UnCon Contest: Racial Substitution Levels for a PrC-- WINNERS ANNOUNCED! [Archive] - Wizards Community

Post/Author/DateTimePost
WizO_Autumn

10-18-06, 10:11 PM
And the winner is...

Congratulations to all entries! This was tough- the judges liked all of the entries and scores were close! So close that I'm going to go ahead and award the 3 places, not 2 as stated....

In 3rd Place:
Ogreman with his Shifter Beast Master!

In 2nd Place:
rydi123 with is Dwarven Dervish!

And in 1st Place....
PhoenixInferno with his Kalashtar Dervish!

AND...

The Poster's Choice Award goes to...
Taeldrin Laesrash with his Changeling Assassin!

Congratulations to all- the winners need to email me ASAP for futher instructions. Make sure to include your screen name, your entry name and put "PrC Contest Winner" in the subject line!

Pats on the back for everyone!


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The Contest has now closed! Vote for the entry you feel has the best:

Flavor (is the flavor of the original Prestige Class maintained while showing a unique racial perspective?)
DM Perspective (would most DMs allow the level substitutions?)
Player Perspective (would most players want to use the levels?)



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PLEASE NOTE: The deadline has been extended to 5:00 PST (8:00 EST) tonight 10/25-- it's just 5 hours, but I hope it's the 5 hours that will make the difference of everyone getting their characters in! The poll will start around 6:00 PST (or when I get home from school)...

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House Rule Racial Substitution Contest

Create your own alternative levels for one of the Prestige Classes listed below based on Class Substitution levels. Entries will be judged on Creativity, Balance, and Practicality. Winners will get cool prizes and of course the admiration of his/her fellow board members!

Choices
Adapt one of the following Prestige Classes:


Assassin (Dungeon Master’s Guide)
Shadow Dancer (Dungeon Master’s Guide)
Mind Bender (Complete Arcane)
Beast Master (Complete Adventurer)
Bloodhound (Complete Adventurer)
Contemplative (Complete Divine)
Divine Oracle (Complete Divine)
Dervish (Complete Warrior)
Tattooed Monk (Complete Warrior)
Master Specialist (Complete Mage)


Three levels from one of these classes should be replaced with variant levels containing different features, abilities, and powers similar to the Class Substitution levels shown in the Races books (Races of Destiny, Races of the Wild, Races of Eberron, etc)

Rules
Entries must include 3 Racial Substitution levels, 2 of which need to be at levels 1-5 of the PrC. These levels can add, subtract, change, or borrow from other classes abilities which fit the race you’ve chosen taking this PrC.

At least 2 new abilities granted to the class should be original and the class should retain most of the flavor of the original, adapted to suit the race.


Example: The following is a Class Substitution Option found in Races of Eberron.
CHANGELING WIZARD

Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
======================================== ======================================== ==========================
1 +0 +0 +0 +2 Dual Specialization*, Summon Familiar, Scribe Scroll As Wizard
----------------------------------------------------------------------------------------------------------
5 +2 +1 +1 +4 Limited Spell Knowledge*, Morphic Familiar* As Wizard
----------------------------------------------------------------------------------------------------------
10 +5 +3 +3 +7 Limited Spell Knowledge, Override Transmutation* As Wizard
======================================== ======================================== ==========================

*notes the new features created for this class. Though one feature (Limited Spell Knowledge) was repeated, this class would have 4, not 5 unique, new class features.

A Prestige Class Substitution Option would be something like:
Example
CHANGELING ARCANE TRICKSTER

Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
======================================== ======================================== ==========================
1 +0 +0 +2 +2 New feature #1 replacing Ranged legerdemain 1x/day +1 to existing class
----------------------------------------------------------------------------------------------------------
5 +2 +1 +4 +4 New feature #1 2x/day, 2nd New Feature +1 to existing class
----------------------------------------------------------------------------------------------------------
9 +4 +3 +6 +6 New feature #1 3x/day, Improved Ally as Thaumaturgist PrC +1 to existing class
======================================== ======================================== ==========================

Judging
Judging will be handled by a panel judges with a poll posted on the House Rules board serving as one full vote. When voting, posters should consider the same criteria that the judges will assess: onThe criteria by which each entry will be judged are listed below:


Flavor (is the flavor of the original Prestige Class maintained while showing a unique racial perspective?)
DM Perspective (would most DMs allow the level substitutions?)
Player Perspective (would most players want to use the levels?)


Judges will rate each entry using the above rubric to award 1-10 points on each criteria. I will then compile points and award extra points to the 1st, 2nd and 3rd place winners of the poll.

NOTE: If there are 7-12 entries, a First and Second place contest winner will be declared. If there are 13 or more entries, awards will go to the 1st, 2nd and 3rd place winners.

Interested in Judging? Email WizO Autumn with your screen name and interest at autumn@wizo.wizards.com. Put "BBEG Contest Judging" in the subject line.

Timeline
October 22: Full contest posted for pre-planning opportunities
October 23: UnCon begins! You may begin posting entries to this thread beginning 12:00 a.m. PST 10/23
October 25: 5:00 p.m. PST- Contest closes and poll goes up to vote for a winner. Judges begin judging entries
October 26: 12:00 p.m. PST- Poll closes and winners are announced!
October 26: Optimization Challenge Contest begins, closing at 11:59 p.m. PST 10/29 when UnCon ends.


Entries
Entries should be posted in this thread using the format below. Quoting this message will give you the appropriate text formatting and will allow you to fill in your own information.

