Icy Adventure Classes

The homebrew forum

Moderator: Moderators

Post Reply
Shatner
Knight-Baron
Posts: 939
Joined: Fri Mar 07, 2008 7:54 pm

Icy Adventure Classes

Post by Shatner »

I'm preparing to run an adventure in a frigid and mountainous region that has been under the effects of an artificially created ice age for about 300 years. I have worked up three new character classes that my players can use which are suited to the setting. They're a pretty inquisitive lot so I anticipate I'll be running a campaign with one of each of the new character-classes being used.

With that said, I'd like to post them here so I can get feedback from you all. The characters will be starting at 3rd level (and probably not exceeding 10th level) and interacting with a number of isolated towns thrown back to the barter economy. It should all be low tech and narrow magic (fewer, more specialized caster classes around).

I'm running a three person party so a central design idea is to break all challenges facing the party into one of three groups: social, stealth/mobility and combat. The idea is to make each class good at one challenge, passable at another and ineffective at the last, then to make sure that each type of challenge is encountered in equal measure. That way at least two party members are engaged in any one challenge, with one person getting to flaunt their stuff. This means there will be much less combat than the routine campaign. It also means I'm fishing for ideas on how to flesh out the other two challenges; if you have any please let me know in this thread.
Shatner
Knight-Baron
Posts: 939
Joined: Fri Mar 07, 2008 7:54 pm

Re: Icy Adventure Classes

Post by Shatner »

First off, I borrowed heavily from Frank's Fire Mage class in designing the class below. I also stole his layout design. Thanks for both.

I would also like to take this time to reiterate that this campaign will feature less combat than the normal dungeon spelunker of a campaign. As such, having a character that can throw an unlimited number of fireballs is not meaningfully different than a character that can throw enough fireballs when enough is perhaps 10 on a busy day. This way my players get to ditch the bookkeeping and cackle wildly when going "Apocalypse Now" without actually being a game breaker.

So, this class is meant to be real good at combat. Especially since this takes place in the arctic north. They are meant to be passable against social challenges, mainly because he can render the town's icy valley comfortable... or destroyed which is a pretty big bargaining chip. At stealth he is poor and will probably be asked to stand far back until the signal is given that means he can rejoin the party or jump into the ensuing combat. I plan on having a great deal of fun with the fact that this character is a walking ecological disaster and have him factor into the survival-style challenges as an obstacle as often as he is an asset.


Fire Binder
"The secret to destruction is simple: everything burns."

A Fire Binder is someone who lives, breaths (sometimes literally) and exudes in their every action fire. The two are intractable and every child born with the dark skin of a Fire Binder has either embraced that reality or found themselves consumed in flames. They are each endowed at birth with a nearly bottomless well of power so only the careful survive to adulthood. Since the merit of a Fire Binder is determined by how they direct their power, not how much of it they conjure, Intelligence is their primary attribute. Beyond that, dexterity makes it easier for them to hit with their ranged touch attacks and improves their generally poor AC. Constitution also helps their anemic hit dice though their unusual physiology gives them a favored Fortitude save. All Fire Binder abilities are usable an unlimited number of times per day unless specified otherwise. All Fire Binder abilities take a standard action to perform unless specified otherwise. A Fire Binder suffers arcane spell failure just like a bard.

Alignment: Fire is a destructive force that a Fire Binder has coursing through them. As such most Fire Binders have a heavy inclination towards chaos. However, the power of a Fire Binder is very dangerous, even to the Fire Binder himself, so those who are reckless with their power tend to be destroyed by it before they reach higher levels. As such Fire Binders tend to be polarized into either being lawful or chaotic… but there are no individual alignment restrictions.

Races: Fire Binders are effectively their own race, as a subset of humanity. For the sake of spells and racial bonuses they are treated as human (so they receive an extra feat and skill point per level). Still, you have to be born a Fire Binder to take levels of Fire Binder. Effectively, the racial benefits and penalties are rolled into the first level of the class below which is why the ability list for 1st level is so long.

Hit Die: d4

Class Skills: The Fire Binder's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Architecture and Engineering (Int), Profession (-), Spellcraft (Int), Tumble (Dex).

Skills/Level: 2 + Intelligence Bonus

BAB: Poor (as Sorcerer), Saves: Fort: Good; Reflex: Bad; Will: Good

Level, Benefit

1 Searing Insight, Fire Resistance, Cold Resistance, Cold Weakness, Fire Fist, Smokeless Flame, Bright Eyed, Fire Sense, Wrong Environment, Inner Heat
2 Fiery Missiles, Craft Flame, Fire Magic
3 Fire Bolts, Hot Footin' It, Phoenix Glide
4 Fire Fist (Blade), Craft Flame (Wondrous Items), Sauna, Ignite
5 Flame Shield, Beacon
6 Fire Sled, Fireballs
7 Fire Burst, Piercing Flame
8 Heat Wave, Craft Flame (Arms and Armor), Control Flames
9 Internal Combustion, Fire Walk
10 Wave of Fire, Melt/Boil
11 Command Fire, Ignite Magic
12 Fire Nova, Phoenix Flight

Concerning Ranges: Close Range is 25ft + 5ft/(2 levels), Medium is 100ft + 10ft/level, Long is 400ft + 40ft/level

All of the following are Class Features of the Fire Binder class:

Weapon and Armor Proficiency: Fire Binders are proficient with all simple weapons. Fire Binders are proficient with light armor but not with shields of any kind.

