1/week each. Caster level as though cast by a Druid of half the stone fist's character level (rounded up).
Earth Mastery (Ex): A stone fist gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls.
Push (Ex): A stone fist can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the stone fist's opposed Strength checks. For the purpose of qualifying for feats this ability counts as Improved Bull Rush.
Earth Glide (Ex): A stone fist can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing stone fist flings the stone fist back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.


Example Character: Azbir Bargirn

Male dwarf monk of the undying way 10/stone fist 3
LG Medium humanoid
Abilities Str 18, Dex 12, Con 14, Int 13, Wis 16, Cha 8
________________________________________

AC 18, touch 18, flat-footed 13
(+0 size, +1 Dex, +2 Monk, +3 Wis, +3 deflection)
HP 81 (13d8 + 3 + 26);
Fort +12, Ref +8, Will +10
Save Bonuses: +2 versus poison, +2 versus enchantment, +2 versus spells, +1 versus Earth.
Immunities: Fear, disease
________________________________________

Speed 50 ft., climb speed 20 ft.
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +14
Atk Options "Stone Fist" unarmed strike +15/+10, 2d6 + 6 bludgeoning damage, Flurry of Blows +15/+15/+10 2d6+6 bludgeoning damage.
________________________________________

SQ/SA Damage Reduction 1/- (3/- when fighting defensely, using combat expertise, or in total defense), Dwarven racial features, slowfall 50 ft, evasion, improved evasion, ki strike (magic, lawful), still mind, wholeness of body (up to 26 HP), purity of body, flurry of blows, stonefist, see the earth, master climber, fearless.
Feats Toughness (B), Improved Unarmed Strike (B), Endurance (B), Die Hard (B), Power Attack, Combat Expertise, Weapon Focus (Unarmed Strike), Improved Trip, Knockdown, Blind-fight (B).
Skills Appraise 1, Balance 5 (+8), Climb 13 (+25), Concentration 9 (+13), Diplomancy 5 (+6), Escape Artist 5 (+6), Jump 5 (+11), Knowledge (the planes) 5 (+6), Listen 11 (+14), Search 1 (+2, +6 stone), Sense Motive 5 (+8), Spot 2 (+5), Survival 2 (+5), Swim 2 (+5), and Tumble 16 (+19).
Languages Common, Dwarven, Terran
Possessions: Monk's outift, trail rations, +3 ring of protection, various gemstones (30 gp worth).

Multiclass note: A monk may freely multiclass between stone fist and monk.
karossii

11-07-07, 12:50 PM
Biohazard

In just about every adventuring party, there is at least one member who has to be reminded every now and again that marching through a rainstorm two weeks ago doesn’t quite qualify as having bathed recently. While most men and a few women have a juvenile heart and have a difficult time suppressing the mirth bodily functions can bring about, very few are those who just don’t know when to hold it in. These people are the basis for a group of less than savory individuals known as the biohazards.

Any being from any walk of life can become a biohazard, the beginning of this path through life can be made from many varied steps. It does seem more common to find members of the more ‘civilized’ pursuits in life fall into this walk, though; as odd as that may seem... perhaps it is an inborn reverence of the purity of nature which prevents more of the "less-civilized" beings from joining . . . whatever it is, it is certainly not all-inclusive, though.

Requirements
Feats: Great Fortitude, Iron Will
Skills: Concentration, 4 ranks; Intimidate, 4 ranks; Speak Language (Belching)
Special: must go at least one month without bathing before entering this class

Class Features

Hit Dice: d12

Proficiencies: The Biohazard gains no new proficiency in the use of any weapons, armor, or shields.

Skills: The Biohazard’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), and Survival (Wis).
Skill Points at each Level: 2 + Int modifier.

Class Base Fort Ref Will
Level Attack Save Save Save Special
1 0 2 0 0 Noxious Aura
2 1 3 0 0 Deafening Roar
3 1 3 1 1 Stunning Breath
4 2 4 1 1 Toxic Body
5 2 4 1 1 Biohazard

Noxious Aura (Ex): The Bhz has gone so long without bathing, and let the odors of his bodily emissions permeate his clothes for so long, that he exudes an aura of nauseating strength. Any who come within 5’ of the Bhz must succeed a Fort save (DC 5 + level + Constitution Modifier) or be nauseated for one round. Failure of the saving throw by more than 5 points indicates the target is so thoroughly repulsed by the fumes that they are sickened for 1d4 rounds as well as nauseated for the first round. Failure by 10 or more points indicates the target is (in addition to being nauseated and sickened) stunned for 1d4+1 rounds. This ability only functions on creatures that can smell; but for creatures with the scent ability, the saving throw DC is doubled.

Though few care to admit growing used to such a stench, any being that has been affected in any way (including a successful save against it) by the Noxious Aura one time within the past week is immune to its effects.

This is not considered a form of poison for the purposes of resistances or saving throw bonuses.

A Bhz who undergoes a ritual known to most as a ‘bath’ loses the use of this ability for 2d4 days. Note that a casual swim, or a trek through a rainstorm do not qualify as bathing, only a specific effort to cleanse the body of excess waste products and odors qualifies. This can be performed willingly, or in some instances forced upon the Bhz.

Deafening Roar (Su): The Bhz can create bodily emissions (these can be from either end, though a particular Bhz usually sticks with one or the other) at such a volume that it deafens and damages creatures in its path. Any creature within the area (5’ + 5’ / level cone) is deafened for 1d6 rounds and takes 1d6 points of sonic damage / level. A successful Fortitude save (DC 10 + Level + Constitution Modifier) negates the deafness and reduces the damage by half.

Any exposed brittle or crystalline object or crystalline creature takes an additional 1d4 points of sonic damage per level. An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. This ability cannot penetrate magical silence, and does not deafen creatures that cannot hear (obviously), but the sonic damage is still applied normally.

This ability can be used once per day per level.

Stunning Breath (Su): The Bhz can emit a cloud of such devastating putrescence that all within it must succeed a Fort save (DC 10 + level + Constitution Modifier). This breath weapon is a contact poison, so it does not rely upon scent as does the Noxious Aura; however it is affected by resistances and/or immunities to poison. It is a cone that is 5’ plus 5’/level, and may be used up to 3 times per day. Initial ‘damage’ from a failed save is being stunned for 1d4+1 rounds; secondary damage (one minute later) is 1d4 points of CON.

While the ability name is ‘Stunning Breath’ and it is described as a cone-shaped ‘breath-weapon’, some Bhz’s seem to have developed an alternate delivery method, exuding the cloud from the other end . . .

Toxic Body (Ex): The Bhz gains immunity to poisons and non-magical disease.

Biohazard (Ex / Su): The Bhz truly becomes a biohazard, gaining a few abilities as his body undergoes physical changes.

