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Sourced Classes

Post by Prak »

Just doing up random PrCs that sound interesting from stuff in the "Fighters can't have nice things (MK3)" thread

Net of the Pirate Kings
"This is madness!"
"Nah, this is politics!"

As independent as they've always seemed, and as free as they've deluded themselves into thinking they are, the pirates have always had their own rulers. Powerful and feared pirates who have ruled for ages. Pirates who have cut up the oceans into nations, to be ruled as tyrannically or benevolently as any nation with it's foundation in stone. Quite apart from these terrestrial nations, however, is the rarity of hereditary rule upon the tides. Piracy is a fierce game, harsher than any dirt politics, and it takes the best to claim rulership, thus it is a meritocracy by default, and it's rulers have claimed their position through respect and fear.
Most of the original Pirate Kings are dead, gone to Davey Jone's Locker. Those who live now are but pale imitations of men, and women, who met their ends through the glory of a worthy adversary, or the treachery of the royal navy. However, these souls, bound as they were by politics, are bound together even now, as the eggs in a mermaid's purse, and they can be sought. Should they be successfully beseech-ed, they will endow one worthy soul with great power and their terrible reputations. Only one soul may be so endowed at a given time, and the honor is often transferred through backstabbing, much to the Pirate Kings' approval.

Requirements
BAB: +5
Skills: Profession (Sailor) 1r, Climb 4r, Intimidate 8r, Knowledge (Nature) 4r, Use Rope 3r
Special: Must own and captain a ship, which sails under a proper, and unique, jolly roger, and is considered a pirate vessel. Must seek out the souls of the Pirate Kings and convince them to bestow their power upon you. There may only be one Net of the Pirate Kings at a time, and killing the current one is a good way to convince the Pirate Kings you should be the new one.

Game Info
HD: d8
BAB: Full
Saves: Good Ref
Skills: As Swashbuckler
Power Source: Ancestral

Level--Special
1-- Sea Salt, Blackbeard's Heir
2-- The Sweat of Our Brows, Captain Sparrow's Hat
3-- Content Under Pressure, Paine's Letters of Marque
4-- The Strength of Our Backs, Callypso's Key
5-- Pull of the Sea, The Lich Captain's Sea Chest
6-- The Courage of Our Hearts, Captain Nemo's Ingenuity
7-- Chart a Course, Barbossa's Fleet
8-- Release the Kraken!, Mantle of Davey Jones

Sea Salt The Net of the Pirate Kings gains the Aquatic subtype when in water (swim speed equal to twice land speed), may walk on water, and his ship is never adversely affected by the weather. Should weather ever treat his ship unfavorably, it instead is affected as though the weather were the most favourable conditions to the Net's purpose.

Blackbeard's Heir The first level Net of the Pirate Kings may as well have sprung from Blackbeard's own salty crotch. He gains a bonus to Intimidate checks equal to his class level, and is surrounded at will by a sulfurous cloud of smoke. Anyone within 15 feet of the Net must succeed on a Fortitude save (DC10+1/2class level+Con Mod) or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the area.
Furthermore, the smoke it gives off grants the Net concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The Net may begin or end this effect as a free action.
The smoke does not obscure the Net’s vision at all, nor does any other smoke, for that matter. Any fire based effect that would impair the Net's vision does not affect his vision.
The Net will never run out of ammunition for his weapons, or those of his ship, nor shot.

The Sweat of Our Brows The Net of the Pirate Kings is a terribly effective leader. When leading, all allies may work for twice as long before succumbing to fatigue or exhaustion, and have a morale bonus on their rolls to resist such effects equal to the Net's class level. This is explicitly *not* a mind affecting effect.

Captain Sparrow's Hat At second level, the Net finds a worn leather tri-corner hat the next dawn, sitting with his other personal effects. When he puts it on, he feels the mad brilliance of it's former owner, and acquires style, and luck, to spare. He gains the Armoured in Life ability of a monk of his class level. He also has so much style that it constantly leaks from his pants. Should he ever elect to perform a stylish stunt, he need not make any special roll to do so, nor does any required roll suffer a penalty. In fact, if he explains exactly what he's doing in a sufficiently stylish manner, he gets a bonus equal to half his character level to all required rolls.
The Net will never be without a hat, as the hat will happen to reappear within a day should it ever be removed without his consent, nor will he ever lack for drink, as he will always be able to find a bottle, jug, or other container of a non-magical drink of his choice by pure happenstance. Finally, he may summon a pair of medium size Snapping Turtles (Stormwrack, 168) at will, who will swim up in the nearest body of water, and may be carrying interesting or useful minor items (including drinks) on their backs.

Sea Turtles
Medium Animal
Hit Die 5d8+15
Init -2
Speed 5', Swim 20'
Armour Class 13 (-2 Dex, +5 natural)
Base Attack/Grapple
Attack +4/+7
Full Attack Bite +8 melee (1d8+3)
Space/Reach 5'/5'
Special Attacks Improved Grab
Special Qualities Hold Breath, Low Light Vision
Saves Fort +7, Ref +2, Will +1
Abilities Str 16, Dex 6, Con 17, Int 1, Wis 12, Cha 4
Skills Spot +6, Swim +14
Feats Improved Natural Armour, Weapon Focus (Bite), Improved Natural Attack (Bite)
Content Under Pressure The third level Net of the Pirate Kings connection to the sea deepens, allowing him to withstand great pressure. The Net of the Pirate King is completely immune to the crushing grasp of the ocean's depths, and ignores the first points of damage dealt by an opponent who grapples them up to their class level. At 8th level, this resistance to pressure has grown to the point of resisting that of weapons, and he gains DR (1/2 his character level)/- and Sonic Resistance equal to his character level.

Paine's Letters of Marque The dawn after reaching 3rd level, The Net of the Pirate Kings finds in his bag a small leather case, within which are the Letters of Marque of Captain Thomas Paine, but signed in infernal ink. The Net may change his ships flags' colour and insignia at will, allowing him to match those of any nation or navy. The Letters themselves will be seen as signed by any chosen Ruler, decided from moment to moment. If the Net must ever show his letters of Marque, he may choose for them to appear to be granted by any known ruler, thus escaping most capture.
The Net of the Pirate Kings need never fear capture or execution by mortal authorities. He is immune to Coup de Gras, and has been appointed a privateer by one of the highest authorities of the realms, Hell itself. Only the forces of good can attempt to try the Net for the Crime of Piracy.