Searing Insight (Ex): Every time a Fire Binder inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level or his Intelligence modifier, whichever is less.

Fiery Missiles (Sp): A Fire Binder can launch a number of fiery darts from his fingertips at any foe within close range as a standard action. Each dart deals 1d4 Fire damage and a Fire Binder creates a single bolt plus one additional bolt for every two levels beyond 1st level - two at 3rd level up to a maximum of three at fifth. Each dart can be designated toward different targets or all can be launched at the same target. Missiles strike unerringly and as such require no attack roll to connect.

Flame Sense (Ex): A Fire Binder can sense the direction and intensity (but not distance) of all flames larger than that of a candle. This sense functions to a distance of one mile per level of the Fire Binder, though this distance is halved in very confined environments (underground, within a large building). Any creature with the Fire subtype (Red Dragons, Fire Elementals, Thoqqua, etc.) as well as other Fire Binders will register as flames of size equal to the overall size of the creature. This ability is blocked if a body of water or a layer of lead separates the Fire Binder and the flame.

Fire Resistance (Ex): A Fire Binder has a Resistance to Fire equal to twice his level. If a Fire Binder’s Fire Resistance ever exceeds 20 (either by reaching level 11 or through the addition of enchanted equipment) he instead gains Fire Immunity.

Cold Resistance (Ex): A Fire Binder has a Resistance to Cold equal to his level.

Cold Weakness (Ex): All Cold damage dealt to a Fire Binder (that is not absorbed by his Cold Resistance) is doubled. If the Fire Binder is under the effect of a Flame Shield than the effects of Warm Shield and Cold Weakness are ignored. For example: a 3rd level Fire Binder is struck for 5 points of cold damage. First, his cold resistance subtracts 3 points of damage than the excess, 2 points, is doubled and the resulting total of 4 is actually received by the Fire Binder. A 5th level Fire Binder with an active Fire Shield is struck for 12 points of cold damage. Cold resistance removes 5 points and the remaining 7 is dealt to the Fire Binder since the Warm Shield and Cold Weakness effects cancel each other out.

Bright Eyed (Ex): A Fire Binder’s physiology is well suited to the rigors of a life of burning things. One bit of evidence to this point is that their vision is completely unfazed by bright lights. Neither explosions nor staring at the sun causes them discomfort and they are able to see perfectly regardless of how bright the surrounds. Any effects that dazzle or blind because of bright lights do not affect a Fire Binder. This does nothing to protect against other forms of blindness like darkness, curses or actual damage to the eyes.

Wrong Environment (Ex): The Fire Binders, despite being incredibly dangerous to the cold inclined, are not well suited to a white world of ice and snow. Their dark, dark skin makes them stand out in a crowd and an ambush. The heat they generate leaves tracks that are ridiculously easily to follow. Also, the noise caused by the sound of ice cracking as it melts and the highly visible steam cloud that follows a Fire Binder renders them nearly incapable of stealth in the frosty north. A Fire Binder gets a -4 circumstance penalty to hide or move silently in a snowy environment which increases to -8 when the Sauna ability is in effect and a -16 when the Heat Wave ability is active. When in a normal environment, the penalties are halved.

Fire Fists (Su): A Fire Binder can set fire to their hands, causing them to count as armed at all times, even with unarmed attacks. The Fire Binder also causes an extra 1d6 of Fire damage with all melee attacks. A Fire Binder can use this ability to cast Burning Hands as a sorcerer of the same level with a reflex save for half damage (DC 10 + ½ Level + Intelligence Modifier). At 4th level, a Fire Binder can, instead of immolating his fists, duplicate the effects of the spell Flame Blade as cast by a druid of the same level which lasts until dismissed. If desired, the Fire Binder may create a flame blade for each hand but suffers the usual penalty for dual wielding.

Inner Heat (Ex): The foundation for the Fire Binder’s abilities is a soul strongly connected to the Elemental Plane of Fire. Through this conduit, vast amounts of heat and energy pour into the Fire Binder… whether he wants it or not. A Fire Binder is completely unaffected by heat exhaustion or any other high temperature related condition; anything hot enough to actually make a Fire Binder sweat is going to be doing real fire damage along with it. All outsiders from the Elemental Plane of Fire will recognize the Fire Binder as a denizen of their plane resulting in a +4 bonus to diplomacy with any such creatures. Lastly, during the hottest part of the day (generally 3pm) the barrier between the Prime Material Plane and the Elemental Plane of Fire is weakest resulting in a heat surge for the Fire Binder. At the moment of the surge the Fire Binder takes 1.5 points of Fire damage per character level, rounded up (not Fire Binder levels, total character levels) and he must make a Fort Save DC 4*Fire Damage Received (all damage not absorbed by fire resistance) or suffer the effects of the Internal Combustion ability where both saves were failed. If the Fire Binder survives the surge than the bonus from his Fiery Insight is temporarily doubled and his save DCs are increased by 2 for the one minute per character level following. Playing with fire is dangerous. Having fire funneled directly into your body from The Source of Fire on a daily basis is nearly suicidal. This is why so few Fire Binders survive unless they actively seek to gain control over and protect themselves from their own powers.

Fire Magic (Ex): A Fire Binder is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating and creating magic items. He is also considered a sorcerer of the same level for determining caster level.

Smokeless Flame (Sp): A Fire Binder can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. The flames are permanent until dismissed although a Fire Binder can only maintain a number of flames equal to half their level (round up). Smokeless Flame can be created anywhere within Medium range. Smokeless Fire can not be used as a portal for the Fire Walk ability nor do they register to the Fire Binder’s Fire Sense.