First, as an Extraordinary ability, his blood becomes poisonous. The poison is a contact poison DC = Character Level. It has an initial damage of 1 each point to STR, DEX, and CON with secondary damage of 1d4 points to CON. This will affect any creature that successfully damages the Bhz with natural weapons, and can also be used by the Bhz to apply to his own weapons, or somehow otherwise administer (1 HP = 1 dose).

Second, the Bhz gains a Supernatural ability to disease those around him. With a touch attack, he may inflict any Contagion effect as he desires, once per day. There is no initial saving throw permitted, any being subject to gaining a magical disease is affected. The secondary saving throws are performed as standard; as listed in the Contagion spell description.
DonThelonious

11-08-07, 08:08 PM
Heivān~Barādar the Savage Paladin
http://farm3.static.flickr.com/2144/1910195536_4ea61b8402.jpg
http://farm3.static.flickr.com/2164/1910195496_b47e8514c0_o.jpg

"And a Shepherd I shall be
For thee, my Lord, for thee.
Righteous wrath hath descended forth from Thy hand
My feet may swiftly carry out Thy commands.
So I shall flow a river forth to Thee
And teeming with souls shall it ever be.
In Nomeni Patri Et Fili Spiritus Sancti."
Prayer of the Heivān~Barādar

Prestige Class
By Don Thelonious


History has taught us that the gods work in mysterious ways. Occasionally there arises a godly warrior possessed of great divine magic and a terrible rage. Whether this rage comes from the persons heart or is the will of their god nobody knows What they do know is that these holy berserkers are the wrath of god personified, and woe be unto those who incur that wrath.


Adventures: Heivān~Barādar adventure for many reasons: to spread the word of their god, to guard the faithful, or to seek revenge for their deity. Commonly though, these holy warriors take it upon themselves to act as the instrument of their gods wrath, and to bring destruction down upon those that have earned it.

Characteristics: The defining characteristics shared by all Heivān~Barādar is their unyielding faith in their gods. They have been confused with True Paladins on more than one occasion, but where a paladin must hold to a strict code of conduct the Heivān~Barādar follow only the precepts of their deity and a strong code of honor.

Alignment: Most Heivān~Barādar started out as Paladins, but through extenuating circumstances they gave into their chaotic nature. Therefore all Heivān~Barādar are chaotic, and should their alignments change for any reason they lose all benefits of this class.

Religion: The Heivān~Barādar need not devote themselves to a single deity, though most do. Those that do align themselves to a single deity are scrupulous in religious duties and are welcome (though not wholly trusted) in every associated temple.

Background: Most Heivān~Barādar do not choose this path from the beginning. In fact most of them were true Paladins to begin with, but fell from grace and chose to become Heivān~Barādar to continue doing things in the name of their faith.

Other times potential Heivān~Barādar were originally clerics, but at some point realized that preaching to the masses was not enough, nor did they have the strength to battle every enemy of their faith. This feeling of helplessness fueled the burning embers of rage in their souls, feeding the fires of their faith until they find themselves on the path of the Heivān~Barādar.

Races: Half-races, with their mixed heritage and often bigoted upbringing are the most common Heivān~Barādar, due to their desire to prove they are equal to if not better than their parent races. Humans are the next most common race that takes this prestige class, to better serve their respective gods, as well as gnomes. Halfling Heivān~Barādar are rare, since it is harder for them to find the fiery pious rage within themselves, but those that do though are truly terrible in the grip of that rage. Dwarves, with their strongly lawful nature, have been known to make some of the most powerful Heivān~Barādar in history.

Other Classes: Heivān~Barādar get along wonderfully well with barbarians, who share similar abilities. Heivān~Barādar have no real problems with bards, fighters, druids, rogues, or rangers. Heivān~Barādar are also fond of clerics, though those that worship an opposed god often find themselves at odds with the Heivān~Barādar. Paladins are viewed as too stuffy and hindered, but since most Heivān~Barādar come from the ranks of paladins there is no real animosity.

Role: The Heivān~Barādar is primarily a front line warrior with some nifty spell casting. They make fine secondary healers and superb heavy melee fighters.


Game Rule Information:
Heivān~Barādar has the following game stats.
Abilities: Charisma is one of the most important abilities for the Heivān~Barādar. It enhances their, self-protective capabilities, and turn/rebuke undead ability. Strength is also very important for its role in combat. A wisdom of 14 or higher is needed to cast the most powerful of Heivān~Barādar spells, and a score of 11 higher is required to cast any spells at all.
Hit Die:d10

Requirements
To qualify to become a Heivān~Barādar, a character must fulfill all the following criteria:

Alignment:Any Chaotic
Base Attack Bonus: +6
Skills:Knowledge (Religion) 8 Ranks
Feats: Alertness, Power Attack, and Cleave
Spells: Character must be able to cast or, had and lost the ability to cast, Detect Good/Evil as either a divine spell or spell like ability.
Special: Potential Heivān~Barādar must go through a terrible alignment changed experience if they were paladins. This experience is what drives them over the edge, into the realms of chaos and forcing them to lose their paladin abilities.

Class skills
The Heivān~Barādar ‘s class skills (and the key ability modifier for each skill) are:
Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Heal (Wis), Knowledge (Local) (int), Knowledge (Religion) (int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.





Heivān~Barādar
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Aura of Chaos, Rage 1/Day
2 +2 +3 +0 +0 Chaos Blessing, Turn/Rebuke Undead
3 +3 +3 +1 +1 Aura of Unpredictability
4 +4 +4 +1 +1 Raging Smite 1/Day
5 +5 +4 +1 +1 Fast Movement, Rage 2/Day
6 +6 +5 +2 +2
7 +7 +5 +2 +2 Raging Smite 2/Day
8 +8 +6 +2 +2
9 +9 +6 +3 +3
10 +10 +7 +3 +3 Raging Smite 3/Day, Rage 3/Day, Greater Rage

Heivān~Barādar Spell Progression
------Spells Per Day-------
Level 1st 2nd 3rd 4th
1 - - - -
2 - - - -
3 0 - - -
4 0 - - -
5 1 - - -
6 1 0 - -
7 1 0 - -
8 2 1 0 -
9 2 1 0 -
10 2 1 1 0



Class features
All of the following are class features of Heivān~Barādar prestige class.

Weapon and Armor Proficiency: Heivān~Barādar are proficient with all simple and martial weapons. They are proficient with light and medium armors, and with all shields.

Aura of Chaos(Ex): The power of a Heivān~Barādars aura of chaos (see Detect Chaos spell) is equal to his/her Heivān~Barādar level.

Rage (Ex): A Heivān~Barādar can fly into a rage, just as a barbarian, a certain number of times per day. In a rage, a Heivān~Barādar temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he/she takes a -2 penalty to Armor Class. The increase in Constitution increases the Heivān~Barādar’s hit points by 2 points per level, but these hit points go away at the end of the rage when his/her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). While raging, a Heivān~Barādar cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he/she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He/She can use any feat he/she has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Heivān~Barādar may prematurely end his or hers rage. At the end of the rage, the Heivān~Barādar loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A Heivān~Barādar can fly into a rage only once per encounter. At 1st level he or she can use the rage ability once per day. At 2nd level and finally again at 10th level, to a mximum of 3 times per day at 10th level. Entering a rage takes no time itself, but a Heivān~Barādar can do it only during his or hers action, not in response to someone else’s action.

