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| bitnine04-09-07, 01:15 PM | Prestige Class: Painbringer of Jolar Jolar, the jewel of the Sands of Sallin, is a harsh and brutal city-state. Its law is held as absolute and unyielding, and life in the city is filled with reminders of subjugation to a greater order. Wealth and relative peace are juxtaposed with the finely honed and measured cruelty by which such is maintained. The Painbringers are the police force of Jolar. They the are brutal and strict enforcers of the city's code. They keep order in the city with fear and tyranny, unrelenting and merciless. Nearly every day executions can be seen in the marketplace, with petty thieves, raiders, and serious criminals all made to paint an example. Painbringers are well-trained in bringing in those who violate the law of the city alive, so that they may be disciplined, tortured, or executed as dictated by the code. Very rarely will a force go as far as to leave the city to track down a lawbreaker, but when they do so, they rarely return empty-handed. Requirements: Alignment: Lawful evil Base Attack Bonus: +5 Feats: Track, Weapon Focus Skills: Intimidate 5 ranks, Sense Motive 5 ranks Special: Must have been trained by the Painbringers of Jolar, whom only accept those willing to serve as agents of Jolar. Table: Painbringer of Jolar; Hit Die: d8 Level Attack Saves Special 1st +1 2/0/2 Capture, Painstrike +1d6, Agony: Debilitating Agony 2nd +2 3/0/3 Gruesome Display, Brand 3rd +3 3/1/3 Painstrike +2d6, Agony: Crippling Agony 4th +4 4/1/4 Gruesome Display, Seal 5th +5 4/1/4 Painstrike +3d6, Agony: Paralyzing Agony, Brandsense Class Skills (4 + intelligence modifier/level): Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography / local) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis). Class Features: Weapon and Armor Proficiency: Painbringers of Jolar gain no additional proficiencies. Capture (ex): Painbringers are well-trained in keeping targets alive and bringing them back for trial, torture, or execution. They may opt to deal nonlethal damage with any weapon at no penalty. Painstrike (su): Painbringers use the pain that they inflict as fuel, rebounding and amplifying its affects. Once per round, the Painbringer may declare his next melee attack to be a painstrike. If successful, this attack gains a number of bonus damage dice as per the class table. This bonus damage is nonlethal. For every 10 points of damage dealt by this attack (rounding up), the Painbringer gains an Agony (see Agony, below). Going for one minute without damaging a target or attacking another target clears all Agonies. Creatures immune to pain are immune to a painstrike. Agony (su): The fruits of their study and labor, Painbringers can focus suffering into an overwhelming cacophony of sensations used to disable opponents. As a swift action, a Painbringer may release some or all of the Agonies he has accrued on a target in order to evoke an additional harmful effect. The target is allowed a fortitude saving throw, DC equal to 10 plus the Painbringer's class level plus the number of Agonies expended. Debilitating Agony: For one minute, the target takes a penalty to attack and damage rolls equal to the number of Agonies expended, and a -2 penalty to concentration checks for every Agony expended. Multiple uses of this ability do not stack. Crippling Agony: The target takes 1d6 nonlethal damage and reduces his speed by 5 feet for every Agony. This effect lasts for one round. Paralyzing Agony: For one round for every Agony expended, the target is nauseated by pain. Each round the target is allowed a new saving throw to overcome this effect. Gruesome Display (su): Opponents who witness a Painbringer drop an enemy in combat must make a will saving throw, DC equal to 10 plus the Painbringer's class levels plus the Painbringer's charisma modifier. Failure means they suffer a -2 morale penalty to damage rolls and saving throws against any uniformed Painbringer for 24 hours. A creature cannot be affected by this effect more than once each day. At 4th level, Painbringers who perform a lethal coup de grace evoke this effect and add +4 to its DC. It is customary to see a ranking Painbringer executing those found guilty of crimes in full view of the marketplace, making full use of this effect. Brand (su): As a full round action, a Painbringer may make a single melee attack against a target. If this attack is successful, that target must make a will saving throw, DC of 10 plus the Painbringer's class level plus the Painbringer's charisma modifier. The marking is invisible, but any painbringer who sees a marked creature recognizes them as such. Though naturally invisible, the marking can be detected as an aura by divination spells such as detect magic, to which it shows up as a minor transmutation aura. The mark is permanent and cannot be dispelled, though it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Seal (su): A Painbringer has a connection to a target that he has inflicted pain upon. If the target of Painbringer's Agony attempts to use a spell, spell-like ability, or supernatural ability to attempt planar travel (including teleportation), the Painbringer may make a Sense Motive check as if using Spellcraft to identify the ability. If successful, the Painbringer may expend Agonies as an immediate action. If the target fails its saving throw, the spell or ability fails. Brandsense (su): The Painbringer instinctively senses and pinpoints all branded creates with 120 feet of his location, even if they are hidden or invisible. |
| bitnine04-09-07, 06:45 PM | Now, this isn't quite a repost, but rather a recreation of a now-archived PrC. Jolar is a city-state within the Shard Lard setting, as well as a heck of a fun place. Founded by fanatical tyrants, the city is LE to the core, with one minor catch. The founders and a good deal of the visionaries behind Jolar law believe in Law over Evil, but that submission and tyranny are necessary to enforce order in the Sands of Sallin. This leads to a number of wacky customs and interactions in the region. For one thing, Jolar requires citizens to study and agree to their laws with informed consent, free of coercion and provides passage to other lands for those who wish it. And while a good deal of the citizenry are thoroughly evil folk who merely enjoy the protections and stability of Jolar law, the state holds to extradition policies to prevent their land from being used as a haven that would draw the state into conflicts. That being said, the Painbringers are harsh, brutal, and measured. Held to strict scrutiny for their actions, the punishments that await them for straying or abusing their authority are severe even by Jolar standards. And while even some of the ruling council of Jolar may remain LN, Painbringers immerse themselves in a mindset and area of study that requires them to devote themselves to suffering in a way that is never really wholesome, no matter how much control they may place their actions under. So... Probably not too many PCs finding their way into this PrC. Although the rare Ranger/Painbringer FE Power Attacking/Leap Attacker who's granted leave to travel with a party for some once-in-a-lifetime reason is bound to be some sort of brooding anti-hero in a can. Though if you use this class as a reason to insert an auto-capture squad to the land of no-win paladin dilemmas, I will slap you. |