><><><><><<>><><><><><><

<RACE PRESTIGE CLASS>
<Post a short paragraph here describing a typical prestige class member of the given race and why they would vary from a standard member of the class. Keep the paragraph to under 100 words.>

Hit Die: d<number>.

Requirements
To take a <race prestige class> level, a character must be a <race> about to take his <1st PrC level>, <2nd PrC level>, or <3rd PrC level>.

Class Skills
<race prestige class> levels grant the same skills as the standard <prestige class>, plus <additional class skills, if any>.

Skill Points at Each Level: <number> + Int modifier.

Table: <RACE PRESTIGE CLASS> Racial Substitution Levels

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
======================================== ======================================== ======================
<num> +<num> +<n> +<n> +<n> <all special abilities for level> <-->
------------------------------------------------------------------------------------------------------
<num> +<num> +<n> +<n> +<n> <all special abilities for level> <or>
------------------------------------------------------------------------------------------------------
<num> +<num> +<n> +<n> +<n> <all special abilities for level> <As standard>
======================================== ======================================== ======================


Class Abilities
All the following are features of the <race> <prestige class>'s racial substitution levels.

<New Class Feature> (Su): <A concise description of one of the new abilities that the racial substitution level grants should be added here, each class feature should be described in full, though it can reference the original if it is a variation on the original class feature.>

<A second paragraph should describe which class feature the new ability replaces, if any. This paragraph should also explain how the class ability affects future class levels if it is replacing a recurring ability.>

<New Class Feature> (Sp):

<New Class Feature> (Ex):


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Questions? Post them in the Questions/Comments thread here (http://boards1.wizards.com/showthread.php?t=718921).
MindWandererB

10-23-06, 09:14 PM
GNOME ASSASSIN
Although gnomes are rarely vindictive and vicious enough to pursue this class, they do have a remarkable talent for the work. A gnome assassin disdains the typical approach of members of this class: working alone suits them badly, and dashing out from concealment to strike a lethal blow is difficult with their short legs. Instead, they focus on killing or incapacitating an opponent without ever leaving their hiding place, sending a trusty animal friend to risk detection if such a risk becomes necessary.

Hit Die: d6.

Requirements
To take a gnome assassin level, a character must be a gnome about to take her 2nd, 5th, or 8th level of assassin.

Class Skills
Gnome assassin levels grant the same skills as the standard assassin, plus Handle Animal (Cha) and Ride (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: Gnome Assassin Racial Substitution Levels
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
======================================== ======================================== ======================
2nd +1 +0 +3 +0 +1 save against poison, animal companion As standard
------------------------------------------------------------------------------------------------------
5th +3 +1 +4 +1 Sneak attack +3d6, vicious animal As standard
------------------------------------------------------------------------------------------------------
8th +6 +2 +6 +2 +4 save against poison, deadly animal As standard
======================================== ======================================== ======================


Class Abilities
All the following are features of the gnome assassin's racial substitution levels.

Animal companion (Ex): At 2nd level, a gnome assassin gains an animal companion selected from the following list: badger, dire rat, dog, riding dog, or snake (Tiny, Small or Medium viper). This animal companion functions exactly like that of a druid of her assassin level. At higher levels, additional animal companions become available, again exactly like those of a druid of the appropriate level: at 4th level, a dire badger, dire weasel, or wolverine, and at 7th level, a dire wolverine.

This ability replaces the standard assassin's uncanny dodge. If the character would ordinarily gain the improved uncanny dodge ability later, she gains uncanny dodge instead.

Vicious animal (Ex): At 5th level, the gnome assassin's animal companion gains the sneak attack ability. The animal's bonus damage dice are equal to half those of the character's sneak attack dice from all sources. This is in addition to all other special abilities appropriate to the animal companion of a 4th-level druid.

This ability replaces the standard assassin's improved uncanny dodge.

Deadly animal (Ex): At 8th level, the gnome assassin's animal companion gains the death attack ability. The DC of this ability is equal to 10 + 1/2 the animal's HD + the animal's Int modifier (typically a negative modifier), or the gnome assassin's Handle Animal check result, whichever is higher. The gnome assassin and her animal companion may use this ability in the same round, despite the fact that the target has undoubtedly become aware of the danger after the first attack. Having an animal companion use death attack requires a trick (or a "push" attempt). Paralyzing or killing an opponent each requires a seperate trick.

This ability replaces the standard assassin's hide in plain sight ability.
rydi123

10-24-06, 04:25 AM
Not sure how you make those pretty little tables (if anyone would be so kind as to show me how to make a table, i would greatly appreciate it :) ), but here is my try:



DWARVEN DERVISH
Though not as mobile as Dervishes of other races, the Dwarven Dervish is unstoppable once in motion, and is a whirlwind of carnage upon the battlefield. In large battles they run ahead of the rank and file Dwarven troops to engage the enemy, weaving and spinning to the rhythm of the army’s war chants, and cutting a bloody path through enemy troops.

Hit Die: d10.

Requirements
To take a Dwarven Dervish level, a character must be a Dwarf about to take her 1st, 5th, or 7th level of Dervish.

Class Skills
Dwarven Dervish levels grant the same skills as the standard Dervish, except Climb (Str) replaces Swim.

Skill Points at Each Level: 4 + Int modifier.


Dwarven Dervish Substitution Levels
Base
Attack Fort Ref Will
Level Bonus Save Save Save AC Special

1st +1 +0 +2 +2 +1 Dervish Dance 1/day, Unstoppable Momentum, Dwarven Weapon Mastery
5th +5 +1 +4 +4 +2 Armored Grace
7th +8 +2 +5 +5 +2 Momentum Mastery, Dervish Dance 3/day

Class Abilities
All the following are features of the Dwarven Dervish's racial substitution levels.