The Strength of Our Backs The Net of the Pirate Kings crew is inspired by their captain to put their backs into their work, pushing themselves to their fullest, and wringing every ounce of strength from themselves. All allies of the Net of the Pirate King gain a morale bonus to strength based rolls (attack, grapple, damage, strength based skills and strength checks) equal to his class level. This is explicitly *not* a mind affecting effect.

Callypso's Key At fourth level, the Net acquires a key once said to belong only to the Pirate Witch Callypso, that which open's Davey Jones' Locker. This key allows a modicum of Calypso's power, namely the ability to call the dead. 5/day, as a move action, the Net of the Pirate King may cast a specialized form of Animate Dead as a cleric of their character level, and call forth undead from the ocean depths. (It's a third level necromancy spell, with a casting time of 1 move action. It's range is close, but only to determine where the zombies and skeletons appear from. The spell reaches into the ocean, and so always has access to corpses.) If the Net of the Pirate King is landlocked, the skeletons and zombies will crawl from the nearest body of water, or from the ground, mysteriously soaking wet, even if appearing in a desert.

Original Version
At fourth level, the Net acquires a key once said to belong only to the Pirate Witch Callypso, that which open's Davey Jones' Locker. The Net of the Pirate Kings may, as a move action 5/day, raise a crew of undead pirates from the depths. This effect calls 2 HD of CR 1 skeletons per Character Level, all wielding assorted tridents, cutlasses and nets. All skeletons called by this effect are roughly humanoid, and no larger than large size. This effect may only be used one instance at a time, and one instance must end before another may be begun.
Pull of the Sea At fifth level the Net of the Pirate Kings may channel the inexplicable draw of the open ocean. Twice per day he may use the violent thrust form of telekinesis to propel creatures toward water as cast by a sorcerer of their character level. He receives a circumstance bonus on the DC of +1/100' of depth of the water, and a circumstance penalty of -1/size category smaller than the combined targets. Targets who are affected are thrown towards the water and submerged as completely as possible, up to 40' deep, at which point they will begin to sink or float as normal.

The Lich Captain's Sea Chest The dawn after the Net of the Pirate Kings reaches fifth level, he finds a weathered sea chest, planks of darkwood, and banded in rune inscribed iron, with a skull of indeterminate material forming the lock. This is the personal chest of the dreaded undead pirate captain who was only ever known as The Lich Captain, which served as his phylactery before he was destroyed. With possession of this chest, the Net may use the spell Raise Death Galley (see below) at will, requiring only a sunken ship within the range of the spell. He may only raise and have one Death Galley at a time, but his personal ship is always considered to be a Death Galley, and does not count towards his limit.
The Net of the Pirate Kings is now all but immune to affliction, poison, and ability loss. Every hour spent on a ship he owns, or which sails under his flag, he recovers from one disease, poison, fatigue, exhaustion, or point of damage or drain to one ability score. If he does not suffer any of these conditions he regenerates 10 hit points each hour on his ship.

The Courage of Our Hearts Whether because they've been inspired, or terrified, the crew of the Net know no fear, save that they may hold for their captain. They are completely immune to fear effects while he is their captain. This is explicitly *not* a mind affecting effect.

Captain Nemo's Ingenuity Upon reaching sixth level, the Net of the Pirate Kings finds his crew has mysteriously gained a member. A dark skinned, female artificer (Artificer level equals your character level-3) by the name of Jenny has turned up, and is a full crew member, even if no one remembers her. A submersible ship also shows up and attaches to the Net's personal ship, and the artificer quickly busies herself with upgrading the ship with many strange technological devices. Within a week, the Net's personal ship has a mechanical engine, which triples it's speed, gattling cannons, which improve the ships gun damage as if their size had been increased twice, double the range, and half reloading time, and an adamantine sheath over the entire hull and masts, granting it DR 20/-.
The ingenuity of the strange Artificer has also made it so that the Net's ships can never sink.

Chart a Course At 7th level the Net of the Pirate Kings learns the course to the legendary haven of pirates, Dalmatia. The location is a carefully guarded secret, only those most trusted to protect their fellow pirates are allowed to find it. thus keeping it safe from the Royal Navy and all others who would end their reign over the seas. Dalmatia is a demi-plane accessible only by sea with normal gravity, timeless, finite in size (about 5 miles across), and divinely morphic. It is a bustling port town perpetually experiencing a clear, balmy summer night. Hunger does not take effect on it's inhabitants, nor will they age. They do however eat and sleep, but more out of desire than need. The Pirate Kings may alter the demiplane as they see fit, and thus so may the Net of the Pirate Kings. While in Dalmatia, the Net of the Pirate Kings gains a Magnificent Mansion, as the spell, located on the top of a hill overlooking the town.

Barbossa's Fleet At 7th level, the Net of the Pirate Kings gains a fleet of ships, all sailing under his flag, and for his profit. Any ships he currently owns besides his personal ship will have their sails turn black at the next dawn after he attains this level, blackening from the top down as the sun rises and the shadows fall (his personal ships sails are whatever colour he desires). His flag is known the world over as pirates fly it before attack, and shout his name as they swing from ship to ship. All characters three or more levels lower than the Net will fear and/or respect him as appropriate, and defer to his word. Any port he lands in will yield up at least one ship and crew should he seek it, at no cost to him. He has no need to worry about mundane wealth, as he now has vast fleets of ships that sail for the sole purpose of his profit. He has literally as much gold as he desires. At his option, he may now be known as Pirate Admiral.

Release the Kraken! At 8th level, the Net of the Pirate Kings is, he himself, known as the Pirate King, and gains the right to call the most fearsome beast ever controlled by men at sea, the Kraken (not to be confused with *a* kraken). Once per day, while at sea, the Net of the Pirate Kings may take a full round action to call the beast. In 1d6 rounds the call will be answered by a Fiendish Giant Squid, which will serve for the remainder of the encounter. The Kraken always posseses enough HD to have a CR equal to 2 less than the Net of the Pirate Kings' ECL.

Mantle of Davey Jones At 8th level, a skeletal chirurgeon appears, cloaked in the jolly roger of Davey Jones, and cuts out the Net's heart, placing it in a locked chest, and places the worn jolly roger over the Net's body. The flag becomes a piece of clothing of the Net's choosing (yes, any piece of clothing, though it should be readily seen. So those jolly roger panties better get flashed a lot). From that point onward, he is has the Undead type and the Dark Minded and Aquatic subtypes. Should he die, without the Pirate Kings being beseech-ed by the killer, he will rise again in eight days, with his crew and ship from the nearest seas.
The Net will always have a full crew, a number of undead pirate followers equal to his unmodified charisma modifier with CR equal to his ECL-4.