Fire Bolts (Sp): A Fire Binder can throw bolts of fire as an attack action (meaning a Fire Binder with a sufficiently high base attack can throw more than one during a full attack). A Fire Bolt travels out to medium range, and inflicts 1d6 of Fire damage per level. A Fire Bolt strikes its target with a ranged touch attack.

Craft Flame (Ex): A Fire Binder has an innate ability to create using his fire as a tool. A Fire Binder has innate control of the minute details of flames (temperature, heat dispersion, smoke emission/fuel consumption, etc.) and a large body of experience in how things react to heat, allowing him to get a number of little details just right that make all the difference in the world. A Fire Binder attempting any craft check requiring or facilitated by an open flame or excessive heat (smithing, glass blowing, roasting food) receives a +4 competency bonus to it. This bonus can be conferred to others if the Fire Binder is assisting. Also, at 4th level a Fire Binder gains the ability to craft wondrous items as though he had the Craft Wondrous Items feat, provided the items are flame oriented or supported by his Fire Magic ability. At 8th level a Fire Binder gains the equivalent to the Craft Magic Arms and Armor feat. A Fire Binder can perform the item creation without the material costs, save the actual item being enchanted, if he pays double the usual XP cost. Items made of glass cost the Fire Binder half the usual XP if he crafted the glass himself.

Hot Footin' It (Su): the stride of a 3rd level Fire Binder becomes imbued with flames. The ability has three effects: the Fire Binders receives an enhancement bonus to his move speed of +10ft, does not receive any penalties to balance on icy surfaces (though he may melt through them if he remains motionless too long) and gains the ability to perform a sudden dash. Dashing increases the enhancement bonus to +60ft for one round and ends the overall effect, though it will automatically resume one minute later. A Fire Binder can dismiss the ability at will but preventing it from reactivating is an act of will akin to not scratching an itch and generally found uncomfortable for the Fire Binder.

Phoenix Glide (Ex): A 3rd level Fire Binder gains the ability to slow his descent by directing warm updrafts of the air surrounding him. As a move action the Fire Binder gains a fly speed of 60 (poor maneuverability) and falls as though under the effects of Feather Fall (limiting his fall speed to a harmless 60ft per round). This fly speed can only be used to steer a descent and offers no real ability to gain height. This ability does not function if the Fire Binder is under medium encumbrance or wearing medium or heavy armor. When combined with a sudden dash, it can allow the Fire Binder to cover a wide chasm or perform a truly prodigious long jump.

Ignite (Sp): As a standard action, a Fire Binder can cause any creature to burst into flame. First the creature suffers 1d4 points of Fire damage per level for the initial round though they are entitled to a Reflex save to halve the damage (DC 10 + ½ Level + Intelligence Modifier). If the creature took any damage from the initial attack then they are considered on fire and they take 1d6 Fire damage for each round thereafter. The creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.

Sauna (Ex): A 4th level Fire Binder naturally radiates such heat that the surrounding temperature within 5ft per level is increased by 10 degrees per level. In freezing conditions it makes the surrounds comfortable for normal creatures (though people dressed for cold weather may suddenly feel they have too many layers on) and uncomfortable for cold creatures. No cold inclined creature of animal intelligence or lower will willingly enter the heat radius. The body temperature of a Fire Binder is now so hot that they are immune to all non-magical diseases. This tends to cause pretty rapid snow and ice melt as well. This ability is difficult to disable, similar to the Hot Footin' It ability. A Fire Binder actually takes (and deals to any creatures or equipment in his square) one point of Fire damage a round for every five minutes Sauna has been deactivated (meaning after five minutes of deactivation the Fire Binder is dealing 1 + Searing Insight damage each round. On the tenth consecutive minutes this damage increases to 2 + S.I. and after twenty it is 4 + S.I.). While a Fire Binder's natural fire resistance will nullify most of the damage to him, the Binder's equipment, surroundings and so on won't be similarly protected.

Beacon (Sp): After a minute of concentration a Fire Binder can create a magically permanent bonfire. He always knows exactly where each Beacon he has created is and will know if it is put out by any means. A Fire Binder can maintain two beacons for every three levels (round down) he possesses.

Flame Shield (Sp): A 5th level Fire Binder can create a permanent wreath of fire that provides protection from melee and cold attacks. The shield functions identically to the spell Fire Shield except only the warm shield effect can be generated. The shield can be cast onto any willing recipient within reach though a Flame Binder can only maintain one Flame Shield at a time.

Fireballs (Sp): A 6th level Fire Binder gains the ability to hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Intelligence Modifier).

Fire Sled (Sp): A Fire Binder can conjure an elongated, fiery sled (5ft wide and up to 15ft in length) which is able to move on its own at a speed of 80ft (doubled going downhill, halved going uphill). Because of the nature of its movement, overly rocky or steep travel is not possible. This sled is considered a large construct which follows the Fire Binders verbal directions. It has an AC of 15 (-1 size, -2 dex, +8 natural), immunity to fire and cold, HP and strength of 3*(Fire Binder’s level), is treated as a quadruped for the purposes of carrying capacity and is, at the Fire Binder’s discretion, covered in flames that deal one point of Fire damage per level of the Fire Binder (plus his Searing Insight). If the sled is within range of the Fire Binder’s Sauna/Heat Wave ability it gains fast healing 1. A Fire Binder can apply his Phoenix Glide ability to the sled while he is riding it (the sled can be of any encumbrance level and still glide). Creating the sled requires ten minutes and it lasts until dismissed or destroyed. A Fire Binder can only maintain one Fire Sled at a time.