Chaos Blessing (Su): A Heivān~Barādar of 2nd level and higher has the ability to roll a 1d6 and add the results as a divine bonus to all saving throw rolls.

Turn/Rebuke Undead (Su): Beginning at 2nd level a Heivān~Barādar gains the supernatural ability to turn or rebuke undead. Neutral aligned Heivān~Barādar must decide when they gain this ability whether they will turn or rebuke undead, and once made that choice can never be changed. They may use this ability a number of times per day equal to 3 + Charisma modifier. They turn/rebuke undead as a cleric of 2 levels lower.

Spells: A Heivān~Barādar has the ability to cast a small number of divine spells. To cast a Heivān~Barādar spell, a Heivān~Barādar must have a Wisdom score of at least 10 + the spell’s level, so a Heivān~Barādar with a Wisdom of 10 or lower cannot cast these spells.
Heivān~Barādar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Heivān~Barādar’s Wisdom modifier. When the Heivān~Barādar 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 Heivān~Barādar’s spell list appears below. A Heivān~Barādar has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Heivān~Barādar prepares and casts spells just as a cleric does (though a Heivān~Barādar cannot spontaneously cast cure or inflict spells).

Aura of Unpredictability (Su): A Heivān~Barādar of 3rd level and higher gains Spell Resistance equal to 8 + Heivān~Barādar level + Wisdon modifier.

Raging Smite (Su): At 4th level, a Heivān~Barādar gains the devastatin smite attack 1/day while raging. Unlike the smite attack of other class’, a Heivān~Barādar can use it against any enemy.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level.
At 7th level, and again at 10th level, a Heivān~Barādar may smite one additional time per day.


Fast Movement: A Heivān~Barādar of 5th level gets a base speed increase of 10 feet while raging. This bonus goes up to 20 feet at 10th level.

Greater Rage (Ex): At 10th level, a Heivān~Barādar’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.


Heivān~Barādar Spells
1st: Cure Minor Wounds, Divine Favor, Magic Weapon, Protection from Law, Read Magic.

2nd: Bears Endurance, Blur, Cure Light Wounds, Magic Vestment, Mount, Resist Energy, Spiritual Weapon.

3rd: Cure Moderate Wounds, Dispel Magic, Magic Circle against Law, Greater Magic Weapon, Protection From Energy.

4th: Cure Serious Wounds, Displacement, Freedom Of Movement.



Fallen Paladins

Heivān~Barādars who have levels in the paladin class (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they have.

A fallen paladin who becomes a Heivān~Barādar gains all of the following abilities that apply, according to the number of paladin levels the character has.

1-2
Raging Smite 1/Day. (This is in addition to the ability granted to all Heivān~Barādars at 4th level).

3-4
Lay on hands, Once per day, the Heivān~Barādar can use this supernatural ability to cure himself or his allies of damage equal to his Charisma bonus × his level. Rage 1/Day, this is in addition to his regular rage uses.

5-6
Rage 1 additional time per day, Raging Smite 2/day.

7-8
Repulsion as a spell-like ability usable 1/Day, CL equal to Character Level.

9-10
Tireless Rage, Smite good 3/day, Rage 2/Day,

11 or more
A fallen paladin of this stature immediately gains a Heivān~Barādar level for each level of paladin he trades in.

The character level of the character does not change. With the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin.
Eldritch_Lord

11-08-07, 08:46 PM
http://i208.photobucket.com/albums/bb176/psychictheurge10/astrology9000.jpg

The Astrologist

“Let’s see what we can see, shall we...Mm-hmm, Acheron rising in the house of Limbo; battle in your future. Ah, but I see you were born under the sign of the Medusa—you seem to be able to take care of yourself. Well, just to make sure, I have a few wardings here for you, and perhaps a few spells to make your opponents curse their unlucky stars....”

The stars, moons, and planets have subtle powers of their own, and a few practitioners of magic are able to tap into this power to infuse their spells. This power is not so overt as a wall of force, nor so crass as a fireball, but rather the mesmerizing beauty of a shooting star, the deceptive image of a constellation, and the omens in a horoscope. The users of this magic, the Astrologists, weave moonlight into their spells, read the future from the stars, and bend the night sky to their will in other ways.

The more contemplative among the magi tend to pursue the path of the Astrologist, as do the clergy of a deity of knowledge, the sun or moon, or the sky. As study, research, and ritual are required for a true understanding of the astrological mysteries, spontaneous spellcasters are ineligible to become Astrologists; those magi or priests who focus on shapeshifting, death-dealing, and destruction are not ineligible, but they will find that pursuing the path of the Astrologist reduces their power a great deal.

Hit Die: d4

Requirements:
To qualify to become an Astrologist, a character must fulfill all the following criteria:
Skills: Spellcraft 8 ranks, Knowledge (Arcana, Religion, or the Planes) 8 ranks, Spot 4 ranks, Search 4 ranks
Feats: Any metamagic feat
Spells: Able to prepare and cast at least one spell each of the Divination, Illusion, and Enchantment school of 2nd level or higher.

Table: The Astrologist
Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Seeing Stars —
2nd +1 +0 +0 +3 Lunar Magic +1 level of existing class
3rd +1 +1 +1 +3 Night Owl +1 level of existing class
4th +2 +1 +1 +4 Solar Magic +1 level of existing class
5th +2 +1 +1 +4 Signs and Portents —
6th +3 +2 +2 +5 Celestial Magic +1 level of existing class
7th +3 +2 +2 +5 Shooting Stars +1 level of existing class
8th +4 +2 +2 +6 Astral Magic +1 level of existing class
9th +4 +3 +3 +6 Conjunction —
10th +5 +3 +3 +7 Horoscope +1 level of existing class


Class Skills
The Astrologist’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Arcana/Religion/The Planes) (Int), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: (4 + Int modifier)

Class Features
All of the following are class features of the Astrologist prestige class.
Weapon and Armor Proficiencies: Astrologists gain no proficiency with any weapons or armor.
Spells per Day/Spells Known: At every Astrologist level except first, fifth, and ninth, an Astrologist gains new spells per day (and spells known, if applicable) as if he had also gained a level in a prepared arcane or divine spellcasting class he possessed before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained, such as familiar progression or increased turning/rebuking of undead. If he had more than one spellcasting class before becoming an Astrologist, he must decide to which class to add each Astrologist level for the purpose of determining spells per day and spells known.