Raise Death Galley]
Necromancy
Level: Sor/Wiz 7
Components: VSM
Casting Time: 1 hour
Range: Long (400'+40'/level), see below
Targets: One sunken ship
Duration: Instantaneous
Saving Throws: None
Spell Resistance: No

The necromancer shouts an incantation of lurid and profane prose to the sea and the spirits of all ships that have sunk, seducing one from the depths to serve him. As he completes his call, a ship rises swiftly from the depths, crewed by tireless undead, and the caster catches a glimpse of an ephemeral figure, with a striking resemblance to the ships figure head, who quickly retreats towards the ship's captain's quarters.
At the end of the casting time, the ship breaches the waves, complete with a skeletal or zombie "skeleton" crew (or combination there of) which patrols the deck and performs the duties they had in life, and any items it may contain, or may be on it's deck. Sea creatures inhabiting the wreck will be pushed out, unless they can survive in atmosphere, in which case they will be raised with the ship and subject to the Caster's ability to control or befriend creatures (they will have a -4 penalty to resist any attempt to control, and the Caster, or his delegated captain, will receive a +4 bonus on handle animal checks and the like. Vermin are automatically controlled.)
Only horizontal range matters for the range of this spell, vertical depth has no effect.
The ship is at the command of the caster, serving him as much as a dutiful lover as a commanded ship. Command may be delegated, and often will be when the caster has multiple Death Galleys, as a given man may only captain one Death Galley at a time, all but married to the ship's spirit.

Death Galley
A Death galley is a sunken ship raised through powerful magic, and made sea worthy by the same effect regardless of holes, barnacles, age and torn sails. The ship gains 10 overall hp point Caster's class level, and 5 hardness per Caster's character level. It's maneuverability increases one step, and it's speed increases by 50%. The ship constantly emanates a Fear spell effect as cast by a 20th wizard, and is immune to Cold, Electric, Fire and Unholy attacks, can never catch fire, cannot in anyway be turned, and grant their crew Turn Resistance +4.

-----------------------------------------
Need to think on more abilities.

Still need three more captains, and possibly small abilities not named for Pirate Kings to go on levels that don't already have them

EDIT:
  • Changed the healing on The Lich Captain's Sea Chest to hourly regeneration to fix energy/creature type issues
  • Stated that The Kraken advances HD
  • Added some fluff to Davey Jones' Mantle
  • Changed the Undead Cohorts on Davey Jones' Mantle to really good followers, and the number
  • took the redundant "always has a ship" bit off the end of DJM, since other abilities, and DJM themselves give the ability without it needing to be stated.
  • Changed Raise Death Hulk to Raise Death Galley and some specs
New Changes:
  • Added Content Under Pressure at third level
  • Added Pull of the Sea at fifth
Now I just need to make another captain ability and it should nominally be done.

10/11/11
  • Final captain ability added, finally.
Last edited by Prak on Tue Mar 06, 2012 3:11 pm, edited 29 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by ubernoob »

Strength of our backs needs clarification. Attack rolls? Damage rolls? Mantle of Davey Jones should either provide fewer cohorts (namely, 1) or weaker cohorts. Something like character level CR-5 would probably work.
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Post by Prak »

Why does Mantle of Davey Jones need weaker or fewer cohorts? It's basically a Necromantic Feat with out construction times.

Strength of backs was intended to work on damage, attack, skill and raw ability rolls. But would that be too much?
Last edited by Prak on Sat Oct 02, 2010 7:57 pm, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by ubernoob »

Prak_Anima wrote:Why does Mantle of Davey Jones need weaker or fewer cohorts? It's basically a Necromantic Feat with out construction times.
Your character is CR X. With a modest 26 charisma (18 base, 5 item, 5 wish) you have a charisma modifier of 8, so get 8 CR X-2 Cohorts. These are an ECL of your CR +4. You also have yourself in the encounter making your character basically a CR of 5 higher than it is. That is ten thousand kinds of stupid. So yeah, don't do that.
Strength of backs was intended to work on damage, attack, skill and raw ability rolls. But would that be too much?
Yes. Adding an untyped +10 to all of your cohorts attack and damage is a bit much. Type it, and it's reasonable.
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Post by Prak »

ubernoob wrote:
Prak_Anima wrote:Why does Mantle of Davey Jones need weaker or fewer cohorts? It's basically a Necromantic Feat with out construction times.
Your character is CR X. With a modest 26 charisma (18 base, 5 item, 5 wish) you have a charisma modifier of 8, so get 8 CR X-2 Cohorts. These are an ECL of your CR +4. You also have yourself in the encounter making your character basically a CR of 5 higher than it is. That is ten thousand kinds of stupid. So yeah, don't do that.
Makes sense. But now I'm on the question of why the Necromantic Feats are ok. Is my wording off?
Strength of backs was intended to work on damage, attack, skill and raw ability rolls. But would that be too much?
Yes. Adding an untyped +10 to all of your cohorts attack and damage is a bit much. Type it, and it's reasonable.
Yeah, they really should be Morale bonuses, I just didn't think to type them.

Added a Raise Death Hulk ability (The Lich Captain's Sea Chest), it's "you no longer need to worry about X" rider may be a bit much, though.

edit: and I finally added in a kraken ability, plus another captain ability, so now there's actually at least one ability each level, but I need to fill out captain abilities and pirate abilities (ie, abilities that aren't named for someone)
Last edited by Prak on Sun Oct 03, 2010 2:13 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by ubernoob »

Prak_Anima wrote:
ubernoob wrote:
Prak_Anima wrote:Why does Mantle of Davey Jones need weaker or fewer cohorts? It's basically a Necromantic Feat with out construction times.
Your character is CR X. With a modest 26 charisma (18 base, 5 item, 5 wish) you have a charisma modifier of 8, so get 8 CR X-2 Cohorts. These are an ECL of your CR +4. You also have yourself in the encounter making your character basically a CR of 5 higher than it is. That is ten thousand kinds of stupid. So yeah, don't do that.
Makes sense. But now I'm on the question of why the Necromantic Feats are ok. Is my wording off?
I'm not going to bother to check the necromantic feats because they don't matter as far as whether your class is balanced or not. I've NEVER had a player want to use the necromantic creation feats, so honestly don't care. If they actually are worded as leadership per charisma modifier, they are out of line and need to be rewritten. As is, I'm pretty fucking sure there's a huge bit about "Work with your DM and don't break the game like a douchebag" clause at the start of that section though.
Strength of backs was intended to work on damage, attack, skill and raw ability rolls. But would that be too much?
Yes. Adding an untyped +10 to all of your cohorts attack and damage is a bit much. Type it, and it's reasonable.
Yeah, they really should be Morale bonuses, I just didn't think to type them.
Considering that people can eventually get greater heroism or pimped out bardic music, +10 morale bonus is completely reasonable.
Added a Raise Death Hulk ability (The Lich Captain's Sea Chest), it's "you no longer need to worry about X" rider may be a bit much, though.

edit: and I finally added in a kraken ability, plus another captain ability, so now there's actually at least one ability each level, but I need to fill out captain abilities and pirate abilities (ie, abilities that aren't named for someone)
Immune to Coup de Grace is stupid. Delete that shit.