Flame Burst (Sp): As a standard action, a Fire Binder can emit a burst of flame from his body, striking all creatures and objects within 20' of his position excluding the Fire Binder’s square, at his discretion. This burst of flames inflicts 1d6 of fire damage a level, with an allowed Reflex Save for half (DC 10 + ½ Level + Intelligence Modifier).

Piercing Flames (Ex): From 7th level on, a Fire Binder's Fire cuts through Fire Resistance. The Fire Binder ignores two points of Fire Resistance per level. This does not affect the character himself so he is still fully resistant/immune to his own fire effects.

Heat Wave (Ex): At 8th level a Fire Binder’s inner heat has increased substantially causing the radius of his Sauna ability to double. At this level all but the most frigid of environments are brought well over boiling so it is likely to cause considerable harm to all cold natured creatures and plant life therein. All cold damage within the radius is reduced by 5 and all creatures with the Cold Subtype (White Dragons, Yeti, Ice Mephits, etc.) must make a Fortitude save (DC 10 + ½ Level + Intelligence Modifier) or be nauseated while suffering 1 point of Fire damage every round they remain within the effect’s radius (the Fort save is only required once per encounter, the damage is automatic and unavoidable). All creatures without Fire resistance or immunity will start suffering subdual damage per heat exhaustion. Equipment will be similarly affected (liquids boiling, goods drying) though the temperature is not enough to burn paper or ignite flammable materials. A Fire Binder can temporarily disable the effect but he will suffer a single point of Fire Damage for every minute of deactivation each round.

Control Flame (Su): A Fire Binder can control the size and shape of the fires burning around him. The Fire Binder gains the ability to reshape all area of effect spells and abilities into any desired form provided the total area is not increased and the point of origin remains the same (so a Flame Burst can be turned into a line or semi-circle but it must still originate from the Fire Binder), though doing so increases the casting time by two steps (the steps are: instantaneous or attack action -> standard action -> full round action -> two full rounds, etc.). This allows for convenient holes to preserve allies the trouble of a reflex save, clever rearranging to engulf more enemies or simply to write ones name in the snow. The penalty for using this ability is reduced to one step once the Fire Binder reaches 12th level. A Fire Binder can also extinguish any fire as a standard action though magical fires require a successful dispel check. This ability can also be used to counterspell any spell or spell-like ability with the Fire Descriptor similar to the counterspell function of Dispel Magic.

Internal Combustion (Sp): At 9th level a Fire Binder can launch a small red beam at a foe within medium range. The foe is entitled to a reflex save (DC 10 + ½ Level + Intelligence Modifier) to dodge the beam and a foe struck immediately bursts into flames per the Fire Binder’s Ignite ability, however this may not matter much. If the foe fails the subsequent fortitude save (DC 10 + ½ Level + Intelligence Modifier) than his insides combust and he is quickly, but painfully, killed in an explosion dealing 1d6 Fire damage per hit die to all creatures and equipment in his square.

Fire Walk (Su): As a full round action, a Fire Binder can open a portal between any two flames he can perceive provided one such flame is within close range. Any number of people and equipment can travel between the portals provided both fires are large enough to admit them. Flames serving as a portal cease to emit heat for the effects duration so no damage is sustained by the travelers. The portals remain open for as long as the Fire Binder maintains concentration and a Fire Binder can only maintain one set of portals at a time. For longer distances most Fire Binders rely on their beacons to house their portals.

Wave of Fire (Sp): As a full round action a Fire Binder can release an ever expanding cone of fire. From its designated start point it expands in width as it moves forward to a maximum of 60ft wide at a distance of 60ft. All creatures caught in the wave are considered struck by the Fire Binder’s Ignite ability (though they instead take 1d6 damage/level) and must save and take damage accordingly.

Melt/Boil (Su): By concentrating a Fire Binder can cause a body of snow, ice or water (or as much of it as will fit in a 10ft/level diameter sphere) within long range to increase in temperature by as much as 100 degrees each round. While this cannot directly target a creature (save perhaps a water elemental) anything caught within the ensuing avalanche, steam geyser or boiling water will be so inconvenienced. With a little moderation it allows a Fire Binder to cook, comfortably warm the swimming hole or assist in any other activity that requires ice to melt or water to boil. Without moderation it allows a Fire Binder to reinvent the landscape to the detriment of all its inhabitants.

Command Fire (Su): A Fire Binder can attempt to command/control outsiders with the Fire subtype like a cleric with the fire domain. This ability can be used the same number of times per day as a cleric of the same level. Through this ability a Fire Binder can attune himself to the beacon of another Fire Binder. The beacon becomes known to both Fire Binders and counts against both their limits.

Ignite Magic (Sp): As a full round action, a Fire Binder can perform a targeted dispel per the Greater Dispel Magic spell as cast by a sorcerer of the same level. This ability does 1d10 Fire damage to the target for every spell successfully dispelled, with an allowed Reflex Save for half (DC 10 + ½ Level + Intelligence Modifier).

Fire Nova (Sp): As a standard action a Fire Binder can unleash an explosion of flame that fills the area of his Sauna/Heat Wave ability but, optionally, does not affect the square the Fire Binder is in. All creatures caught in the blast receive 1d6 points of fire damage per level, with an allowed Reflex Save for half (DC 10 + ½ Level + Intelligence Modifier). All creatures who failed their reflex save are automatically under the effect of the Fire Binder’s Ignite ability the following round.