Seeing Stars: The stars light an Astrologist’s path, give him guidance, and confuse his opponents. Beginning at 1st level, the Astrologist may cast dancing lights, augury, and entropic shield at will as spell-like abilities at the Astrologist’s caster level. In addition, the Astrologist removes all Necromancy, Evocation, and Transmutation spells from his spell list(s), spellbook, and spells known and replaces them with an equal number of Divination, Illusion, Enchantment, or Abjuration spells of his choice of equal or lower level.

Lunar Magic: The Astrologist’s magic flows in harmony with the phases of the moon, waxing and waning as the months pass. Beginning at 2nd level, when he prepares spells an Astrologist may designate any of his spells to be “lunar spells” and add the following modifier to their caster level based on the phase of the moon:
Phase Modifier
New -2
Crescent +0
Half +2
Gibbous +4
Full +6
The Astrologist need not be able to see the moon for his spells to be modified; the power of the moon follows him regardless.

Night Owl: A 3rd-level Astrologist has adapted to a lifestyle of late nights spent out observing the sky. He gains low-light vision and only needs to sleep for half as long to gain the full benefits of a good night’s rest. If he already possesses low-light vision, he gains darkvision, or his existing darkvision range improves by 30 feet.

Solar Magic: The Astrologist’s magic grows and changes with the seasons as well as the phases of the moon. Beginning at 4th level, when he prepares spells an Astrologist may designate any of his spells to be “solar spells” and change their effective spell levels based on the season:
Season Modifier
Winter +0
Autumn +1
Summer +2
Spring +1
The spell slot used for each spell is not altered, only the effective level; in spring, autumn, and summer, the Astrologist may add either a +1 slot, +1 slot, or +2 slot metamagic, respectively, to a spell without changing the spell slot used. The Astrologist need not be able to see the sun for his spells to be modified; the power of the sun follows him regardless.

Signs and Portents: The 5th-level Astrologist develops a deeper understanding of the messages in the night sky. As long as an Astrologist spends a night under the stars, he gains the benefits of either the bard’s Bardic Knowledge class feature or the archivist’s Dark Knowledge class feature (his choice) the next day as a bard or archivist of his class level. If the Astrologist already possesses either of those abilities, his Astrologist levels stack with those of the class granting the ability to determine the uses of the ability.

Celestial Magic: After reading the omens and premonitions of the planets and extending their energy to a creature, an Astrologist can discover much about what fate holds in store for a creature. Beginning at 6th level, when he prepares spells an Astrologist may designate any of his spells to be “celestial spells;” if cast as a full-round action, a celestial spell reveals its target’s talents and its destiny—the Astrologist learns the creature’s type, character level or Hit Dice, and its highest-level class, if any. Due to this scrutiny of the target’s strengths and weaknesses, celestial spells add one-half of the Astrologist’s class levels to the save DC and rolls to penetrate spell resistance. The Astrologist need not be able to see the planets for his spells to be modified; their power follows him regardless.

Shooting Stars: An Astrologist rarely resorts to violence to accomplish his objectives, but when he does he is awesome to behold. A 7th-level Astrologist possesses the powers of 2 rings of shooting stars and may use them as if he had the actual rings (light twice per night, ball lightning twice per night, shooting stars six times per week, faerie fire four times per day, spark shower twice per day).

Astral Magic: The variety and connections of stars in constellations gives the Astrologist great insight into the workings of magic. Beginning at 8th level, when he prepares spells an Astrologist may designate any of his spells to be “astral spells” and link together a number of spell levels equal to his class level in a “constellation” of spells; for example, an 8th-level Astrologist could link 8 1st-level astral spells, a 5th-level and a 3rd-level astral spell, or any combination of astral spells adding up to 8 levels. As a full-round action, an Astrologist may “cast” a constellation, releasing all of the stored energy to cast all of the linked spells (in any order desired) as part of the same action. The Astrologist need not be able to see the stars for his spells to be modified; their power follows him regardless.

Conjunction: The Astrologist well understands the power of celestial bodies acting in concert. At 9th level, an Astrologist may either fill a single spell slot with one spell each of Abjuration, Divination, Enchantment, and Illusion of the same type (lunar, solar, celestial, or astral) or treat a single spell as belonging to all four types. The Astrologist may apply this ability to a number of slots equal to his key ability modifier, and may not apply this ability to any of his highest-level or second-highest-level spell slots.

Horoscope: When a true Astrologist reads a creature’s horoscope, it is not simply a reading of a creature’s fate and luck for a given day, but rather an alteration of that fate for the betterment of the Astrologist’s allies and the detriment of his enemies. To read a creature’s horoscope, a 10th-level Astrologist must concentrate for 10 minutes while able to see the creature in question. (Scrying and similar magics fulfill this requirement.) At the end of the 10 minute period, the Astrologist rolls 1d12, checking the first table for allies and the second for enemies.
Allies:
1. You will achieve great insight into a vexing problem. The target gains a +10 bonus to skill checks.
2. Do not let others stand in the way of your accomplishments. The target gains a +5 bonus on Will saves.
3. Problems can be easily avoided if you are vigilant. The target gains a +5 bonus on Ref saves.
4. Endure difficulties; the end of your efforts is in sight. The target gains a +5 bonus on Fort saves.
5. Focus on one area and devote your efforts to it. The target gains a +5 bonus on melee attack and damage rolls.
6. Keep your eye on your goals and you will achieve them. The target gains a +5 bonus on ranged attack and damage rolls.
7. Do not let others’ barbs hurt you; they will lose in the end. The target gains a +5 bonus to AC.
8. Be more direct and you will achieve success quickly. The target’s speed increases by 10 feet for all movement forms.
9. Be frugal in your tasks and save for what is actually important. Twice within the next 24 hours, the target may reroll any die roll, taking the better of the two results.
10. Your luck is exceptional today. The target gains a +2 bonus to all d20 rolls.
11. Your performance is unmatched by any other. The target gains a +2 bonus to an ability score of its choice.
12. Today you have exactly the resources you need to be successful. The target chooses any one of the above.
Enemies:
1. Your lack of insight into a problem continues to vex you. The target takes a -10 penalty to skill checks.
2. Others’ accomplishments can be demoralizing. The target takes a -5 penalty on Will saves.
3. Some problems will arise that may seem unavoidable. The target takes a -5 penalty on Ref saves.
4. You must endure the fruitless results of your best efforts. The target takes a -5 penalty on Fort saves.
5. Others will drive you to distraction. The target takes a -5 penalty on melee attack and damage rolls.
6. Your goal is just over the horizon. The target takes a -5 penalty on ranged attack and damage rolls.
7. Though you do your best, others’ barbs will sting. The target takes a -5 penalty to AC.
8. You will be pulled in conflicting directions. The target’s speed decreases by 10 feet for all movement forms.
9. You will spend your resources for pointless causes. Twice within the next 24 hours, the Astrologist may force the target to reroll any die roll, taking the worse of the two results.
10. Your luck is exceptional today—exceptionally bad. The target takes a -2 penalty to all d20 rolls.
11. Your performance is unmatched by any other—luckily for them. The target takes a -2 penalty to an ability score of the Astrologist’s choice.
12. Failure is not an option—it is assured. The Astrologist chooses any one of the above.