The Lich Captian's Sea Chest allows two Death Hulks at once. Change that since I'm pretty fucking sure that's not the flavor you're going for. Cure moderate wounds every hour will be funny when the type changes to undead later. Instead change that to something simple like "Has fast healing 1 while on his ship" or something like that. Dunno about the CR on the fiendish giant squid offhand, but pretty sure that's fine. Maybe add something allowing you to advance the creature with racial HD to keep it up to CR of level -2 or something.
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Post by Prak »

ubernoob wrote:
Prak_Anima wrote:
ubernoob wrote: Your character is CR X. With a modest 26 charisma (18 base, 5 item, 5 wish) you have a charisma modifier of 8, so get 8 CR X-2 Cohorts. These are an ECL of your CR +4. You also have yourself in the encounter making your character basically a CR of 5 higher than it is. That is ten thousand kinds of stupid. So yeah, don't do that.
Makes sense. But now I'm on the question of why the Necromantic Feats are ok. Is my wording off?
I'm not going to bother to check the necromantic feats because they don't matter as far as whether your class is balanced or not. I've NEVER had a player want to use the necromantic creation feats, so honestly don't care. If they actually are worded as leadership per charisma modifier, they are out of line and need to be rewritten. As is, I'm pretty fucking sure there's a huge bit about "Work with your DM and don't break the game like a douchebag" clause at the start of that section though.
I just checked, and the crutch is that most specify "unmodified" charisma, but I was uncertain when I wrote it anyway, so yes, I'll change it, I just wanted to know *why* it needed to be changed.
Yes. Adding an untyped +10 to all of your cohorts attack and damage is a bit much. Type it, and it's reasonable.
Yeah, they really should be Morale bonuses, I just didn't think to type them.
Considering that people can eventually get greater heroism or pimped out bardic music, +10 morale bonus is completely reasonable.
Added a Raise Death Hulk ability (The Lich Captain's Sea Chest), it's "you no longer need to worry about X" rider may be a bit much, though.

edit: and I finally added in a kraken ability, plus another captain ability, so now there's actually at least one ability each level, but I need to fill out captain abilities and pirate abilities (ie, abilities that aren't named for someone)
Immune to Coup de Grace is stupid. Delete that shit.
Is there a better way to say "You can't be executed"? Because that's the specific flavour I was going for. Thomas' Letters of Marque is kind of backwards from the other Captain abilities, as it's main effect (always seen as a sanctioned privateer, provided you keep up on who's king) is fairly minor, and thus I feel it's rider No Need To Worry ability needs to be bigger, and the natural effect, to my mind, is "You don't need to worry about state executions"
The Lich Captian's Sea Chest allows two Death Hulks at once. Change that since I'm pretty fucking sure that's not the flavor you're going for.
Actually it is. Your personal ship is effectively a Death Hulk, but you can also do the dramatic "rise a ship from the depths" scene to bring in some reinforcements.
Cure moderate wounds every hour will be funny when the type changes to undead later. Instead change that to something simple like "Has fast healing 1 while on his ship" or something like that.
Fuck, didn't think about that, was just looking through Tome PrCs for level 10 effects and grabbed a Drunken Master ability with some minor modifications. I'll fix it.
Dunno about the CR on the fiendish giant squid offhand, but pretty sure that's fine. Maybe add something allowing you to advance the creature with racial HD to keep it up to CR of level -2 or something.
Should be about 10 or 11, as Giant Squid is 9 by itself. Yeah, it's 11, which puts it at cohort level. Meant for it to be a bit more conservative since this class gives you followers out the ass. I'll fix shit, see what you think after that.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by ubernoob »

If the flavor is to give exactly two death hulks, then have at it. As for the rest, I'll check over the class again later to see what's changed. Would you mind posting what all you changed so that I can not stress over checking for minute changes in wording?
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Post by Prak »

yeah, I started a changes list at the end.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Prak »

Class is almost full, once I think up the last captain ability, then I've got another class I want to work on.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by cthulhu »

Your font in post one after the summon death galley ability has gone horribly, horribly wrong.
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Post by Prak »

yeah, I just noticed that when I opened the thread to see what the new comment was, it's fixed.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Prak »

Ok, so rewatching the Pirates movies reminded me of this class. And reading through reminded me that it wasn't quite finished. I did, however, just come up with an idea for the last "Captain ability." A medallion of aztec gold, called either "[insert aztec god name here]'s Medallion" or simply "Cortez's Medallion."

The problem is, what abilities should it grant? Skeleton crew and undead type have already been covered, and I can't think of much they're still having to worry about.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by fectin »

Calypso's key is way stronger than you meant: animate dead is instantanious.

You don't have anythnig with cannons, treasure maps, or fast sailing yet. Or whores. Or spyglasses. Or parrots (maybe include a familiar? parrot/monkey/cat/rat/whatever).

You also skipped a few pirates:
Calico Jack (give two women cohorts?)
Black Bart (plundering? find ships?)
William Kidd (buried treasure?)
Lafitte(uhh.. New Orleans?)
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Post by Maxus »

fectin wrote: Or parrots (maybe include a familiar? parrot/monkey/cat/rat/whatever).
Koumei's Swashbuckler class has a Death Parrot that'd work.
Last edited by Maxus on Thu Jun 02, 2011 3:50 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Prak »

links to TV Tropes pages added for those who don't know them.