Phoenix Flight (Su): A Fire Binder’s Phoenix Glide ability is improved such that he can actually fly with average maneuverability. A Fire Binder can apply this ability to his Fire Sled while he is riding it though it has poor maneuverability.
Shatner
Knight-Baron
Posts: 939
Joined: Fri Mar 07, 2008 7:54 pm

Re: Icy Adventure Classes

Post by Shatner »

The basic design tenets are to be fairly resilient to physical abuse, able to perform all manner of non-damaging but useful attacks in combat (disarm, sunder, grapple, etc.), able to sneak, climb and survive AND to have a moonshine vat's worth of colorful flavor. This class would be the only one capable of getting the party from one town to the other pre-teleportation. It is meant to be good at stealth/mobility, alright at combat and poor at social interaction. It's meant to be a sort of Fighter/Ranger hybrid that can perform battlefield control while the Fire Binder mops up.

I plan on making the wilderness survival challenges a sort of puzzle where the party has to get from A to B without falling in the icy river, off the cliff face or what have you. In these challenges the Mountaineer will be central to overcoming them. This is because there really isn't much a character who is succeeding at survival checks can do on-camera that is either cool or cinematic. I want to engineer a setting where this isn't the case.


Mountaineer
"You make as much noise as a wounded bear and have avoided the bad ice only by luck; you will not survive the night. Come with me if you want to live and stay quiet; hungry things are stirring nearby."

A Mountaineer is someone raised in the heights and his people represent the only ones able to travel to any corner of the land despite the prevailing conditions. While generally considered ignorant hillbillies, no sane individual travels between towns without a Mountaineer leading the way. The fact is Mountaineer's are full of surprises, being very hardy and highly resourceful. It is almost impossible to catch a Mountaineer in the wilderness and absolutely impossible to catch one unarmed.

Alignment: while a kind of honor might exist between two mountaineers, their life is predominated by the concerns of survival. This hardened pragmatism is often in conflict with the edicts and decorum of civilized lands. Any alignment is allowable but non-lawful alignments predominate.

Races: Any but mostly human. The mountaineers are simply the people who have been living on the ice and snow so long their earliest memories and last moments are generally held at a 30 to 50 degree angle in 10 to 35 degree temperatures. Humans are the most adaptive of the usual gambit of races but not the only ones capable of pulling it off.

Hit Die: d10

Class Skills: The Mountaineer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge: Geography (Int), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Profession (-), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skills/Level: 8 + Intelligence Bonus

BAB: Good (as Fighter), Saves: Fort: Good; Reflex: Good; Will: Bad

Level, Benefit
1 Survivalist, Track, Ales that cure ya, Illiteracy, Improvisation, Fightin' Dirty, Uncouth
2 Fightin’ Dirty Feat, You gonna finish that?
3 Endurance, Well Adapted, Skillful
4 Better improvisation, Higher ground
5 Fightin’ Dirty Feat, Danger Sense
6 Fight another day, You gonna finish that? (Improved), Skillful
7 Death from above, Mountain Goat
8 Fightin’ Dirty Feat, Betterer improvisation
9 Skillful, Improved Toughness
10 Danger Sense (Improved), Swift Tracker, Camouflage
11 Fightin’ Dirty Feat, Evasion
12 Betterest improvisation, Skillful

Concerning Improvised Weaponry: no real rules exist to describe how typical improvised weapons handle so I’m making some up. All improvised weapons have a critical range of 20 and do x2 damage on a critical hit. Normally, a thrown improvised weapon has a range increment of 10ft. The rule of thumb is that an improvised weapon behaves like a normal weapon of roughly equal size and properties but is one damage die weaker (since it’s not a balanced, sharpened weapon designed to inflict fatal injury to others). Example improvised weapons and their damage:

Wooden Spoon, small rock: 1 damage
Piton, Broken Bottle: 1d3 damage (like a weak dagger)
Femur, icicle: 1d4 damage (like a weak club or short sword)
Big rock, chair: 1d6 damage (like a weak heavy mace or longsword)
Table, medium sized body: 1d8 damage (like a weak greatclub or heavy flail)
Anvil, a sharpened length of rail: 1d10 (like a weak greatax or greatsword)
A really, really big rock, a mining cart: 1d12 (weak ballista bolt or battering ram)

All of the following are Class Features of the Mountaineer class:

Weapon and Armor Proficiency: Mountaineers are proficient with all simple weapons as well as all improvised weapons (see the Improvisation ability below). Mountaineers are proficient with light and medium armor but not with shields of any kind.

Survivalist (Ex): A mountaineer lives in one of the harshest environments above the surface, where a single screw-up can leave you falling 300ft onto a glacier, eating the off-green lichen of death instead of the light-green lichen of alcoholic goodness, stepping through some bad ice and falling into a freezing river or any of a hundred other mishaps that leave you dead, dead, dead. It simply doesn’t make sense that a mountaineer would suffer one such mishap every twentieth attempt and still survive into adulthood. As such, a mountaineer always has the option to take 10 on survival checks and is generally assumed to be doing so.

Track: A mountaineer gains Track as a bonus feat.