Bonuses and penalties from this ability are Extraordinary, allow no save or SR, and last for 24 hours. A single creature may not be affected by one version this ability more than once in one day, though opposing Astrologists may grant a single creature both an “ally” and an “enemy” horoscope. If time presses, the Astrologist may use this ability as a full-round action, though he rolls 1d8 instead of 1d12 and the bonuses and penalties are divided by 5 (with a minimum of ±5 feet for result 8).
LordArchaon

11-09-07, 03:17 PM
BLADEGLYPH'ENCER
http://img164.imageshack.us/img164/943/bladeglyphenceroneyl3.png

"You won't know what hit you, but the worst thing is that you won't know how beautifully perfect was the execution of this masterpiece of my noble art, either..."
- Yves "Vanesium" Pąntellerģa, a bladeglyph'encer

Bladeglyph'encers or "blade glyph fencers" are sophisticated swordplayers who study an overly extravagant and complicated form of combat, based on the creation of beautiful glyphs with their very weapon's swings and strokes.
They must develop their artistic "estro" (attitude) alongside a possibly flawless magical career, but even if this require acute minds, they don't learn anything from books, preferring practicing among colleagues in usually rich and baroque private circles, in which they elegantly but recklessly try the escalade of notoriety and fame.
They're techniques are infamous, among those who know them, for their lack of honor, and search of enemy's humiliation by strategic and intellectual superiority. To their rival's disappointment, they seldom fail at this.

BECOMING A BLADEGLYPH'ENCER
Bladeglyph'encers are usually divided into several known and rival schools. Those who come from a straigth career as bards, and those who combine other more strong forms of arcane spellcasting with adequately disciplined melee trainings. The most lethal and infamous, and as of now most common, bladeglyph'encers are beguilers/swashbucklers, since these careers combine extremely well in order to exploit the potential of the art of bladeglyphs.
In general, they can come from any background, given that they had the possibility of being taught the basics of bladeglyph's performing, a good predisposition for fast hand-tricks, and an even better predisposition for tricks in general.
Even if they may seem evil or selfish, most of the times it's just the extreme sophistication of their art to make them too bold or too vain, and more than once a bladeglyph'encer had become a true hero.

Entry Requirements:
Spellcasting Ability: Able to cast arcane spells without preparation.
Base Attack Bonus: +6.
Skills: Perform (Bladeglyphing) 6 ranks, Knowledge (Arcana) 12 ranks, Bluff 8 ranks, Sleight of Hand 5 ranks.
Feats: Combat Expertise, Somatic Weaponry, Arcane Flourish, Weapon Finesse.
Skill Tricks: Group Fake-Out, Timely Misdirection, Conceal Spellcasting.


CLASS FEATURES
The bladeglyph'encers excel at planning fights with anticipation, or developing a winning strategy while effectively, and often magically, defending themselves from the advancing opponents. Being lightly armored, however, you should always consider staying at a certain distance from your opponents until you have the final maneuver ready.


Table 1: The Bladeglyph'encer Hit Die: 1d8

Lv BAB Fort. Ref. Will Special
1st +1 +0 +2 +0 Style of Flair, Arcane Bladeglyph,
Bladeglyphs Repertoire
2nd +2 +0 +3 +0 Repasse Magique, Artistic Spell Slots (+2)
3rd +3 +1 +3 +1 Improved Arcane Flourish
4th +4 +1 +4 +1 Improved Spell Knowledge (Fox's Cunning)
5th +5 +1 +4 +1 Experienced Blade Artist,
Artistic Spell Slots (+4), Coupe Magique


Class Skills (6+int modifier per level): Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), Open Lock (Dex), Perform (Bladeglyphing) (Cha), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex).

Weapons and Armor Proficiencies: You gain proficiency with a martial or exotic melee weapon of choice.

Style of Flair: When you make a Perform (Bladeglyphing) check by the means of the Arcane Bladeglyph class feature, you can use the Combat Expertise feat, receiving an additional AC bonus equal to the competence bonus granted to your Perform check by the spell slot expenditure.
In addition, you can choose to use either a Move action or a Standard action to perform the check, leaving room to movement or attack / spellcasting, as you wish.
You can take advantage of these feature only while wearing no more than light armor and while not using a shield.

Arcane Bladeglyph: you can use Arcane Flourish with the Perform (Bladeglyph) skill to scribe glowing glyphs with your blade. A single spell slot used this way allows for one Perform check per class level, up to a maximum equal to your Intelligence modifier, since it is very difficult to connect all the bladeglyphs into a single working combination.
A failed check means that the glyph will not have effect at the moment of usage, called "flash".
You can choose any bladeglyph from your Bladeglyphs Repertoire, but you will risk a failure if you attempt the ones which are too difficult for your level. Magic items that improve the Perform (Bladeglyph) skill cannot stack with the bonus given by the level of the slot expended with the Arcane Flourish feat, or the later improvement given bu the Improved Arcane Flourish class feature.

Bladeglyphs Repertoire: With the years of study preceding the true initiation to the class, you already learned the complex forms of all the bladeglyphs, but you are still far from being able to use them without effort.
Normally, a Perform (Bladeglyph) check is a full-round action that can only act as diplomacy or intimidate check, but you transform it in an impressive magical art, leaving the glowing glyphs you produce orbiting around you until you "flash" them after a short period of time. At that moment, the glyph releases its effect and you must act quickly to receive the various specific combat advantages it may give.
Tracing the glyphs can be a standard or movement action, as described above in Style of Flair, but bladeglyphs only last for a number of rounds equal to the level of the spell slot you sacrificed to create them + your Int modifier. After that period, or before if you wish, you can "flash" them with a free action, instantly gaining the benefits.
The highly difficult Blur and Treņ bladeglyph are exceptions, being "flashable" (usable) as an immediate action also.
To trace a bladeglyph correctly you must succeed a check of a different DC depending on the power of the bladeglyph, indicated in the bladeglyph list below.
If you fail, you unfortunately realize it only when you try to flash that particular bladeglyph, taht will disappear with no effect.
Some attack bonuses or advantages given by bladeglyphs also require you to sucessfully feint on the target.
All bladeglyphs normally require a verbal component (the bladeglyph's "name") and the obviously complex somatic components required to draw them, ending up in a big glowing but incorporeal glyph that orbiatates you closely, but using the Conceal Spellcasting skill trick you may conceal the glyphs, and make the whole practice (the drawing of up to 5 bladeglyphs) seem innocuous swordplay.



Sąah (DC 25): Upon flashing, you gain a cumulative +2 attack bonus for each Saah bladeglyph you flashed at the same time. It lasts one round.
Dąmk (DC 25): Upon flashing, you gain a cumulative +4 damage bonus for each Damk bladeglyph you flashed at the same time. It lasts one round.