WIP
The Blood Knight
"Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight."
There are those who feel truly alive only when striding the field of combat, boots caked in gore, weapon dripping blood, and ears full of the caws of the gulls of battle. For these people combat doesn't need a purpose, it is something to do for its own sake. The swing of the sword, the thrust of the spear, the clash of shields, these are meat, drink and breath to the Blood Knight. Often they seek a worthy opponent. Sometimes they seek a good death. Perhaps they are haunted, maybe they are merely sadistic. Though this archetype is particularly common amongst the clergy of gods of war, it can be seen in people from almost any walk of life. Even spellcasters may be Blood Knights, weathering blows with Mage Armour and Shield spell, and striking back with Blades of Pain and Fear or Black Bolts.

Requirements
BAB: +5
Feats: Power Attack and Expertise, or Combat School
Special: Must have fought for the pure sake of combat for at least one year, or one level. You can have accepted payment, fought under someone's cause, or otherwise have furthered some kind of goal, but the primary draw of combat for you must have been combat itself.

Game Info
HD: d10
BAB: Full
Saves: Good Fort, Good Will
Skills:
Power Source: Ancestral (the souls of those he defeated)

Level--Special
1--Catch Me Fighting Dirty, Edible Bludgeon, Evolving Weapon
2--Social Combat, Warrior Poet, Basic Sphere Access: Spectral Army
3--Call That a Formation?, Baguette Beatdown
4--Four Star Badass, The Determinator
5--Spectral Army Sphere (Advanced Access)
6--An Officer and a Gentleman
7--Beat the Curse Out of Him
8--Old Soldier
10--Spectral Army Sphere (Expert Access)
Catch Me Fighting Dirty Once you strip away all purpose for battle beyond the simple thrill of combat, you've stripped away any reason for rules as well. The Blood Knight will kick, punch, pop ear drums, hamstring, and otherwise fight to win without regard to honor or fairness. A Blood Knight does an extra 1d6 damage on all melee attacks per 3 character levels.

Edible Bludgeon A Blood Knight's skill at arms is so absolute, anything is a serviceable weapon in his hands. Any object used in combat is treated in all ways as it's nearest equivalent. Baguettes work as clubs, frying pans as bucklers, tables and benches as large shields, shaving razors as daggers, and so forth. As an extension, the Blood Knight does not suffer non-proficiency penalties for any weapon, whether improvised or manufactured.

Evolving Weapon Though anything is a suitable tool for the Blood Knight's war, he bonds with a single weapon, one which comes to hold great significance to him, and through this bond becomes his brother in combat. A specific weapon in the Blood Knight's possession when he takes his first level in this class becomes his Blooded Weapon. It immediately becomes Cursed (see Tome weapon qualities) and Magical. As the Blood Knight uses the weapon, it will gain experience points and new qualities, at the rate specified above. Each quality has a prerequisite beyond the ability for the weapon to gain a new quality. (ie, to gain the Caustic quality, the weapon must be immersed in acid for at least five minutes. To gain the Flaming quality it must be consumed by flame, etc.)

Social Combat Social interaction can be seen as simply another battlefield. There are attacks, feints, parries, charges, even terrain obstacles. The Blood Knight who understands this can use his prowess in such abstract theatres of war. A 2nd level blood knight may use half his BAB as a circumstance bonus to Bluff, Diplomacy, Intimidate, Perform and Sense Motive checks, so long as he has at least one rank in the relevant skill. Any magical bonus he has to AC also applies to Sense Motive checks and checks made to resist changing his attitude, such as the level check versus Intimidate. Magical bonuses to Attack apply to Bluff, Diplomacy and Intimidate checks, so long as the source of the bonus (if applicable, such as weapons) is used in the check (brandishing a sword to intimidate, for example, but other situations can certainly arise).

Warrior Poet The Blood Knight sees the true beauty in swing of sword, spray of blood, the pink and red sky of sunset over a field of sanguine soil as sable crows whirl and tilt through the sky to pick at that which the valkyries have left behind. If the Blood Knight takes a night to reflect on the events of his most recent battle, he may compose a poem, epic, saga, song, story, or other recounting of the conflict and make a Perform (whatever, but I swear to god, Interpretive Dance causes instantaneous death) check with his BAB as a circumstance bonus. A successful check allows you to reap the benefits of the table once the public has an opportunity to experience your work. Additionally, you may make a rousing speech to your allies immediately prior to a known imminent battle, granting all allies who can hear your speech a morale bonus on attacks, damage, AC, and saves against fear. This bonus is equal to your class level for PC classed characters, and equal to your character level for characters which have no class levels, or only levels of NPC classes and less than four racial HD.

Sphere: Spectral Army The Blood Knight has a personal army. His army drafts into service and reserve the soul of every warrior slain in combat. He may call them forth at a gesture to affect a single attack, or draw them out of the ground to serve as rank and file. At second level, he gains basic access to the Spectral Army sphere. This access becomes advanced at fifth, and expert at tenth. If the blood knight has sphere access from another class, this sphere can be advanced by that class, and if he already has the access that a level of Blood Knight would grant him, or better, he instead gains a bonus [Combat] feat.

Call That a Formation? The blood knight knows all the ins and outs of war. He can spot the weak flank in an army's formation as easily as one might spot a weed in a garden. The blood knight may take time to inform someone of the flaws in their plans and confer a +1 circumstance bonus on the relevant rolls per hour spent revising the plans. (Relevant rolls are defined as "what you roll to make your plan of action successful. ie, attack rolls in melee or ranged combat, intelligence rolls for seige warfare, bluff checks to seduce the cute girl at the bar, etc.)

Baguette Beatdown The bond shared by blood knight and weapon has grown, feeding back into the blood knight's hand. Any weapon wielded by a blood knight is considered slightly magical, and has a bonus to attacks and damage equal to 1/4 character level while he wields it. All weapons he wields are considered to be constructed of Adamantine for the purposes of bypassing DR and Hardness, and resisting damage.

Four Star Badass By fourth level, the Blood Knight has become a regular fixture on the fields of battle, and is known by soldiers the world over. He gains a Command Rating equal to his BAB, which is recognized by any and all organized combat forces, from Celestia to Ba'ator.

The Determinator A level four blood knight may know when it's time to surrender, but they probably don't care. They exist for conflict, and overcome. They overcome everything. A blood knight of fourth level or higher essentially has Improved Evasion, but for Fort, Ref and Will saves. In addition, the blood knight can continue to act so long as they are fighting, even at negative hp. Some have been known to even come too in the middle of having their body transported and begin fighting those immediately around them, or receive healing or even resurrection while trying to attack the cleric attending to them.