Illiteracy: Mountaineers do not automatically know how to read and write. A Mountaineer may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

Ales That Cure Ya (Ex): alcohol is a useful organic compound that can be used to store biochemical energy and has a very low freezing point; a fact that several of the indigenous plants have taken to their advantage. It turns out alcohol is also good for making the long winter nights seem shorter and warmer. Oh and getting you drunk. Mountaineers are quite adept at identifying and preparing the necessary weeds and lichen involved in distilling a little rotgut or hooch (generally a DC 15 survival check to find them), and there is a strong demand for such liquor within the more isolated communities. A flask of the brew is a trade good valued virtually anywhere and a Mountaineer can make a flask in four hours provided has access to a flame, a metallic container (kettle, hip flask, metal boot, etc.), a length of metal tubing, some water, the necessary plants and can succeed on a DC 15 craft: Alchemy check (every +5 you exceed the skill check results in another flasks worth of alcohol). A swig of the brew (1/4th of a flask) grants the drinker cold resistance 1 for 1 hour and cures 1hp. It is at least 140-proof (70% parts-per-volume alcohol), highly flammable and is generally a very faint shade of green. Excessive drinking may result in nausea, headaches and crossbow weddings…

Improvisation (Ex): a Mountaineer is accustomed to living away from the goods and services of society for months at a time. As such, he has learned to use whatever is at hand to solve the current problem. A Mountaineer can proficiently wield any item that would be considered an improvised weapon (an ice fragment, a leg bone, a broken bottle, a rock stuffed into a sock, etc.). Since this encompasses virtually everything, a Mountaineer is never considered unarmed provided his hands aren't completely bound and empty (since he can just pick up a rock or brandish a sharpened copper piece), even in a grapple. The range increment of an improvised weapon is increased to 20ft and the damage type of his “weapon” (piercing, slashing, bludgeoning) is whatever the Mountaineer wants it to be (so yes, you can slash someone with a wooden spoon or pierce someone with a brass kettle. Whatever. Have fun).

Fightin' Dirty: A Mountaineer is always eligible to take the following feats regardless of the prerequisites: Combat Reflexes, Improved Disarm, Improved Trip, Improved Grapple, Improved Bull Rush and Improved Sunder. At 2nd level and every third level thereafter a Mountaineer automatically gains one of those as a bonus feat. If all the above feats have already been taken by the Mountaineer when he would receive one as a bonus feat then he can instead choose to take any other feat that he meets the prerequisites.

Uncouth: the lifestyle of a Mountaineer is not one conducive to learning social niceties or basic hygiene. While the public exaggerate the social awkwardness of the Mountaineer, the prejudice is almost as damaging as the real thing. As such a Mountaineer receives a penalty to all Bluff, Diplomacy and Gather Information checks for every second level of Mountaineer the character has (round up). When dealing with other Mountaineers, these penalties are ignored. Furthermore, a Mountaineer starts the game speaking only Tenzing, the obscure language of the myriad mountaineer clans.

You gonna finish that? (Ex): A Mountaineer has grown used to living on things not generally recommended for consumption. As such a Mountaineer gains a +2 save bonus versus ingested poisons. At level 6th level this becomes an immunity to ingested poisons and a +2 bonus to saves versus other poison types.

Endurance: A mountaineer gains Endurance as a bonus feat.

Skillful: At every third level the Mountaineer gains double the usual number of skill points for leveling up. Furthermore, he gains the Skill Focus feat.

Higher Ground (Ex): A Mountaineer can fully capitalize on having a height advantage over his opponents. He gains an additional +1 bonus to attack if he is slightly above his foe (on a table, large rock, etc.) or an additional +3 bonus to attack and +1d6 damage if he is 10 or more feet above his foes. At 7th level the Death from Above ability doubles these bonuses.

Furthermore, the Mountaineer gains the ability to make a plummeting charge attack against a foe 10 or more feet below him that provokes an attack of opportunity (though the foe hitting with the AoO does not disrupt the attack). If the attack is successful several things happen: weapon damage is doubled (tripled with Death from Above), the victim takes the same amount of falling damage as the Mountaineer and is knocked prone, the victim must make a fortitude save (DC 10 + ½ level + Wisdom Modifier) or be stunned for 1 round and, if the victim is stunned, the Mountaineer may make one additional attack at his full base attack bonus. On a failed attack the Mountaineer is allowed to attempt a tumble check to reduce the falling damage. The Mountaineer is not knocked prone if the tumble check or attack was successful.

Improved Toughness: A Mountaineer gains Improved Toughness as a bonus feat (which offers +1 hp per level)

Fight another day (Ex): A Mountaineer doesn’t live long if he doesn’t realize when he picked the wrong fight and needs to regroup somewhere far, far away. The Mountaineer gains Run as a bonus feat. Also, he suffers no penalty to his AC or balance checks while running.

Mountain Goat (Ex): A Mountaineer is allowed to take 10 on any of the following skills once he has 10 or more ranks in them: Balance, Climb, Jump, Use Rope.

Well adapted (Ex): In a snowy environment a Mountaineer gains a competence bonus to the following skills equal to half his level (round up): Hide, Move Silently, Climb, Swim, Survival.

Danger Sense (Ex): A Mountaineer gains a +2 competence bonus to Spot and Listen checks. Furthermore, he gains a +2 competence bonus to his initiative. At 10th level these bonuses improve to +4.

Better Improvisation (Ex): A Mountaineer is a truly cunning and unpredictable opponent. When wielding an improvised weapon the damage dice are increased by one step (d3 -> d4 -> d6 ->d8 -> d10 -> d12 -> 2d6 etc.) and he gains a +2 bonus to all opposed checks when performing one of his Fightin' Dirty feats. The range increment on his improvised weapons is improved to 30ft and, if applicable, can gain a reach of 10ft with his improvised weapons (if swinging a ladder or a backpack tied to a length of rope, for example). His improvised weapons can ignore any one form of Damage Reduction (such as silver for werewolves).