Tarą (DC 27): Upon flashing, you gain a cumulative +4 insight bonus on Bluff checks made to feint in combat for each Tarą bladeglyph you flashed at the same time. It lasts one round.

Faču (DC 29): Upon flashing, you gain a cumulative +2d6 fire damage for each Faču bladeglyph you flashed at the same time. It lasts one round.
Kiąh (DC 29): Equal to Faču, but dealing cold damage.

Gwyn (DC 31): Upon flashing, charge making 90 degrees turns (2 for each Gwyn bladeglyph flashed), moving an extra 20 ft. (+20 ft. for bladeglyph flashed).
Płht (DC 31): Augment critical range (stacks with any other improvement of critical range) by 2 for each Płht bladeglyph flashed at the same time

Capł (DC 33): Upon flashing, gain Sneak Attack (+3d6 for each Capł bladeglyph flashed) for a number of rounds equal to the number of Capł bladeglyphs flashed
Koģn (DC 33): Upon flashing, treat the DR of the target as 5 lower (additional 5 for each Koģn bladeglyph flashed). It requires a successful feint on the target.

Vafł (DC 35): Upon flashing, gain 1 extra attack for each Vafł bladeglyph flashed. Lasts 1 round.
Tres (DC 35): Upon flashing, make an attack as a swift action. It requires a successful feint on the target.

Undł (DC 37): Move and attack at the same time with a full round action, attacking one foe for each Undł bladeglyph flashed.
Wąvu (DC 37): Deal damage to one adjacent square per Wąvu bladeglyph flashed, with only one standard attack. It requires a successful feint on the targets.

Tłsh (DC 39): Disarm one adjacent opponent per Tush bladeglyph flashed with a standard action, and a +4 bonus for each Tush bladeglyph flashed, use Dex modifier for the check. It requires a successful feint on the target.
Selą (DC 39): Trip one adjacent opponent opponent per Tush bladeglyph flashed with a standard action, and a +4 bonus for each Tush bladeglyph flashed, use Dex modifier for the check. It requires a successful feint on the target.

Shąa (DC 41): As Sąah but with cumulative +4 bonuses.
Kadd (DC 41): As Damk but with cumulative +8 bonuses.

Włhz (DC 43): As Faču, but with cumulative +4d6 acid damage bonus.
Kłrr (DC 43): As Faču, but with cumulative +5d4 sonic damage bonus.

Kąht (DC 45): As Gwyn but with cumulative +2 attack bonus, Pounce SA, and cumulative +30 ft. speed bonuses.
Tatł (DC 45): Augment critical multiplier by one for every Tatł bladeglyph flashed at the same time, up to a maximum of two augments. It requires a successful feint on the target.

Frčz (DC 47): Paralyze opponent (DC 10 + 1/2 CL + 1 for each Frčz bladeglyph + Cha modifier), for one round for every Frčz bladeglyph flahsed at the same time. It requires a successful feint on the target.
Enix (DC 47): As Koģn but reduces DR by 10 and SR by 5. SR oenalty lasts for a number of round equal to the number of Enix bladeglyphs flashed.

Včlo (DC 49): As Vafł, but double extra attacks.
Treņ (DC 49): As Tres, but attack as a immediate action a number of times equal to the number of Treņ bladeglyphs flashed. It requires a successful feint on the target (in case of immediate actions not in your round, it requires a successful feint in the previous round).

Zazą(DC 51): Upon flashing, make dancing attack: add Cha modifier to attack bonus, +40 ft. speed bonus for each Zazą bladeglyph, and attack every foe which happens to be at reach during movement, even same foe, but never two times from the same square.
Ohņp (DC 51): Upon flashing, one attack for each Ohņp bladeglyph flashed is resolved as a touch attack. It requires a successful feint on the target

Blģn (DC 53): Upon flashing, approach one foe on sight by teleporting as free action for each Blģn bladeglyph flashed.
Blłr (DC 53): Upon flashing, even as immediate action, gain 20% miss chance for each Blłr bladeglyph flashed for any one attack for each Blłr bladeglyph flashed. In case of immediate action during another one's turn, only against one attack.

Mņrt (DC 55): Kill the foe (DC 10 + 1/2 CL + 1 for each Mņrt bladeglyph + Cha modifier). It requires a successful feint on the target.

Artistic Spell Slots: these special spell slots cannot be used for other purposes other than being expended with the Arcane Flourish feat.
At 2nd level, you gain 2 Artistic Spell Slots of your highest spell level.
At 5th level, you gain 4 Artistic Spell Slots of your highest spell level.
When you attain a higher spell level, these slots become of that newly acquired spell level.

Repasse Magique: You can use level 0 spell slots and only level 0 spell slots to re-use the Group Fake-Out, Timely Misdirection, and Conceal Spellcasting Skill Tricks in the same encounter.

Improved Arcane Flourish: The bonus given by the Arcane Flourish feat on your Perform checks is equal to 2 + 2 times the level of the spell slot.

Improved Spell Knowledge (Fox's Cunning): Studying new magical ways to improve your graphical memory, and thus your effectiveness in the use of Bladeglyphs, you research the Fox's Cunning spell, adding it to the list of your known spells if you didn't already know it, or beginning to treat it like a 1st level spell if you already knew it.

Experienced Blade Artist: After all of your experience in the art, you can now perform Bladeglyphs if not with ease, at least with a sure hand. You can now take 10 in Perform (Bladeglyps) checks.

Coupe Magique: If the Bladeglyphencer manages to attack after 5 Bladeglyps were successfully flashed, in addition to all the effects given by the Bladeglyps, he can cast a quickened spell before or after the attack action, as she wishes.


Sample Encounter
Bladeglyph'encer can be important NPC in your campaign, and especially make for good villains, given their arrogant and egocentric nature.
EL 14:Yves "Vanesium" Pąntellerģa is here presented as an awful villain who's acting as the artistic patron (and protector) to a series of other peculiar characters of nefarious intentions, from mad and murderous bards to rich cults of dubious deities, who are making the city a dangerous horror theater. He's outside the law because can beat any guard of the even big city, and is practically the new authority of the little country. The vexed people is quietly hoping for someone to kill him for good.