Unstoppable Momentum (Ex): A Dwarven Dervish is so certain of her movements that she becomes even more resistant to attempts to destabalize her. She gains a bonus equal to one half her class level rounded up against all attempts to bull rush, trip, or grapple her while in dervish dance.

This ability replaces the standard dervish's Movement Mastery ability.

Dwarven Weapon Mastery (Ex): A Dwarven Dervish with this ability may count the Dwarven waraxe as a light weapon for all purposes, and may count both heads of the Dwarven urgosh as light weapons for all purposes.

This ability replaces the standard dervish's Slashing Blades ability.

Armored Grace (Ex): A Dwarven Dervish is able to treat medium armor as light armor for the purposes of feats or class abilities that are negated when wearing medium or heavy armor.

This ability replaces the standard dervish's Fast Movement +10, and their Dervish Dance 3/day (at any level the Dwarven Dervish would gain an extra use of Dervish dance, reduce that number by 1, so that the Dwarven Dervish would gain Dervish Dance 3/day at 7th level, Dervish Dance 4/day at 9th level, and so on. At any level the Dwarven Dervish would gain Fast Movement, reduce the extra movement by 5, so the Dwarven Dervish would gain Fast movement +10 at 8th level.)

Momentum Mastery (Ex): At 7th level the Dwarven Dervish gains the ability to, while in a Dervish Dance, substitute a single attack per round for a Bull Rush attempt, so long as she has moved at least 10 feet in the round.

This ability replaces the standard dervish's Elaborate Parry ability.
Thomar_of_Uointer

10-24-06, 02:54 PM
I hate Eberron as a whole, but the way this class and race work out flavorwise is too nice to pass up. And we also need more psionic entries for UnCon!

Kalashtar Shadowdancer
Kalashtar who follow a martial discipline are said to walk the path of shadows. However, kalashtar who delve into true shadows can use their abilities to serve the Light in unique ways.

Hit Die: d8.

Requirements
To take a kalashtar shadowdancer level, a character must be a kalashtar about to take his second shadowdancer level.

Class Skills
Kalashtar shadowdancer levels grant the same skills as the standard shadowdancer, in addition to Concentration (Con).

Skill Points at Each Level: 6 + Int modifier.

Table: Kalashtar Shadowdancer Racial Substitution Levels
Fort Ref Will
Lvl BAB Save Save Save Special
2nd +1 +0 +3 +0 Evasion, darklight, uncanny dodge
3rd +2 +1 +3 +1 Shadow illusion, summon quori
5th +3 +1 +4 +1 Shadow shield, improved uncanny dodge

Class Abilities
All the following are features of the kalashtar shadowdancer's racial substitution levels.

Darklight (Su): At second level, a kalashtar shadowdancer is never far from the light. As long as the kalashtar shadowdancer has psionic focus, he can see his surroundings out to 60' in darkness as though in daylight, even through a deeper darkness spell. He retains the ability to distinguish color while using this ability. Any creature that the kalashtar shadowdancer has a mindlink to can also see out to 60' as long as the kalashtar shadowdancer has psionic focus.
This replaces the shadowdancer's darkvision ability.

Summon quori (Su): At third level, a kalashtar shadowdancer can manifest his quori spirit as a semiphysical being. The quori spirit uses the abilities noted below. This shadow serves as a companion to the kalashtar shadowdancer. Every third level gained by the kalashtar shadowdancer adds +2 HD (and the requisite base attack bonus and base save bonus increases) to his quori companion. Quori companions do not gain the quori special abilities based on Hit Dice.
If a quori companion is destroyed, or the kalashtar shadowdancer chooses to dismiss it, the kalashtar shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the kalashtar shadowdancer loses 200 experience points per kalashtar shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestiege class level. The kalashtar shadowdancer's XP total can never go below 0 as the result of a companion's dismissal or destruction. A destroyed or dismissed quori companion cannot be replaced for 30 days.
This replaces the shadowdancer's summon shadow ability, and the noted improvements at levels 6 and 9

Shadow shield (Ps): A level 5 kalashtar shadowdancer may use shadows to delude opponents trying to hit him. As an immediate action, quickly enough to react to an attack, a kalashtar shadowdancer may expend psionic focus and spend any number of power points up to his kalashtar shadowdancer level to add the same amount plus his Charisma modifier as a deflection bonus to AC for one round. The kalashtar shadowdancer does not need to spend any power points on this ability, he may just expend his psionic focus to just add his Charisma modifier. However, a kalashtar shadowdancer without any power points cannot attain psionic focus.
This replaces the shadowdancer's defensive roll ability.


Quori Companion CR 3
TN* Medium Outsider (Extraplanar, Incorporeal, Psionic, Quori)
Init +2; Senses darkvision 60', Listen +1, Spot +6
Languages Common, Quori

AC 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
+1 dodge bonus to AC against one target
Incorporeal: Only damaged by nonmagical weapons, which have a 50% miss chance. Force works normally.
hp 11 (2 HD)
Resist acid 10, cold 10, fire 10
Immune fear, charm, sleep
Fort +3 Ref +4 Will +3
PR 13

Speed fly 30' (6 squares)
Melee touch +4 (1d6+2)
Space 5'; Reach 5'
Base Atk +2; Grp -

Abilities Str -, Dex 14, Con 12, Int 6, Wis 12, Cha 13
SQ Darkvision, quori traits, incorporeal traits
Feats Dodge
Ranks Autohypnosis 5, Concentration 5, Hide 5, Intimidate 5, Knowledge (psionics) 5, Knowledge (the planes) 5, Psicraft 5, Sense Motive 5, Spot 5
+4 racial bonus on Hide checks in shadowy illumination, -4 penalty in brightly lit areas.
Skills Autohypnosis +6, Concentration +6, Hide +7, Intimidate +6, Knowledge (psionics) +6, Knowledge (the planes) +6, Psicraft +6, Sense Motive +6, Spot +6

A quori companion's touch attack deals damage through psionic dissonance. This is a mind-affecting telepathy effect, similar to the mind thrust power but it does not allow power resistance. It adds its Hit Dice to the damage dealt.