An Officer and a Gentleman The blood knight is, by fifth level, a terrifying sight to behold on the battlefield. He is also, however, a gentleman. His Command Rating now applies as a bonus to his social rolls (effectively, at fifth level, Social Combat grants a bonus on social roles equal to 1.5 BAB).

Beat the Curse Out of Him When all you have is a sword, every problem is a foe to be slain. The blood knight may attempt to break enchantment as a cleric of his character level by attacking the subject of the enchantment, and using his full character level as his caster level. He may make a check once per five rounds of attack.

Old Soldier The blood knight's entire life is war, and he has seen and perpetrated such horrors as no being else. He is immune to all fear effects and morale penalties. He gains the Frightful Presence ability. A target which fails to resist the blood knight's frightful presence takes a morale penalty to attacks and damage equal to 5 plus the blood knight's strength or charisma, whichever is higher. No one, save another blood knight, is immune to a blood knight's fear and morale abilities. He can even frighten death, and in fact has. The blood knight is now immortal, never dying due to old age, gains sustenance and rest from combat rather than needing to eat, drink or sleep (though he may do these things if he wishes), and if he is ever slain, rises as a Death Knight (MMII) the next day. There is precisely one way to permanently slay a 10th Level Blood Knight. Upon death, his bond with his weapon is disrupted, and it may be destroyed. If the dead blood knight's bonded weapon is destroyed with 1d10 hours of his death or before the next dawn, whichever comes first, both weapon and blood knight are permanently destroyed and neither will return with out normal magic intervention, and indeed, both bonded weapon and blood knight must be restored to fully resurrect the character.

Spectral Army Sphere
Benefit: You gain the Command feat, with followers and cohort being risen bodies and spirits of warriors you've slain. Keep some vague track of what you kill, at least get the stats of the things you know you want. When you add a fallen foe to your followers, add one of the following templates: Bone/Corpse Creature (BoVD), or Spectral Warrior (see below).
1st Raise Fallen Foe I (Summon a creature you've slain with CR 1 or less and the bone creature template, as if through Summon Monster)
3rd Ba'atorean Seige- a ghostly seige engine crew materializes in a haze of smoke and brimstone, ratcheting back an infernal ballista, before letting fly a flaming bolt on your signal. (Scorching Ray)
5th Raise Fallen Foe II (as RFF I, but CR 2-3)
7th Army of Hades- The air is filled with the spirits of slain warriors pulled from the depths of hades. (Black Tentacles)
9th Hail of Arrows- A regiment of archers rise from Cania around you to let loose a storm of arrows on your opponent (Cone of Cold)
11th Ethereal Phalanx- a spectral phalanx formation surrounds you with their shields, repelling creatures. (Repulsion)
13th Limbo's Champion- A translucent, immaterial swordsman clad in matte grey armour appears, wielding a mighty sword that is quite solid, attacking you opponents (Mage's Sword)
15th Dissian Flame- Your Ba'atorian seige engine crew appears with an ominously smoking catapult, letting fly a charred, ember spitting mass of ectoplasm. Upon striking a targeted square, it explodes into a cloud of smoke and fire. (Incendiary Cloud)
17th Our Arrows Will Blot Out the Sun- A battalion of archers from countless armies and factions matterialize in the air, and begin to loose volley after volley of arrows, spitting caustic substances, crackling with blue energy, or surrounded by a pall of frost. (Storm of Vengeance)
19th Raise Fallen Foe III (As RFF I, but up to CR 17)
Evolving Weapon
As the Blood Knight increases in power, so does his weapon. But this power does not come from out of nothing. It comes from the will and experience of the Blood Knight, and thus each quality the weapon may gain requires the blood knight to have persevered through a sympathetic situation (all situations require the bonded weapon to be the weapon which was used for a combat situation, such as that of Dispelling or Defender).
[Weapon Progression Table Forth Coming]
  • Berserking Must have finished a fight as the last of your party standing, after the others have been knocked out or killed.
  • Defender You must have taken the Expertise attack option, and had the resulting dodge bonus be the difference between being hit and being missed (The enemy must have hit your regular ac, but missed because of your dodge bonus that turn).
  • Dispelling Must have sundered a magic item.
  • Disruption Must have destroyed an undead creature.
  • Flame Must have taken the full brunt of a fire attack (failed your save) and not gone unconscious or died.
  • Frost Must have taken the full brunt of a cold attack (failed your save) and not gone unconscious or died.
  • Ghost Touch Must have slain a corporeal, etheral or incorporeal target while you were not in that state yourself (an etheral blood knight can take this quality for his weapon if he slew a corporeal or incorpoeal target, and incorporeal after slaying a corporeal or etheral, a corporeal after slaying an etheral or incorporeal).
  • Lifestealing Must have taken the full brunt of a negative energy attack (failed your save) and not gone unconscious or died.
  • Petrification Must have survived being turned to stone, bathed your weapon in the blood of a creature with petrification as a primary attack (Beholders don't count, Gorgons do),
  • Planar Must have lived on the Material Plane for at least two years, and used your weapon at least five times in each of those years.
  • Ruin Must have slain at least one target possessing one or more of each of the following qualities, DR, Hardness, Resistance to Critical Hits.
  • Sharpness Must have used a targeted attack to sever a piece of an opponent's body.
  • Soul Prison Must have denied a fallen opponent return to life through any means.
  • Sun Must have undergone a special ritual, the Rite of Internal Light.
  • Terror
  • Thunder
  • Time Distortion
  • Time Distortion, Greater
  • Vorpal Must have decapitated an opponent.
  • Withering Must have used a targeted attack to render useless a piece of an opponent's body.
  • Wounding
The Rite of Internal Light
In this ritual, your chest cavity is opened, and your heart is used as the radiating object for a daylight spell.
This ritual takes 1d4+2 hours to complete and automatically deals 3d10 damage in the first hour. The ritual requires a surgeon, who must make a DC 30 Heal check each hour (-5 DC per prior successful check, +5 DC per prior failed check), with a failed check dealing 1d6+1/2 surgeon's Heal ranks.
The surgeon may be assisted by up to three other characters, who must have ranks in heal, each assisting character provides a +2 bonus to any checks the surgeon must make.
The ritual can always be interrupted for the surgeon to make heal checks to stabilize, at the cost of ten additional minutes per such check needed.
If your surgeon fails a check by 20 or more, or if you take a total of 50 or more damage, you are forced to make a fortitude save, DC 30, with failure indicating death.
Each hour, you must make a Fort save with a +2 bonus per character assisting your surgeon, versus Mummy Rot. You have a +6 bonus to this check if the surgery area was sanitized prior to the ritual (the easiest method is through extensive application of instantaneous, high temperature treatments, followed by a ward against contaminants, and magically created equipment).
In the last hour, the surgeon has accessed your heart, stabilized your body, and the spell may finally be cast. A caster with Daylight prepared or known grasps your heart, and casts Daylight upon the beating organ. This immediately sends your system into shock, and you must make another Fort save (DC 30). If successful your body grabs onto the magical energy before it fizzles for lack of a viable target, tenaciously holding it inside. Shortly after, usually as the surgeon is closing you up, brilliant light bursts forth from the organ, visible as a bright, orange glow through your skin.
If your save fails, the magic fizzles due to the heart not being a viable target, and the surgeon must try again another day (any further attempts in the same day will automatically fail).
After casting the spell, the surgeon stitches you up (causing another 1d4 points of damage) and leaves you to rest. Magical healing must be avoided for a number of hours equal to 36-your con score, due to the risk of it disrupting the daylight spell as it integrates with your body (cumulative 5% chance per point of damage healed through magical means that the magic "heals" your heart as well, dispelling the Daylight spell.) Unless of course the ritual failed. Certainly, you can forgo being closed up to make future attempts easier, but this exposes you to infection, even in a sterilized area.
If you had your surgeon leave your chest open, you must make a fortitude save against Mummy Rot each hour your chest is open. Each hour you are left open you receive a cumulative -1 penalty to your fortitude save to resist the disease. A new ritual may be attempted after 16 hours. Oh, and you can't have healing magic if your being left open, because it will close you up.
Of note:
  • you are conscious through out the surgery, even if sleep magic is applied, as the pain will awaken you, and must lie completely still.
  • Rage-because-of-damage characters should be restrained, for the above reason.
  • Characters with damage reduction require special equipment, generally adamantine tools, to bypass this DR and access their heart.
  • Characters with increased healing abilities, such as Fast Heaing or Regeneration, should have such abilities bypassed through special tools (flaming scalpels work well if you're doing this for a troll), or a DC 30 Heal check (this counts as part of the checks for the ritual, and thus the success of failure will influence the other DC 30 heal checks).
Once you have successfully had your heart turned into a mini-sun, and been healed up, you may, if a Blood Knight, apply the Sun quality to your weapon, though any character may under go the ritual. In addition to meeting that requirement, the ritual has a variety of other benefits:
  • Attacks made with natural weapons, or unarmed attacks, count as Light damage to Undead, dealing half again as much damage unless the undead has a specific vulnerability to Light, in which case they trigger that vulnerability. The character may grapple and strike incorporeal undead with natural weapons and their body.
  • The character sheds light as a torch, as his blood carries the light from his heart. His heart glows brightly, causing an intense light to show on his chest. Once per day, the character may flare up brighter, as the spell daylight. This flare of light lasts a normal duration for the spell (10 min/character level), when it ends, all other benefits of the ritual likewise end until the character has rested for a full eight hours.
  • The character resists negative energy. Should they be subjected to an effect which would turn them into undead, they are allowed a fortitude save (DC 10+1/2 Undead master's HD+ Undead Master's Cha, or DC 20+spell level). If the character succeeds this save, they return to life, converting the transformative negative energy into energizing positive energy. This benefit remains active for pretty much eternity, as the spell turned the character's heart into a sun, which have...incredibly long shelf lives. As a side result, there is always a piece of the character that can be used for resurrection purposes, though it may be easier to try raising them with Animate Dead. Failing the save means they succumb to the innecrotizing effect.
-------------------------
Work in progress. I want to fill in the dead levels, but thought I'd take the only way in which a DMF makes sense (ie, the combat skills only, nothing to do out of combat model) and make a class from it.

