Original idea: Fartknocker PrC (P.E.A.C.H.) [Archive] - Wizards Community

Post/Author/DateTimePost
Samurai_Zero

02-16-08, 05:18 PM
This was done on a whim of idiocy on whether or not I could actually create an original class (hopefully im the first to come up with a gassy class), and based on how this class works I decided to make it a PrC because it will rely on its secondary skills more than its own. IE. the class he was before he was a Fartknocker. This is a very rough version, and I hope to see good honest feedback.

Fartknocker

http://i83.photobucket.com/albums/j303/Samurai_Zero/funnyfart.jpg

“Stinky you say? Wait till you smell this one comin up!” Grognar the Smelly

The Fartknocker was never really created as it already existed in the world, but when a few drunkards came together and started farting competitions, thats where the expertise came in. Sooner or later they were able to completely control their bowl movements so that when they needed to make a silent fart it was silent, and when to make a loud fart, it would be heard by all.

BECOMING A Fartknocker
Few adventurers really seek out the uniquness of the Fartknocker because how weak they are in a battle situation. The few that do are mainly in for the fun and the competitions. If one were truly set out for these abilities, then they would simply go to the nearest tavern and request a novice fart competition between the local Fartknocker. Fartknockers always love newcombers, and some of them go easy on them, but there are some that are either to grumpy, or to old to care and let it all loose.

ENTRY REQUIREMENTS
To qualify to become a Fartknocker, a character must fulfill all the following criteria:
Race: Any
Base Attack Bonus: +5
Skills: Perform (Fart[Cha]) 4, Intimidate(Cha) 4
Special: Must beat any member of the Fartknocker faction in a fair competition


Class Skills
Fartknocker’s class skills (and the key ability for each skill) are....
Bluff(Cha), Concentration(Con), Intimidate(Cha), Knowledge(Nature[Int]), Listen (Wis), and Perform[Fart](Cha).
Skills Points at Each Level : 2 + int

Hit Dice: d6
Code:
BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Aroma, Gas Bomb
2. +1 +3 +0 +3 Enduring Fart
3. +1 +3 +1 +3 Pressurize
4. +2 +4 +1 +4 Greater Gas Bomb
5. +2 +4 +1 +4 Flaming Far
6. +3 +5 +2 +5 Foul Stench Resistance
7. +3 +5 +2 +5 Superior Gas Bomb
8. +4 +6 +2 +6 Gassy Grave
9. +4 +6 +3 +6 Always Loaded
10.+5 +7 +3 +7 Foul Stench Immunity, Fart King

Weapon Proficiencies: Fartknocker gains no new weapon or armor proficiencies.

Aroma: Beginning at the first level the Fartknocker has a unique smell, as if he laid a lingering fart that refuses to go away. As long as the Aroma is active, the Fartknocker gets a bonus to his fortitude saves against poisonous gas, and a bonus to all Perform (Fart) checks equal to half of his Fartknocker levels rounded down, however as long as Aroma is active all characters get a bonus, equal to half of the Fartknocker levels rounded down, to all search checks. The Fartknocker may willingly disperse this aroma at any time, however doing so loses the enhancement.

Fart Bomb: Starting at the first level 5/day the Fartknocker may disperse a cloud of gas in a 5ft radius around him, everyone within range must make a fortitude save equal to 10+ the number of levels of Fartknocker or vomit uncontrollably 1d4 rounds.

Enduring Fart: All farts made by the Fartknocker linger in the area, unless a wind of 5mph + is present, for and extended period equal to the number of levels in Fartknocker.

Pressurize: At the 4th level the Fartknocker has enough experiece to be able to work up a fart in his stomach. A Fartknocker may sacrifice any Fart Bomb pressurize it as a full action that does not provoke attacks of opportunity. At the beginning of the next round the Fartknocker may either let it loose shooting it in a 20ft line, or hold it for a maximum of 4 rounds. During the 4 rounds the Fartknocker may attack and move as normal, but each time he is hit he must make a concentration check equal to 10 + Damage dealt or loose the fart in the direction his ass is pointed. All creature's affected by the fart must make a Fort save equal to the level of the Fartknocker or fall unconsious, a successful save will make creature's with 4HD or less vomit uncontrollably.

Greater Gas Bomb: At the 4th level 5/day the Fartknocker has a more potent fart. They now disperse at a 10 ft radius, all creature's stuck in the radius must make a Fort save or vomit uncontrollably for 1d8 rounds

Flaming Fart: At the 5th level the fartknocker may attempt to light a pressurized fart on fire, doing so would cause 6d6 fire damage in a 20ft line.
Foul Stench Resistance: The many competitions, and many nasty farts the Fartknocker has smelled has ironhided his nose to all stench, the Fartknocker gets a bonus equal to his level when ever he must make a Fort save agains a nasty smell.

