Totem Knight (RoW Knight PrC)
Posted: Sun Dec 13, 2009 10:23 pm
Totem Knight Altname: Headhunter
"My friends kill monsters and rob of their valuables. I kill monsters and rob them of their dignity. Oh, and their skin. Can't forget the skin."
Because I'm not gonna wait for Kaelik to do it although she did kindlygive me an idea for Hunch so, thanks Kael and good luck with Headhunter! Also, I reread the RoW Knight and finally realized it was what I have been longing for in a Fighter-esque class.
So, in the world of Dungeons and Dragons, you got a lot of magical critters running around like Displacer Beasts and Trolls. We as humans have had a long history of eating the hearts of animals and wearing their body parts to gain their strengths with mixed results. In DnD, the kind of fucked up mysticism should actually work and not just with wolves and caribou and lame mundane animals, but with fucking Displacer Beasts and Trolls.
Skills: Craft 1, Survival 1
Special: Knightly Code of Conduct
Add Knowledge (Nature) to the Totem Knight's class skills.
1: Corpse Crafting, Storage, Code Leniency, Monster Lore
2: Hunch, Most Dangerous Game
3: Trapper
Corpse Crafting (Ex): When the Totem Knight comes upon the intact, not decomposed corpse of a monster (IE, right after killing it) she may attempt to craft items from it. To do so, her total class levels must be equal or greater to the rating of the item in question. She must make a Craft check vs rating for each item crafted or fail in crafting that item and ruining the parts to the degree that she can't make that particular item again unless she have spares (IE, a giant spider has two poison fangs, you can make two poison daggers. Screw up with one, you still have another). Abilities used with these items counts as Extraordinary Abilities.
Storage (Ex): The Totem Knight may preserve currently unusable parts for later use. To do so, her total levels must equal or exceed the monster's CR.
Code Leniency: The Totem Knight gains a little leniency in her Code of Conduct. She may ignore the Code of Conduct as it effects her usage of items made with Corpse Crafting (IE, you can use that poison dagger made from the fangs or that skin you took from the doppelganger). She still can't sell items she made with Corpse Crafting.
Monster Lore (Ex): When encountering a monster, hearing its name, finding evidence of it, seeing a picture, etc, etc, the Totem Knight may attempt to learn about it and the useful things you can do with its corpse. Make a Knowledge (Nature) + half the Totem Knight's Knight levels rounded up vs CR to get a stat sheet of that monster and a list of items that can be made with its corpse. If the creature is an Outsider, use Knowledge (The Planes) instead unless you are on its native plane.
Hunch (Ex): The Totem Knight gains an instinctive knowledge of where to go to find monsters. Twice a day, a she is treated as having cast Locate Creature on the nearest individual of a monster species that she has previously made a knowledge check (Including up to and beyond Monster Lore) to know about.
Most Dangerous Game (Ex): Their is absolutley no way the Totem Knight will hurt herself fiddling with dangerous monster parts. You may ignore any rolls to prevent damage or harmful status effects that come as a result of handling monstrous body parts or the items made from them.
Trapper (Ex): The Totem Knight may leave traps for monsters. After determining a certain kind of monster is in the area, she may build a trap for it once a day by making a Craft check (She suceeds always except on 1). After 24 hours, the monster makes two rolls; a Spot Check vs the Totem Knight's Craft check and a Escape Artist check vs the Totem Knight's craft. If it fails on both counts the Totem Knight may consider it helpless and with damage equal to twice the Totem Knight's Craft check already done to it.
"My friends kill monsters and rob of their valuables. I kill monsters and rob them of their dignity. Oh, and their skin. Can't forget the skin."
Because I'm not gonna wait for Kaelik to do it although she did kindlygive me an idea for Hunch so, thanks Kael and good luck with Headhunter! Also, I reread the RoW Knight and finally realized it was what I have been longing for in a Fighter-esque class.
So, in the world of Dungeons and Dragons, you got a lot of magical critters running around like Displacer Beasts and Trolls. We as humans have had a long history of eating the hearts of animals and wearing their body parts to gain their strengths with mixed results. In DnD, the kind of fucked up mysticism should actually work and not just with wolves and caribou and lame mundane animals, but with fucking Displacer Beasts and Trolls.
Skills: Craft 1, Survival 1
Special: Knightly Code of Conduct
Add Knowledge (Nature) to the Totem Knight's class skills.
1: Corpse Crafting, Storage, Code Leniency, Monster Lore
2: Hunch, Most Dangerous Game
3: Trapper
Corpse Crafting (Ex): When the Totem Knight comes upon the intact, not decomposed corpse of a monster (IE, right after killing it) she may attempt to craft items from it. To do so, her total class levels must be equal or greater to the rating of the item in question. She must make a Craft check vs rating for each item crafted or fail in crafting that item and ruining the parts to the degree that she can't make that particular item again unless she have spares (IE, a giant spider has two poison fangs, you can make two poison daggers. Screw up with one, you still have another). Abilities used with these items counts as Extraordinary Abilities.
Storage (Ex): The Totem Knight may preserve currently unusable parts for later use. To do so, her total levels must equal or exceed the monster's CR.
Code Leniency: The Totem Knight gains a little leniency in her Code of Conduct. She may ignore the Code of Conduct as it effects her usage of items made with Corpse Crafting (IE, you can use that poison dagger made from the fangs or that skin you took from the doppelganger). She still can't sell items she made with Corpse Crafting.
Monster Lore (Ex): When encountering a monster, hearing its name, finding evidence of it, seeing a picture, etc, etc, the Totem Knight may attempt to learn about it and the useful things you can do with its corpse. Make a Knowledge (Nature) + half the Totem Knight's Knight levels rounded up vs CR to get a stat sheet of that monster and a list of items that can be made with its corpse. If the creature is an Outsider, use Knowledge (The Planes) instead unless you are on its native plane.
Hunch (Ex): The Totem Knight gains an instinctive knowledge of where to go to find monsters. Twice a day, a she is treated as having cast Locate Creature on the nearest individual of a monster species that she has previously made a knowledge check (Including up to and beyond Monster Lore) to know about.
Most Dangerous Game (Ex): Their is absolutley no way the Totem Knight will hurt herself fiddling with dangerous monster parts. You may ignore any rolls to prevent damage or harmful status effects that come as a result of handling monstrous body parts or the items made from them.
Trapper (Ex): The Totem Knight may leave traps for monsters. After determining a certain kind of monster is in the area, she may build a trap for it once a day by making a Craft check (She suceeds always except on 1). After 24 hours, the monster makes two rolls; a Spot Check vs the Totem Knight's Craft check and a Escape Artist check vs the Totem Knight's craft. If it fails on both counts the Totem Knight may consider it helpless and with damage equal to twice the Totem Knight's Craft check already done to it.