Betterer Improvisation (Ex): At this point the only limit to a Mountaineer's combat options is his imagination and maybe (but only maybe) the bounds of good taste. He gains an additional attack when wielding improvised weapons and an additional +2 bonus to all opposed checks when performing one of his Fightin' Dirty feats. His improvised weapons can ignore any two forms of DR (such as silver and magic for vampires).

Swift Tracker (Ex): At 8th level a Mountaineer can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty when moving at up to twice normal speed while tracking.

Evasion (Ex): A Mountaineer gains evasion, like a rogue.

Camouflage (Ex): A Mountaineer can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Betterest Improvisation (Ex): If need be, the Mountaineer could cut his way out of an Ice Wyrm with a wooden spoon. The damage dice of his improvised weapons are increased by one more step and, if applicable, his reach increases to 15ft. Furthermore, the range increment on his improvised weapons is improved to 40ft. He gains an additional attack when wielding improvised weapons. His improvised weapons can ignore all DR.
Shatner
Knight-Baron
Posts: 939
Joined: Fri Mar 07, 2008 7:54 pm

Re: Icy Adventure Classes

Post by Shatner »

This class started out as a bard knock off with a penchant for languages and without the music theme. What I wound up with was a sort of Bene Gesserit diplomancer that I'm quite pleased with. This class is meant to be good at social challenges, adequate at stealth and feckless in combat. To enforce this, all of the characters mind control abilities require striking up a conversation with the victim first; not generally possible once the bearded avenger and fire pants have joined the fray.

Pan Lingua

"Lovely igloo you have, Mr. Mantok. Anyway, I was wondering if you had considered purchasing an extended warranty on the ice machine I sold you last year…"

The Omsk Mountains have always hosted nomads. This didn’t change after the sun was enveloped by the clouds. However, a new breed developed over the ensuing centuries that is almost completely unrecognizable to the merchants and bards of before. The Pan Lingua are now a secretive and scattered lot. A child, not yet of speaking age, is freely given to a master Pan Lingua (sometimes more freely than others) and is reared on the mind bending, exacting disciplines that enable a Pan Lingua to wield their voice as a weapon more effective than any blade. Once the child is able to successfully resist the dominating presence of their master they are considered old enough to travel their own paths.

As master manipulators, the Pan Lingua are strained by proximity to others of their kind. Because of an inborn sense of wanderlust as well as an astute awareness that the locals will eventually see through their polished veneer, travel is the norm. Well natured Pan Lingua are merchants, explorers and professional wanderers who enable a trickle of material and intellectual exchange to occur between isolated communities. Malicious Pan Lingua are spies, con men and tyrants who use their natural advantages to take what they want from the people they encounter. Needless to say, whether a Pan Lingua is greeted with praise or pitch forks depends largely on the kind of Pan Lingua the town encountered last.

Alignment: The upbringing and lifestyle of a Pan Lingua requires immense self-control and self-awareness which can encourage a lawful approach to life. As wanderers in a wild land, the bounds a Pan Lingua exercises is entirely their own to determine and many have grown capricious and chaotic. Any alignment is allowable.

Races: Humans, Halflings and Half-Elves are the most inclined for a life of wandering but the children of other races have been plucked up by whimsical Pan Lingua over the years. Any race is allowed.

Hit Die: d6

Class Skills: The Pan Lingua's class skills (and the key ability for each skill) are

Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: All (Int), Peform (Cha), Profession (-), Sense Motive (Wis), Speak Language (-), Use Magic Device (Cha).

Skills/Level: 6 + Intelligence Bonus

BAB: Medium (as Cleric), Saves: Fort: Bad; Reflex: Good; Will: Good

Level, Benefit
1 Polyglot, Mental Conditioning (Damage Boost), Voice of Authority, Voice on the Wind
2 Carrot, …And Stick, Mimicry
3 Mental Conditioning (Skill Boost), Magical Attunement (UMD)
4 Faking it, People Reading
5 Mental Conditioning (Stat Boost), Magical Attunement (x2)
6 Mental Conditioning (Suggestion), Subtle Compulsion, Iron Will
7 Mental Conditioning (Painlessness), Magical Attunement (Dispel)
8 Palace of Memory, Magical Attunement (x3), Mass Hysteria, Loved by the Masses
9 Mental Conditioning (Restoration), Slippery Mind
10 Rewriting History, Voice in the Mind
11 Mental Conditioning (Save Boost), Domination
12 Subtle Machinations, Magical Attunement (x4)

All of the following are Class Features of the Pan Lingua class:

Weapon and Armor Proficiency: Pan Lingua are proficient with all simple weapons, plus longsword, rapier, sap, short sword, shortbow and whip. Pan Lingua are proficient with light armor and shields.

Polyglot (Ex): the Pan Lingua have, through generations of patient experimentation and practice, perfected techniques to enable the listener to quickly discern unfamiliar language. When faced with a completely unknown language then they suffer a -10 penalty to all diplomacy, bluff, sense motive, intimidate and gather information checks but can still attempt communication. This penalty is reduced by one for every ten minutes the Pan Lingua able to listen and respond to speakers of the language. If the language is simply an unfamiliar dialect than the initial penalty is only a -5. For each day (at least 8 hours) of interacting with a language a Pan Lingua can attempt a DC 20 intelligence check to permanently learn the language (the DC is lowered to 15 for an unfamiliar dialect). The Pan Lingua receives a bonus to this check equal to their level as well as a +1 bonus for every consecutive day they have encountered the language.