See in Darkness (Su): A quori can see perfectly in darkness of any kind, even that of a deeper darkness spell.

Telepathy (Su): A quori can communicate telepathically with any other creature within 100 feet that has a language.

*A quori companion's alignment always matches the kalashtar shadowdancer's.
FriendlyBiscuit

10-24-06, 06:43 PM
Darklight (Su): At second level, a kalashtar shadowdancer is never far from the light. As long as the kalashtar shadowdancer has psionic focus, he can see his surroundings out to 60' in darkness as though in daylight, even through a deeper darkness spell. He retains the ability to distinguish color while using this ability. Any creature that the kalashtar shadowdancer has a mindlink to can also see out to 60' as long as the kalashtar shadowdancer has psionic focus.
This replaces the shadowdancer's darkvision ability.Consider changing it to:
Any creature that the kalashtar shadowdancer has a mindlink to can also see what the kalashtar shadowdancer can see due to his Darklight.
It's kinda weird to give all the party members, even the ones with Wis 8/Int 6, no psionic sensitivity, and horrible eyesight a benefit that senses the world around them... but I think it makes perfect sense to give them access to the kalashtar's sight via mindlink.
EDIT: My apologies, move this to the Questions/Comments thread if needed.
PhoenixInferno

10-24-06, 08:17 PM
Kalashtar Dervish
Leisure holds no meaning in the austere life of the typical Kalashtar. The sheshan talarash dasyanna is one of their major art forms, and it is a martial art. The Kalashtar Dervish is the ultimate practitioner of the Path of Shadows, truly blending artistic expression with deadly precision. Typical Dervishes rely on sinew and steel, but the Kalashtar also draw strength from their connection to their Quori spirit and psionic power.
----
Hit Die: d8.

Requirements
To take a Kalashtar Dervish substitution level, a character must be a Kalashtar about to take his 1st, 5th, 9th level of Dervish.

Class Skills
Kalashtar Dervish substitution levels have the class skills of the standard Dervish prestige class, plus Autohypnosis and Concentration

Skill Points at Each Level: 4 + Int modifier.

Table: Kalashtar Dervish Racial Substitution Levels

Base
Attack Fort Ref Will AC
Level Bonus Save Save Save Bonus Special
======================================== ======================================== ======================
1 +1 +0 +2 +2 +1 Dervish Dance 1/day, Mind Blade,
Movement Mastery
------------------------------------------------------------------------------------------------------
5 +5 +1 +4 +4 +1 Dervish Dance 3/day, Graceful Dancer, Shape Mindblade
------------------------------------------------------------------------------------------------------
9 +9 +3 +6 +6 +2 Life Imitates Art, Tireless Dance
======================================== ======================================== ======================


Class Abilities
All the following are features of the Kalashtar Dervish's racial substitution levels:

Mindblade: Your devotion to the sheshan talarash dasyannah (or the Path of Shadows) has given you the ability to focus latent psionic energy to form a mindblade. You now count as a Soulknife of the same level as your levels in Dervish. If you already have Soulknife levels, you add Dervish levels toward your Soulknife levels. Your effective Soulknife level is used to determine your mindblade's enhancement bonus to attack and damage and Mindblade Enhancement class feature. For example, a Swashbuckler 3/Fighter 4/Dervish 6 who took the 1st Kalashtar Dervish substitution level has a +1 Mindblade and can add a +1 enhancement ability to the mindblade. A Soulknife 7/Dervish 3 has a +2 Mindblade and can add a +1 enhancement bonus to the mindblade.

You may also use your mindblade as part of your Dervish dance, regardless of the mindblade's form.

This substitution feature replaces the standard Dervish's Slashing Blades ability.

Graceful Dancer: Your body and mind are more closely aligned. While psionically focused, you gain +2 to your Perform (Dance) check and +2 Dodge bonus to AC.

This substitution feature replaces the standard Dervish's Fast Movement +10ft ability. From now on, when you would normally gain Fast Movement from a standard Dervish level, you gain the listed value minus 5ft. For example, at 7th level, you would gain Fast Movement +10ft. (15ft-5ft)

Shape Mindblade: You gain the Shape Mindblade class ability, as the 5th level Soulknife ability.

This substitution feature replaces the standard Dervish's +1 AC bonus. From now on, your AC bonus from Dervish levels is one less than the listed value.

Life Imitates Art: Your body and mind are highly attuned and you can strike more precisely and deeply with your blades. When you initiate a Dervish dance, you may expend your Psionic focus as a swift action and make a Perform (Dance) check. For every 5 points you exceed DC 10, you gain a +1 circumstance bonus to your attack and damage for that round. The extra damage is considered to be precision damage and creatures that are immune to critical hits do not take extra damage from this ability. If you use Life Imitates Art, you are exhausted after your Dervish dance instead of fatigued. Tireless Dance reduces this to fatigue.