Yves "Vanesium" Pąntellerģa, CR 14

http://img403.imageshack.us/img403/5821/bladeglyphencer2hk0.png

Male human beguiler 6/swashbuckler 3/bladeglyph'encer 5
LE Medium humanoid
Init +6; Senses Listen +1, Spot +16
Languages Common, Abyssal, Infernal, Elvish, Sylvan
________________________________________

AC 32, touch 24, flat-footed 18
(+0 size, +6 Dex, +5 Combat Expertise, +3 magic, +8 armor)
hp 70 (14 HD);
Immune none
Resist none
Fort +7, Ref +13, Will +8
________________________________________

Speed 30 ft. (6 squares)
Melee +4 Rapier +16/+11/+6 (1d6+9) (-5 for using Combat Expertise, normally +21)
Space 5 ft.; Reach 5 ft.
Base Atk +11; Grp +10
Atk Options crit. range 17-20/x2 with rapier, favorite bladeglyph combination: Sąah + Sąah + Tarą + Capł + Capł: +4 attack, +6 bluff, +6d6 Sneak Attack.
Special Actions Skill Tricks, re-usable expending level 0 spell slots.
Spells (CL 6th):
6/8/6/10
________________________________________

Abilities Str 8, Dex 22 (originally 18), Con 12, Int 20, Wis 12, Cha 22 (originally 18)
SQ none
Feats Combat Expertise, Weapon Finesse (B), Somatic Weaponry, Arcane Flourish, Improved Feint, Improved Critical (rapier), Acrobatic Strike.
Skills Perform (Bladeglyphing) 17 (+23), Tumble 17 (+23), Bluff 17 (+23), Spot 15 (+12), Appraise 15 (+20), Forgery 17 (+22), Knowledge Arcana 15 (+20), Spellcraft 15 (+20), Search 17 (+22), Ride 17 (+23), Concentration 17 (+18), Sleight of Hand 15 (+21).
Skill Tricks Group Fake-Out, Timely Misdirection, Conceal Spellcasting
Possessions: +4 Rapier, +5 Studded Leather, much more.
________________________________________


Books used: Complete Scoundrel, Complete Warrior, Player's Handbook II


P.S.: Class concept, art modification, mechanics development, and practical realization in less than 12 hours.
Watsyurname529

11-10-07, 04:40 PM
The Spellpainter
Prestige Class
By Watsyurname529

"Beware my paints, for I can bring them to life." - Zyash, Human Spellpainter

Ink. Ink is what nearly all spellcasters use for scribing spells. Few understand the power of adding color, and just a little paint along with the ink. The Spellpainters are Wizards who use paint to channel their arcane energy. They paint the essence of a spell and then can cast that spell from that painting. Even better is they can change some of the painting to achieve results most casters could never usually achieve.


All are excerpts from On the Power and Elegance of Spellpainting, and essay written by Zyash, Human Spellpainter.

Intro: "Spellpainting. Most think that it is a weak form of art in which Wizards try to express creativity. It is not in the least way weak. Few know the power contained in the paint when arcane magic is applied. Spellpainting is the art of channeling arcane energy through elaborate patterns of paint. You paint the essence of a spell and then you provide the last bit of arcane energy to cast it. Spellpainting is quite like scribing scrolls, but is not limited by just black ink. This is in which we Spellpainters find power which no other Wizards can obtain without spellpainting. In painting the essence of a spell we learn to change it and empower it."

Adventures: "We are always trying to find more power and knowledge pertaining to our art as well as always trying to perfect our art. While others adventure for gold and other valuables we looks for ways to learn more about spells and painting them. We adventure to find these things and above all, further our skill at spellpainting, gold and magic items are just the platnium piece on top."

Characteristics: "Spellpainters are Wizards who learn and specialize in the art of Spellpainting. We are intelligent and well mannered. We are a disiplened group as only the serious wizards can learn our art."

Alignment: "Spellpainters follow no scrict code of good or evil, nor lawful or chaotic. We follow our own paths in trying to further our abilities at spellpainting. Most spellpainters are neutral and lawful as it takes a disiplened mind to learn and practice the art."

Religion: "Spellpainters are not Clerics nor divine casters and don't rely on a God for our magic. We do believe in Boccob the god of Magic and usually make our prayers out to him. He is the master of magic and we do respect him. Although some may choose to worship an evil or good god instead, it is mostly rare."

Background: "Spellpainters are Wizards who become enlightened into the art and power of spellpainting. Any Wizards intelligent and disiplened enough can find a teacher and become a Spellpainter. Sorcerers however, lack most all the skills to become a spellpainter."

Races: "As for race, anyone can be a Spellpainter. Humans, Elves and Gnomes usually excel at Spellpainter due to their magical nature and adaptibility. Halflings and Dwarves also can make decent Spellpainters. Half-Orcs however, lack the intelligence among many other things to become a Spellpainter. It is very rare to see a half-orc spellpainter."

Other Classes: "Spellpainters always love the company of other magic users, usually being wizards and other spellpainters. We enjoy conversing with other arcane magic users about spells and the nature of them. As for divine spellcasters, we do not look down upon them and for the most part, consider them equals. Other types of people, fighters, rogues, rangers to name a few, we usually get along with. It's Barbarians and others with out intelligence that we dislike and can not stand. The only other thing that can be worse is a Sorcerer. Those "innate" spellcasters are not true wizards or arcane users. As a colleague and friend of mine said, 'Sorcery? Bah. Anyone can pick up a brush and paint, call themselves an artist even. But only through years of dedication and study can you create a true masterpiece. A sorcerer is like a child with paints, barely understanding what they are doing. I have mastered the art.' - Mialee the Wizard."

Role: "A Spellpainter is an arcane caster and a wizard first and foremost. And like wizards we can be nearly anything we wish to be. The only exception is being a divine spellcaster as we don't draw our power from praying to the gods."

Game Rule Information:
The Spellpainter has the following game stats.
Abilities: Intelligence is the most important as it usually governs their spellcasting ability as well as their skill at painting. A good Dex helps them dodge blows and a decent Con helps them survive while they dish out the paint.
Alignment: Any
Hit Die: d4

Requirements
To qualify to become a Spellpainter, a character must fulfill all the following criteria:
Skills: Craft (Painting) +8, Spellcraft +8
Feats: Scribe Scroll
Spellcasting: Must be able to prepare and cast 3rd Level Arcane spells
Special: Must create/given your Magic Spellbrush

Class skills
The Spellpainter class skills (and the key ability modifier for each skill) are:
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana), Profession (Wis), Spellcraft (Int)
Skill Points at Each Level: (2) + Int modifier.


The Spellpainter
Level BAB Fort Ref Will Special Spells per Day
1 +0 +0 +0 +2 Paint Magic, Arcane Artist, Paint Scroll --
2 +1 +0 +0 +3 Paint Conjuration +1 Level of existing Arcane Spellcasting
3 +1 +1 +1 +3 Paint Illusion, Realistic Paint +1 Level of existing Arcane Spellcasting
4 +2 +1 +1 +4 Paint Summons, Doodle +1 Level of existing Arcane Spellcasting
5 +2 +1 +1 +4 Paint Evocation --
6 +3 +2 +2 +5 Energy Paint, Speed Paint +1 Level of existing Arcane Spellcasting
7 +3 +2 +2 +5 Paint Masterpiece +1 Level of existing Arcane Spellcasting


Class features
All of the following are class features of the Spellpainter prestige class.

Weapon and Armor Proficiency: Spellpainters gain no proficiency in any weapon or armor.