Edit 6/18, 2:48pm: Ok, the class is pretty much complete, just needs the weapon quality layout and proof reading.

Edit 6/25, Working on the weapon quality requirements, added a ritual that any character can under go (best not to try it if you have a d4 hd...) that is one of those requirements, helps characters fight undead better in minor ways.
Last edited by Prak on Sat Feb 18, 2012 8:13 pm, edited 6 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Neurosis »

I like the concept of this a lot but I think some of the ability names are excessively silly and/or tongue in cheek. I will possibly comment on actual mechanics at a time that is not now (I don't think I know enough about Tome).

The 'recruit everyone you kill' thing seems a bit overpowered and also a ton of book keeping. And Warrior Poet seems very wrong, flavor wise, for this PrC, although I like it in and of itself.
Last edited by Neurosis on Sat Jun 18, 2011 6:37 pm, edited 1 time in total.
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Post by Prak »

Well, on the names, yes, they're a bit silly. Most of them are Combat or Military and Warfare tropes from TV Tropes. More than that though, the class name is a trope name. The thing with class ability names is that they really don't much matter. You will occasionally get said in game ("I smite the blackguard," "I turn undead," "I rage," "I foil his spell.") But you don't hear, for example, "I thousand faces to look like the guard we just knocked out." By the same token, the Blood Knight is not going to say "I edible bludgeon to beat this fucker over the head with a rack of lamb." And you won't hear it if the ability is called anything else, either. Basically, they can be called whatever you want.

On the "recruit everyone you kill" ability, it's just a weird flavour leadership ability. Hell, it's exactly the same as playing a necromancer with leadership. You still have to be able to have followers of the CR of what ever you just slew (so the BBEG from last adventure won't really show until you've gained a handful of levels). I had a thought for reworking that as I was going to bed last night anyway, though, so take a look when I've included the "Fallen Foe" Sphere or whatever.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Maxus »

That name and quote have been popular lately
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Prak »

Maxus wrote:That name and quote have been popular lately
well...
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Maxus »

Both your class and that one on the wiki are better than this, though:

Behold the favored article on the Old D&D Wiki for a while.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Prak »

some more work done on Blood Knight. Also a magic ritual, which will probably spawn a new class idea.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Prak »

Finally added the last captain ability for Net of the Pirate Kings. Captain Nemo's daughter shows up in your crew and buffs your personal ship. Also, you never sink.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Re: Sourced Classes

Post by Prak »

WIP

A "Poison Ivy with the serial numbers filed off" class (she initially wasn't fond of the idea, but she warmed up to it when I assured her I'd be gentle.)

The Green Queen
"May your hell be a green one!"