This substitution feature replaces the standard Dervish's 5th use Dervish Dance. From this point forward, the Kalashtar Dervish has one less daily use of the Dervish Dance than normal.
Nebo

10-25-06, 01:13 AM
Half-Orc Tattooed Monk
The ordered path of the Monk is not one that many half-orcs follow, some of those who do have learned to complement their natural strength with supernatural speed and quickness using magic Tattoos. Half-orc Tattooed Monks are a force to behold in battle, drawing upon their tattoos to give them frightening abilities.

Hit Die: d8

Requirements
To take a Half-Orc Tattooed Monk level, a character must be a Half-Orc about to take his 1st, 3rd or 7th level of Tattooed Monk.

Class Skills
Half-Orc Tattooed Monk levels grant the same skills as the standard Tattooed Monk, plus Intimidate(Cha)

Skill Points at Each Level: 4 + Int modifier.

Table: Half-Orc Tattooed Monk Racial Substitution Levels

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
======================================== ======================================== ======================
1st +0 +2 +2 +2 Tattoo, Monk ablilities
------------------------------------------------------------------------------------------------------
3rd +2 +3 +3 +3 Tattoo
------------------------------------------------------------------------------------------------------
7th +5 +5 +5 +5 Tattoo
======================================== ======================================== ======================

Class Abilities
All the following are features of the Half-Orc Tattooed Monk's racial substitution levels.

Monk Abilities: A Half-orc tattooed monk's monk levels stack with his half-orc tattooed monk levels for determining his unarmed damage, unarmoured AC and unarmoured speed bonus.

Tattoos (Su): The Half-orc Tattooed monk has access to a number of unique tattoos. Taking levels in the class, however, prevents him from taking the following tattoos at any level: White Mask, Chameleon, Bellflower, Crescent Moon and Nightingale. At all of the substitution levels, the half-tattooed monk adds the following tattoos to his list of available tattoos.

Wolverine
The half-orc tattooed monk can enter a frenzy a number for times per day equal to the number of tattoos he possesses. While in this frenzy the tattooed monk temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a frenzy, the tattooed may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the tattooed monk might make before his next action. The frenzy is otherwise identical to the standard barbarian rage in all other ways. A half-orc tattooed monk must be 7th level before he can select this tattoo.

The Zephyr
The half-orc tattooed monk gains a dodge bonus to AC equal to the number of tattoos he possesses against attacks of opportunity provoked by moving out of a threatened area.

Bear
Once per day per two tattoos he possesses the half-orc tattooed monk may add half of his strength (rounded down) to his stunning fist save DC. To select this tattoo, the Tattooed monk must have the stunning fist feat.

This is my first attempt at anything like this, so bear with me.
Ogreman

10-25-06, 01:33 AM
Any help balancing the abilities for Touch of the Moon would be greatly appreciated. PM me with suggestions.


Shifter Beast Master
A shifter beast master has an intuitive connection with her animal companions. She forms a closer than normal bond with them, allowing her to share in their animal spirit. Eventually, the shifter learns to share her inner beast with her companions, as well.

Hit Die: d10.

Requirements
To take a shifter beast master level, a character must be a shifter about to take his 2nd, 5th, or 8th level of the Beast Master prestige class.

Class Skills
Shifter beast master levels grant the same skills as the standard beast master.

Skill Points at Each Level: 4 + Int modifier.

Table: SHIFTER BEAST MASTER Racial Substitution Levels


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
2 +2 +3 +3 +0 Shifter Instincts
5 +5 +4 +4 +1 Share Shifting
8 +8 +6 +6 +2 Touch of the Moon


Class Abilities
All the following are features of the shifter beast master's racial substitution levels.

Shifter Instincts: A beast master’s senses grow keen as she learns some of the tricks of the animal kingdom. She gains Shifter Instincts as a bonus feat if she does not already possess it. This replaces a standard beast master’s Alertness bonus feat.

Share Shifting (Su): A shifter beast master of 5th level or higher may share the benefits she gains while shifting with her animal companions. The companions must be adjacent to the beast master when she begins shifting (though any distance between them has no subsequent effect. All shared benefits end when the beast master’s shifting ends (or when she loses consciousness).
The animal companions gain all the benefits of shifting (including any shifter feats or class features in effect for the shifter), though they do not gain any new natural weapons. If they already have a natural weapon that the shifter gains while shifting, they gain a +1 bonus on damage rolls for every two of the beast master’s class levels.
This substitution feature replaces a standard beast master’s low light vision class feature.

Touch of the Moon(Su): At 8th level, a shifter beast master’s animalistic nature begins to affect her companions even when she isn’t shifting. As a standard action once per day, she may grant the following ability to her animal companions, based on her primary shifter trait. This effect lasts 3 rounds + 1/beast master level. A shifter beast master with levels in druid adds those class levels as well to determine duration. There is no range limit to this ability.

Beasthide: The beast master’s animal companions gain DR 5/adamantine.
Cliffwalk: The beast master’s animal companions gain the effects of the Up the Walls feat. No psionic focus is required to use it.
Dreamsight: The beast master’s animal companions’ natural attacks can hit incorporeal creatures as if they were magic weapons, and ignore the miss chance for attacking incorporeal targets.
Gorebrute: The beast master’s animal companions gain +2d10 damage on any attack made as part of a charge,
Longstride: The beast master’s animal companions gain the ability to use dimension door as a swift action.
Longtooth: The beast master’s animal companions gain +5ft of reach and a sneak attack of +2d6 damage.
Razorclaw: The beast master’s animal companions gain an extra attack at their highest base attack bonus whenever they make a full attack.
Swiftwing: The beast master’s animal companions gain a fly speed equal to their base land speed (good maneuverability).
Truedive: The beast master’s animal companions do not need to breathe for the duration. Any drowning or similar effect is suppressed until the duration expires. Also, the animal companions gain freedom of movement.
Wildhunt: The beast master’s animal companions gain the Blindsense ability out to 90 ft. and trap sense (as the barbarian class feature) +5.