Spells per Day/Spells Known: At every Spellpainter level except first and fifth, a Spellpainter gains new spells per day as if he had also gained a level in a prepared arcane or divine spellcasting class he possessed before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained, such as familiar progression.

Arcane Artist (Ex): Spellpainters are superb artists and can only get better. You add your class level on Craft (Painting) checks. Also, you learn to paint spells into your spellbook more efficiently. You use one less page per spell (min 1) and the cost of scribing is 75gp per page instead of 100gp.

Paint Magic (Sp): Spellpainters begin to learn how to blend Arcane Magic into your paints giving them more power. At the start your Arcane Paint skill is limited and only just beginning. A Spellpainter may instead of casting a prepared spell, paint it.
Painting Spells: Painting a spell takes a DC (20 + Spell Level) Craft (Painting) Check. Painting a spell takes a full-round action which if you are injured while painting, you must make a DC (10 + points of damage taken + the level of the spell you’re casting) Concentration check. If you fail the check, you lose the spell without effect. Any material components are substituted by the paints and material components that cost more than 1gp are still needed but are painted into the spell. If you fail any check in painting a spell, the spell fails without effect.
Casting Spells: Casting a painted spell takes a move action. Casting a painted spell requires no material components because the paints are the material components.

Paint Scroll (Sp): A Spellpainter can, instead of using ink and inscribing a scroll, can paint it instead. This requires (Spell Level^2) x 10gp more gold. The painted scroll has a +1 Caster Level. This increases to +2 at 5th Level.

Paint Conjuration (Sp): A Spellpainter is beginning to be able to cast more spells and infuse more power into them. The first school of magic a Spellpainter learns how to paint is Conjuration. A Spellpainter may paint any Conjuration spell they know and cast it using an open spell slot. Painting and casting the spell uses the same rules as for Paint Magic except for one. Painting a spell that you have not prepared takes a DC (20 + Spell Level) Spellcraft check to paint correctly. Casting the spell takes up more arcane energy and the spell takes up a spell slot one level higher.

Paint Illusion (Sp): A Spellpainter continues to progress in their skill at painting spells. The next school of magic the Spellpainter learns to paint is Illusion. A Spellpainter may paint any Illusion spell they know and cast it using an open spell slot. Painting and casting the spell uses the same rules as for Paint Magic except for one. Painting a spell that you have not prepared takes a DC (20 + Spell Level) Spellcraft check to paint correctly. Casting the spell takes up more arcane energy and the spell takes up a spell slot one level higher.

Realistic Paints (Sp): A Spellpainter can begin to paint amazingly realistic paintings and infuse the paints into their illusions making them harder to tell from reality. Any painted illusion save gains a +1 DC to the will save to disbelieve it.

Paint Summons (Sp): A Spellpainter begins to infuse their paints into the creatures they summon giving them power, doing so however, takes more arcane magic from the Spellpainter. A Spellpainter may choose to give the summoned creature the Painted Template. This takes one spell level higher than the original spell and follows all the rules of Paint Conjuration.


The Painted Template can be added to any summoned creature:

Size and Type: The base subject's type changes to Magical Creature and size stays the same.
Hit Dice: The creature gains 1 Hit dice.
Speed: Same as base subject.
AC: The creature gains a deflection bonus equal to your Intelligence Mod (Max +4).
Attacks: Same as base subject.

Special Attacks:

Color Spray (Sp): A Painted creature can use Color Spray as a spell-like ability at will. The caster level is ½ the Hit Dice of the creature or 4th, which ever is better. The DC is (11 + Spellpainter’s Intelligence Mod).

Special Qualities:

2-D form (Su): A Painted creature may 1/Day become a 2-D Painting which lasts for 1 round. Shifting into 2-D is a move action that doesn’t provoke an AoO. While in 2-D form they gain a +4 Dodge bonus to AC and Reflex saves and gain 50% Concealment.


Doodle (Sp): A Spellpainter learns that sometimes, a simple doodle can suffice for a spell when you only have a very short amount of time. 3/Day A Spellpainter can paint a doodle which follows the rules as Paint Magic* except the Craft DC is (17 + Spell Level) and only takes a standard action to paint. The spell is cast at a -1 Caster Level.

Paint Evocation (Sp): A Spellpainter continues to progress in their skill at painting spells to the next level. The next school of magic the Spellpainter learns to paint is Evocation. A Spellpainter may paint any Evocation spell they know and cast it using an open spell slot. Painting and casting the spell uses the same rules as for Paint Magic except for one. Painting a spell that you have not prepared takes a DC (20 + Spell Level) Spellcraft check to paint correctly. Casting the spell takes up more arcane energy and the spell takes up a spell slot one level higher.

Energy Paint (Sp):: A Spellpainter learns how to start modifying the essence of a spell with their paints changing some of the effect. A Spellpainter may change the energy type of any spell to either: Fire, Cold, Acid, or Electricity. The Spellpainter chooses one type of energy to use with this ability, which can not be changed after it is picked.

Speed Paint (Sp): A Spellpainter’s skill at painting is always getting better, and faster. A Spellpainter can now speed paint a spell a number of times a day like a doodle but still keep most of its potency. 2/Day a Spellpainter may speed paint a spell using the same rules as Paint Magic* except that it is a standard action to paint.

Paint Masterpiece (Sp): A Spellpainter’s skill at painting becomes extraordinary as they can paint masterpieces with their spells. A Spellpainter may now paint a spell from any school except for Divination and Enchantment, using the same rules as Paint Magic*. In addition, a Spellpainter may paint a masterpiece spell that doesn’t require any more arcane power but is still just as powerful. 1/Day a Spellpainter can paint a masterpiece spell that doesn’t use a higher level spell slot.

*Paint Magic includes Paint Conjuration, Illusion, Evocation, and the schools granted from Paint Masterpiece.


Magic Wondrous Item
Price: 2,500gp
Body Slot: -- (Held)
Caster Level: 5th
Aura: Moderate; (DC 20) Varies
Activation: See Text
Weight: 1/2 lb.

This ordinary paint brush is always wet with multi-colored ink and has several runes inscribed upon it.

This brush is used by Spellpainters in their spell painting. This brush conjures up an infinite supply of paint and you can paint in mid-air. This brush also gives a +2 bonus to Craft (Painting) Checks, but when only used by a Spellpainter. Crafting the brush is the right of passage for Spellpainters and is either made for them upon completing training or is made by them upon completing training (gaining 1st level in Spellpainter).

Prereqs: Craft Wondrous Item, Prestidigitation, must be a Spellpainter
Cost to Create: 1,250gp, 100XP, 3 Days

*Note: Taking the 1st Level of Spellpainter meets the requirement of being a Spellpainter.
Obsidianjaerc

11-11-07, 08:38 PM
The entering portion of the contest has ended and has been for sometime now. No further entries will be accepted.

The judges will vote on the top 4 entries and the results will be posted on a new thread for voting by you the posters.

Good luck!