Superior Gas Bomb: At the 6th level 5/day the Fartknocker's farts have become more potent, they now disperse at a greater range at 15ft radius around the Fartknocker. His farts have become so horrendously nasty that any creature in the radius must make a Fort save or take 1d4 Con damage and fall unconsious, a successful will still make the creature's vomit uncontrollably for 1d4 rounds.

Gassy Grave: At the 7th level the potent farts of the Fartknocker have officially become deadly. 1/day the Fartknocker may release a cloud of death in a 10ft radius around the Fartknocker, all creature's must make a Fort save of 10+ the Fartknocker's level or die, if a save is made that creature still take 1d4 Con damage and must make a secondary save or fall unconsious.
Always Loaded: The Fartknocker has figured out the trick to always having gas, the number of times per day he can use his gas bomb, greater gas bomb, and superior gas bomb double, and the number of times per day he can use gassy grave goes up to 5/day

Foul Stench Immunity: The stench of the air no longer affects the Fartknocker, in fact he almost feels welcome by it. The Fartknocker no longer needs to make any saves agains grotesque smelly envioronments.

Fart King: Bowel movements to you are just as easy as blinking, as far as the amount of noise and how smelly they are? Simple plug your ears and hold your breath! The saves for all of the Fartknockers gas bombs, and gassy graves, go up to 15+ fartknocker levels. The Fartknocker also gains a permanent bonus to all Perform(Fart) checks equal to his Fartknocker levels. Stacks with Aroma.

PLAYING A Fartknocker
Though it's very uncommon to find adventurers as Fartknockers, as they are not exactly the most combat friendly, they are out there, often multispecializing in drunken master, or perhaps even a Wizard. Because the Fartknocker requires such a close distance at first to use his powers, all the abilities would not be realized with out some sort of close ranged engagement, whether the enemy comes to you, or you go to the enemy.

Combat: Combat always depends on the fartknocker's secondary ability, whether it be mage or fighter. All Fartknocker's have to rely on the secondary ability to survive, so a normal Fartknocker would base his strategies around them. An example would be: A barbarian / Fartknocker would rush into a cluster of enemies, attack one, and let a cloud of gas go, where as a Mage would simple reserve his gas for when enemies got to close.

Fartknocker IN THE WORLD
“What a smelly oat that one is! I hope he rots in his own smelly existence.”

The Fartknocker is always looked down on as a smelly excuse for a person. However this does not affect the Fartknocker's feelings, in fact he always looks at the world with his head high and proud ready for any challenge. After all it may take a brave man to fight, but it takes a braver man to learn an art shunned by society.

Daily Life: Most all Fartknockers just sit around waiting for the next competition, practicing at the local pub, or at home. Though the few that are adventurers usually seek a better opponent than those in their town.

New Feats

Quicken Pressure: You are proficient in working up gas in your bowls at a faster rate.
Prerequisite: Fartknocker class
Benefit: You now only take a movement action to pressurize.
Normal: You would take a full action.

the only thing i couldnt figure out is what classification the abilities fell under. (Su, or Ex, more than likely not Sl)
nighttree

02-16-08, 08:58 PM
Actually there is allready a "Gassy" feat in DL's Races of Ansalon for Gully Dwarves.....but I do think you may be the first person to turn the idea into a class :D
Samurai_Zero

02-16-08, 11:33 PM
damn, never hard of that feat before, whats it do? any way i randomly thought of this class one day when i was farting up a storm. im hoping for some honest critiques because i thought of a few interesting ideas fro some enemy npc's who could use this class.
nighttree

02-17-08, 12:06 AM
damn, never hard of that feat before, whats it do? any way i randomly thought of this class one day when i was farting up a storm. im hoping for some honest critiques because i thought of a few interesting ideas fro some enemy npc's who could use this class.

Not intending to break CO....but the flavor text is a MUST :D

From DLRoA pg 225
"You have a small intestinal problem that causes gasses to back up within you. You may unleash this build up from time to time."
:OMG!

Basically people around you have to make a fort save or be "sickened" for a number of rounds :rofl:
Silverthumb

02-17-08, 12:34 AM
If he were a Cleric, would he be a Gastafarian?
Samurai_Zero

02-17-08, 03:56 PM
i may just add that as a feat requirement to bad it has a requirement of being a gully dwarf. If it were accessable to all classes i would add it as a feat requirement