This ability replaces a standard beast master's scent ability.
Taeldrin Laesrash

10-25-06, 09:54 AM
CHANGELING ASSASSIN
Changeling assassins have a high focus on deception and disguise, augmented by their shapechanging ability. Put to use in the business of death, changeling assassins can slip in and out of many tricky situations thanks to their abilities to look like and even assume the identity of their victims. They put heavy emphasis on social seduction and deceit, until the perfect moment to strike comes.

Hit Die: d6.

Requirements
To take a changeling assassin level, a character must be a changeling about to take his 2nd assassin level, 8th assassin level, or 9th assassin level.

Class Skills
Changeling assassin levels grant the same skills as the standard assassin.

Skill Points at Each Level: 6 + Int modifier.

Table: Changeling Assassin Racial Substitution Levels

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
======================================== ======================================== ======================
2 +1 +0 +3 +0 Master of Disguise As standard
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3 +2 +1 +3 +1 Deceptive Arcana As standard
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8 +6 +2 +6 +2 Superb Cover As standard
======================================== ======================================== ======================

Class Abilities
All the following are features of the changeling assassin's racial substitution levels.

Master of Disguise (Sp): Changeling assassins take heavy stock in their ability to take the shape of others. As assassins, they finely develop this skill. The changeling assassin can use alter self as a spell-like ability a number of times per day equal to half their assassin level, at a caster level equal to their assassin level.
The changeling assassin gives up their uncanny dodge and improved uncanny dodge in place of this ability.

Deceptive Arcana {Ex): Magic is a useful tool for assassins, and the changeling assassin’s penchant for trickery to a greater advancement in their limited magic. In place of learning a 3rd-level assassin spell, the changeling assassin may learn one 4th-level enchantment or illusion spell from any spell list. They may also switch out a 2nd-level or lower assassin spell in place of another 2nd-level enchantment or illusion spell. These spells are treated as part of the assassin’s spell list.
The changeling assassin gives up the sneak attack dice they gain at this level for this ability.

Superb Cover (Sp): A changeling assassin with this ability immerses themselves in a disguise to the point that it’s near impossible to breach. This grants several benefits. First, a suspicious observer does not gain an automatic Spot check to see a disguise. Secondly, the web of deception in the changeling assassin’s mind gives them a continuous undetectable alignment effect. Thirdly, when disguised, a changeling assassin gains a +3 bonus on saves versus divination effects to reveal their identity.
The changeling assassin must give up their hide in plain sight ability to use this ability.
the_rooster

10-25-06, 11:26 AM
Half Elf Mindbender
Half elves have always been known for the diplomatic skills and smooth talking. Some half elves see the influence mere words can have and desire something more powerful that grants them more control. These half elves often pursue the path of mindbender.

Hit Die: d4.

Requirements
To take a mindbender substitution level, a character must be a half elf about to take his 2nd, 3rd, or 7th level in the Mindbender Prestige class.

Class Skills
Half elf Mindbender levels grant the same skills as the standard Mindbender, plus Gather Information.

Skill Points at Each Level: 2 + Int modifier.

Table: Half elf Mindbender Racial Substitution Levels

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
======================================== ======================================== ======================
2 +1 +3 +0 +3 Push the Weak Mind 1/day, Cultural Chameleon --
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3 +1 +3 +1 +3 Face like a book +1 level of exisiting arcane caster class
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7 +5 +5 +2 +5 Dominate, Scroll of the Body +1 level of exisiting arcane caster class
======================================== ======================================== ======================


Class Abilities
All the following are features of the Half elf Mindbender's racial substitution levels.

Cultural Chameleon (Ex): Half elves, often being caught between human and elven cultures, have learned to adapt to different cultures quickly. When a half elf mindbender spends enough time in a culture, he learns to quickly adapt to it's customs and fit in as if a native. A half elf mindbender gains a bonus to his Bluff, Diplomacy, Intimidate and Sense Motive equal to his minbender class level in any group of people or person he has interacted with for at least 60 consecutive minutes(minus 5 minutes/Mindbender level). (e.g. Malthor, a 5 warlock/3 Mindbender need spend only 45 minutes near someone to gain this bonus).

This ability replaces the Mindbender skill boost ability.

Face like a Book (Ex):Half elf mindbenders are keen observers of the moods and thoughts that affect others and can often read people like a book. As a standard action, a half elf mindbender can make a sense motive check (DC = 10 + creature's CR or HD) on any sentient creature that he can see the face of. If he succeeds he is able to read the surface thoughts of that creature for the next 5 minutes. If the target is actively attempting to bluff while this ability is used, he may substitute his bluff check for the DC of this ability. This ability cannot be used if the target is not sentient or the Mindbender cannot see his target's entire face (e.g. he is behind him or the target is wearing a helmet or veil). This ability cannot be used on targets with animal intelligence (1 or 2) or less.

This ability replaces the Mindread ability of the Mindreader.