There is a mystical realm which connects all plant life across the multiverse, known simply as The Green. Through it, one can communicate over vast distances. When tapping it, one can talk to the plants, control them, be a catalyst for for prodigious growth and mutation, and tap into the wide array of chemicals and toxins that exist with the plant kingdom.

The term Green Queen is a bit of a misnomer. Not all who can channel the power are female, though the majority are, and the one notable male, known as a Bice Knight*, was more a sapient pile of swamp matter than a person. Regardless, there is no absolute need for the Green's champion to be female, though it does seem to be the more likely case. (and mind you, technically plants are hermaphroditic anyway.)

Requirements
Base Fort Save: +5
Skills: Kn. Nature 9r, Craft (Poison and/or Alchemy) 4r, Survival 4r
Special: Must be able to use Entangle through spell, spell like ability, or as a supernatural or extraordinary ability.

Game Info
HD: d8
BAB: 3/4
Saves: Good Fort, Will
Skills: As Druid
Power Source: Mystical, The Green

Level--Special
1-- Emissary of the Green, Green Sphere
2-- Toxic Personality, Gymnosperm Defense
3-- Green Sphere, In the Company of Madness
4-- "We quit, signed: the Germs", Fertile Feet
5-- Green Sphere
6--
7-- Green Sphere
8--
9-- Green Sphere
10- Green Sphere

Emissary of the Green The Green Queen is able to talk to all Plants (creatures of the plant type or subtype, or the [wood] subtype, or mundane plants), regardless of language or intelligence. Yes, the Green Queen can talk to your ficus, and be told it thinks you're trying to kill it. This ability functions as Telepathy with a range of 100', though contact can be initiated on either side (Green Queen or plant). Furthermore, the Green Queen can sense all Plants as the Detect Evil ability, save that it detects Plants instead of Evil All Plants likewise have a similar capability to sense Green Queens.
The range of the Green Queen's Plant Telepathy increases by tenfold each time they gain a step of Green Sphere access after first level, from 100' to 1,000' at 3rd, then 10,000'(~2 miles) at 5th, and so on until it reaches 10,000,000' (or ~2,000 miles, roughly continental distances) at tenth.
Finally, as a vessel for the power of the Green, the Green Queen becomes plantlike themselves. If they are not a Plant in anyway, they gain the [Plant] subtype. Otherwise, they move up to the next step of the following track: Not Plant>[Plant] Subtype>Plant Type>Plant [Wood]>Elemental [Plant, Wood]>Elemental [Earth, Plant, Wood]. Each time the Green Queen gains a Green Sphere, they move up to the next step of the track.

Toxic Personality At second level, the Green Queen has begun to exude toxins. Not only can this be an effective attack, if they are skilled in seduction, or good with their teeth, but it has also rendered them immune to such themselves. A Green Queen is immune to all poison (though defoliants do damage as if they were acid), and can create a dose of any plant based toxin at will as a free action.

Gymnosperm Defense The Green Queen has become plant like enough that they can change their appearance within certain parameters with ease. They can change their skin and hair tone to any colour, can sprout foliage, including leaves, flowers, small vines, etc. from their skin (even fungi, though this is more difficult, and sometimes unsettling for the Green Queen, mechanically it works exactly the same, and is not harmful in anyway), and even bear fruit. As such, they tend to quickly stop wearing clothes, as modesty can be served just as well with a leaf one piece (more comfortably, too), as with fabric, and they can mimic most mundane armours through a period of concentration equal to 10 minutes per point of armour bonus spent growing a covering of appropriate vegetable material. This personal armour is mechanically identical to what it mimics, but will always look organic, with flower patterns and hues spread across it. (by flower pattern, I mean the patterns seen on petals that are meant to lead insects to the pollen). Finally, they gain the benefit of the feat Gymnos defense, regardless of race or background, and are considered naked so long as they aren't wearing manufactured clothing.

Green Sphere Much like fiends and celestials, a Green Queen gains access to small groups of spell like abilities that advance she gains level. Much like fiendish spheres, each Green Sphere comes with a trait, though unlike fiendish spheres, these traits may be physical just as often as mental.

In the Company of Madness At third level, an acquaintance of the Green Queen has been spurned by their lover, fed up with his shit, or callously strapped to a rocket and left where it crashed. Regardless of what happened, the acquaintance plays upon what little sympathy the Green Queen has, and they quickly become friends when the Green Queen takes them in. This acquaintance is always the same gender as the Green Queen, a Jester, and usually quickly becomes... more than just a friend, lets say. They are of cohort power (Green Queen Char. Lvl-2), gaining in power as the Green Queen does. If the Green Queen already has a cohort, the harlequin becomes a background character, living with her friend, and accompanying her in the original cohorts stead on occasion.
The new cohort is, however, insane, and truly in love with the person they left, for better or worse, and will occasionally forget the pain, abuse, neglect, and humiliation they feel at the person's hands. The Lover is themselves at least as powerful as the Green Queen, and usually has levels of Jester, Assassin, and/or Gadgeteer. When the new cohort goes off to return to their old lover, expect a confrontation with this joke.
The new cohort, along with any other cohorts the Green Queen interacts with on a regular basis, are immune to her toxins.

"We quit, Signed: the Germs" At fourth level, the Green Queen's increasingly bizarre physiology renders her immune to disease, as all germs attempting to affect her throw up their little psuedopods in frustration, take their viruses, and go home.

Fertile Feet As the Green Queen's connection to the Green strengthens, she begins to become a walking symbol of fertility. The beginning of this is the fact that flowers, grass, and other small plants sprout from her footsteps. They will crack stone and ice, burrow through dirt and sand, and otherwise sprout even in places that it would be virutally impossible to plant them in. The Green Queen may suppress this ability at will.

*
Other rejected names were: Sage Sage/Page, Moss Boss, Jade Blade, Aquamarine Dean/Marine, The Peril of The Beryl, Beryl Colonel, Fir Elise, Chartreuse Duke, Fleur-de-Fir, Fir Raconteur, Grass Asp, Jade Aide/Grenade/Blockade, Kelly Beastie, Malign Pine, Verdigris Attendee, and Veridian Ragamoffyn.
Last edited by Prak on Sat Feb 18, 2012 8:19 pm, edited 2 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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CatharzGodfoot
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Post by CatharzGodfoot »

So, this relates to your ancient pirate PrC, but armored in life needs a level, and "content under pressure" needs a rewrite. "... ignores the first points of damage dealt by an opponent who grapples them up to their class level" makes no sense, and DR never applies to energy attacks.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

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