Scroll of the Body (Ex):This ability functions exactly like the half elf mindbender's Face like a Book ability except the mindbender only needs to be able to see to read the subject's body language. If the creature is not sentient or has more than partial cover, this ability cannot be used. This ability cannot be used on targets with animal intelligence (1 or 2) or less.

This ability replaces the Mindread ability of the Mindbender


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Dark Wizard

10-25-06, 05:00 PM
Aasimar Assassin
Aasimar who stray from the path of their ancestors are uncommon and rarer still are those who become assassins. Though sometimes a certain few find themselves drawn to the methodologies allowed by less stringent moral codes than those followed by their fellow aasimar. Often times, disillusioned aasimar become assassins to strike evil where pious clerics and noble paladins cannot, sometimes they do so out of neccessity, other times the path of the assassin simply fits the individual. These unusual few find novel ways to tap into their innate powers, bending their heritage granted talents towards their deadly profession.

Hit Die: d6.

Requirements
To take an Aasimar Assassin level, a character must be an Aasimar about to take his 1st, 2nd, or 8th Assassin level.

Class Skills
Aasimar Assassin levels grant the same skills as the standard Assassin.

Skill Points at Each Level: 4 + Int modifier.

Table: Aasimar Assassin Racial Substitution Levels

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
======================================== ======================================== ======================
1st +0 +0 +2 +0 Sneak Attack +1d6, Death Attack,
Brazen Wrath, Spells, Altered Spell List as Assassin
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2nd +1 +0 +3 +0 Daylight 2/day, Uncanny Dodge as Assassin
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8th +6 +2 +6 +2 Daylight 5/day, Radiant Scourge as Assassin
======================================== ======================================== ======================


Class Abilities
All the following are features of the Aasimar Assassin's racial substitution levels.

Brazen Wrath (Su): Aasimar assassins have learned to channel their raw celestial essence into an fear-inducing aura that strikes the weak when making a particularly vicious attack. As a swift action, the aasimar assassin may expend one use of their Daylight spell-like ability, on a successful death attack, sneak attack or critical hit, the aasimar assassin gains the frightful presence ability for that round. Each enemy within a 30-foot radius of the aasimar must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 5d4 rounds. This ability affects only opponents with fewer Hit Dice or levels than the aasimar assassin. An opponent that succeeds on the saving throw is immune to this ability for 24 hours. This is a mind-affecting fear effect. This ability replaces Poison Use.

Altered Spell List: Add Magic Circle against Evil to the aasimar assassin's spell list, remove Poison from their spell list.

Daylight (Sp): At 2nd level the aasimar assassin gains another use of Daylight as their Aasimar spell-like ability. They gain an additional use of Daylight as the aasimar spell-like ability every two levels beyond 2nd. This benefit replaces the bonus +1 save against poison. An aasimar assassin who selects this substitution level never gains the assassin's bonus saves against poison.

Radiant Scourge (Sp): After developing a repertoire of skills and procedures for their trade, the aasimar assassin knows a few tricks to help them out of a tight situation. As a standard action, the aasimar assassin may expend two uses of their Daylight spell-like ability, they create an instantaneous 40-foot radius burst of blinding light centered on them. All creatures within the globe are blinded, a successful reflex save negates the affect. The aasimar assassin is immune to their own effect. Treat Radiant Scourge as a 4th level light spell cast by the aasimar assassin, Radiant Scourge counters or dispels darkness spells of equal or lower level. Radiant Scourge replaces the Hide in Plain Sight ability.
Mister_Andersen

10-25-06, 09:36 PM
DRAGON-BLOODED ASSASSIN
Infused by the vitae of beasts of great power and lethal inclinations, dragonblooded individuals that have taken up the calling of the assasin find their ancestral memories brought to the fore.

Hit Die: d6.

Requirements
To take a dragon-blooded assassin level, a character must be of a dragon-blooded race and about to take her 1st, 5th, or 10th level of Assassin.

Dragonblooded assassin levels grant the same skills as the standard assassin.

Skill Points at Each Level: 4 + Int modifier.

Table: Dragonblooded Assassin Racial Substitution Levels
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
======================================== ======================================== ======================
1st +0 +0 +2 +0 As standard (see below) As standard
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2nd +1 +0 +3 +0 Uncanny Dodge, Ancient Blood As standard
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10th +7 +3 +7 +3 Bloody Scythe As standard
======================================== ======================================== ======================


Class Abilities
All the following are features of the dragonblooded assassin's racial substitution levels.

Spells: At 1st level, the dragonblooded assassin is capable of drawing upon the same ancient power of their blood as sorcerors do; they use Charisma instead of Intelligence as their key spellcasting attribute.

Ancient Blood (Ex): At 2nd level, the dragonblooded assassin's immersion in the art of dealing death is beginning to awaken the ancient memories of her blood. Once per combat she may make a sneak attack with her claws; the threat range of this single attack is increased by her Charisma modifier and the multiplier is doubled.

This ability replaces the standard assassin's +1 bonus to saves against poison, reducing the bonus granted by future iterations of that ability by +1.

Bloody Scythe (Ex): At 10th level, the history of bloody carnage that fills her veins allows the dragonblooded assassin to become a truly terrifying dealer of death. Once per combat, after completing a successful death attack, she may immediately target a single character adjacent to her first victim and subject them to a death attack without having to study them for 3 rounds. However, doing so leaves the dragonblooded assassin flat-footed until her next initiative count (thus a successful attack made against her in the interim does not remove the condition).

This ability replaces the standard assassin's +5 bonus to saves against poison.
the_rooster

10-27-06, 08:56 AM
Nobody loves me...:weep: :raincloud:
Mister_Andersen

10-27-06, 09:19 AM
Nobody loves me...:weep: :raincloud:
At least people can vote for you :weep:
FriendlyBiscuit

10-27-06, 11:00 AM
I feel your pain, Andersen. I didn't think to check how soon the contest was closing; I had a very awesome Dream Dwarf Divine Oracle that got finished a little too late.
Mister_Andersen

10-27-06, 05:02 PM
UnCon's use of PST is a stupidity I've complained about in the past, and the "utilility" that supposedly lets you adjust to your local time zone is next to useless.

GMT is the international standard for a reason.
Khuxan

10-27-06, 06:45 PM
I feel your pain, Andersen. I didn't think to check how soon the contest was closing; I had a very awesome Dream Dwarf Divine Oracle that got finished a little too late.

Could you please post it nonetheless?
PhoenixInferno

10-27-06, 08:49 PM
UnCon's use of PST is a stupidity I've complained about in the past, and the "utilility" that supposedly lets you adjust to your local time zone is next to useless.

GMT is the international standard for a reason.And when you make the contest rules, you can use GMT. But the WizOs (and others) who are running the contest decided to use PST - probably because WotC HQ is in that time zone. And you would have missed the deadline no matter what, based on when you posted - October 25, 2006 @ 6:00 PM PST or October 25, 2006 @ 1800 GMT.

I feel your pain, Andersen. I didn't think to check how soon the contest was closing; I had a very awesome Dream Dwarf Divine Oracle that got finished a little too late.Yes, please share!
Mister_Andersen

10-28-06, 12:14 AM
While they might be on PST, it's an international community.
davethebrave371

10-28-06, 12:14 AM
I didn't get to vote, but man would the Kalashtar Dervish ever have been my vote. That is amazing. We have a Soulknife/Atavist in the party right now who probably would have been better suited to this Dervish sub. Wow.
PhoenixInferno

10-28-06, 12:30 AM
While they might be on PST, it's an international community.Again, when YOU get to run the contest, YOU get to determine the parameters.

I didn't get to vote, but man would the Kalashtar Dervish ever have been my vote. That is amazing. We have a Soulknife/Atavist in the party right now who probably would have been better suited to this Dervish sub. Wow.I'm glad you liked it.
davethebrave371

10-28-06, 12:41 AM
Again, when YOU get to run the contest, YOU get to determine the parameters.

It's not like most forum moderators and webmasters are elected by a democratic vote of all users worldwide. Being an internet dictator myself, I feel the plight of those who hold the reigns of power in a free to use forum trying to inject a little fun.

I'm glad you liked it.

I'm glad you made it. If I ever decide to let in a PH II-esque option of character rebuilding, I'll be sure to show him your sub levels. If I show him right now, he'll probably kill me if I don't immediately send them on a quest to Rebuild Island or somesuch.
Nebo

10-28-06, 01:17 AM
Wow, I'm glad that I got any votes at all. Congratulations to the winner(s?).
Thomar_of_Uointer

10-28-06, 01:26 AM
Good job people! I just hope that public opinion isn't any indicator of how the judges vote.:embarrass
rydi123

10-28-06, 07:49 AM
first off, good luck all. i liked most everyones stuff, but i had a few favorites:

i was a big fan of the changeling assassin myself.

the kalashtar dervish would have been a favorite of mine as well, but if we are using the current classes available as examples of balance (which is kind of assumed imo) then giving full mindblade progression to the already buff dervish is just too much power. it is basically a full 10 class levels in mind blade, minus a couple feats the character would be unlikely to use, as the mindblade doesn't get much else to call thier own aside from their weapon bonuses.

the shifter beastmaster was interesting, but i don't feel qualified to judge whether it fits the changeling race, since i don't do much in ebberon.

the ork monk seemed to be very fitting flavor wise.
Taeldrin Laesrash

10-28-06, 09:38 AM
Wow, I can't believe my sub levels were so popular. Good work to you too, PhoenixInferno. Great flavor text.

I feel your pain, Andersen. I didn't think to check how soon the contest was closing; I had a very awesome Dream Dwarf Divine Oracle that got finished a little too late.

Please share it anyway! DDDO is a great acronym.
PhoenixInferno

10-28-06, 11:32 AM
the kalashtar dervish would have been a favorite of mine as well, but if we are using the current classes available as examples of balance (which is kind of assumed imo) then giving full mindblade progression to the already buff dervish is just too much power. it is basically a full 10 class levels in mind blade, minus a couple feats the character would be unlikely to use, as the mindblade doesn't get much else to call thier own aside from their weapon bonuses.Everyone knows the Soulknife...has its share of challenges.
davethebrave371

10-28-06, 03:06 PM
the kalashtar dervish would have been a favorite of mine as well, but if we are using the current classes available as examples of balance (which is kind of assumed imo) then giving full mindblade progression to the already buff dervish is just too much power. it is basically a full 10 class levels in mind blade, minus a couple feats the character would be unlikely to use, as the mindblade doesn't get much else to call thier own aside from their weapon bonuses.

So, basically, the Atavist from Races of Eberron?
WizO_Autumn

10-28-06, 03:18 PM
Discussion on the timing of the boards is not an appropriate topic for this thread- in fact, no discussion really should be here- that's why there is a Questions/Comments thread.

However-
I'm still waiting for 2 judges to weigh in and then I'll add up all the points and announce the winners!

Good job all around- it seems there were a lot of favorites and nice praise for everyone.
rydi123

10-28-06, 07:58 PM
Everyone knows the Soulknife...has its share of challenges.

...indeed :)