Mental Conditioning (Su): preconceived notions and fears cause people to limit themselves in ways that, while only existing within their mind, genuinely degrade their performance. Central to each Pan Lingua’s training is the identification and removal of these barriers. For the Pan Lingua this confers the following bonuses: a +2 to will saves, the endurance feat and the diehard feat.

By spending ten minutes with a willing recipient, a Pan Lingua can lead the subject through a series of subtle exercises that condition the subject’s subconscious mind for periods of heightened activity. Each such “boost” is given a unique trigger, specified by the Pan Lingua and unknown to the subject, which is generally a spoken word but can be any form of stimuli. A Pan Lingua only has the skill to instill a number of boosts equal to half their level in a given subject (round up) and each boost last for one round/level. Boosts last until spent or until the subject spends more than one minute unconscious. When the trigger is given the Pan Lingua can pick which effect the boost has, otherwise it is chosen randomly (Implant Suggestion is never chosen randomly). A subject can only benefit from a single boost at any given time though a different boost can be activated, ending the effects of the first. All bonuses are moral bonuses and the Pan Lingua’s level is used to determine the magnitude of the boost. A funny thing is, sometimes ignorance can be a boon; no Pan Lingua can exorcise all their mental blocks but because they are aware of the techniques involved in a boost, they can not benefit from it. Basically, they can’t trick themselves into believing the “magic feather” they are offering their other subjects, no matter how obvious the results. The effects and availability of boosts are as follows:

Combat Focus: the subject gains a bonus to their attack and damage rolls equal to the level/4 (round up). This boost is available at 1st level.

Skill Focus: the subject gains a bonus to a single, specified skill equal to level/4 (round up). If the skill attempt is for something protracted (like item creation) than the effects of this last until either the duration ends or the skill check is completed, whichever happens last. This boost is available at 3rd level.

Mental Focus: the subject gains a bonus to a single, specified mental stat (intelligence, wisdom, charisma) equal to the Pan Lingua’s level. Available at 5th level.

Implant Suggestion: the subject is immediately under the effect of a suggestion (per the spell) of the Pan Lingua’s specification. This allows no save though the subject is aware of the suggestion after it ends. I certainly hope you trust the person messing with your brain. Available at 6th level.

Painlessness: the subject gains the diehard feat, the ability to ignore all subdual damage (it can continue to accumulate but does not result in unconsciousness during this effect), ignores all fatigue and exhaustion and gains a number of temporary hit points equal to the Pan Lingua’s level. Available at 7th level.

Restoration: this can do one of two things, decided by the Pan Lingua at time of activation: If the subject is under the effects of any spells or abilities allowing a will save, the subject gains an immediate additional save attempt against each such effect OR the subject gains the benefits of the spell lesser restoration to any one of their mental stats. Available at 9th level.

Fortitude: the subject gains a bonus to their will save equal to level/2 and a bonus to their fortitude and reflex saves equal to level/4 (round up for both). Available at 11th level.

Voice of Authority (Su): a large portion of the mind of a social creature is dedicated to recognizing its relative place in a social hierarchy. A Pan Lingua can assume the poise and voice of command that others instinctively react to. With this ability a Pan Lingua can issue a one word command which the subject will immediately follow if they fail a will save (DC 10 + ½ Level + Charisma Modifier). This effect has the same duration and limitations as the spell command. This attempt is completely unnoticed but can not be attempted on the same person again in the same day if they successfully resist a previous attempt.

Voice on the Wind (Sp): using this ability a Pan Lingua can communicate with an ally verbally provided the two are within half a mile/level of one another. The communication occurs as a whisper and as such is largely unnoticeable to others, although a loud environment may render the message unclear to the receiver. This communication is two-way and lasts for ten minutes/level. To initiate the ability, the target must be within sight of the Pan Lingua and a willing recipient. Each use of this ability allows communication between the Pan Lingua and the target and the Pan Lingua can only maintain one such effect for every level they possess. This message has all the same restrictions as the spell message except for the range and number of targets.

Mimicry (Ex): the training involved in becoming a Pan Lingua involves both rapid memorization of sounds and accurate reproduction of speech. A useful side effect of this is that a Pan Lingua can perfectly imitate the voice of anyone they have talked with in the last twenty four hours. Aside from being a great party routine it offers a +4 circumstance bonus on all disguise and bluff checks where this would actually be pertinent.

Carrot… (Su): a Pan Lingua is capable of projecting a strong image of likeability and trustworthiness to others when it suits them. If a Pan Lingua successfully improves their relations with another person to Friendly through a diplomacy check (or is already friendly with them) than the person must succeed at a will save (DC 10 + ½ Level + Charisma Modifier) or be charmed by the Pan Lingua. This effect lasts for as long as the Pan Lingua associates with the affected and the Pan Lingua can choose whether or not to exercise this ability as part of their diplomacy attempt. This attempt is completely unnoticed but can not be attempted on the same person again in the same day if they successfully resisted a previous attempt.

… And Stick (Su): When the occasion calls for it, a Pan Lingua can use subtle techniques to inspire terror in others. If a Pan Lingua successfully intimidates another person through an intimidation check than the person must succeed at a will save (DC 10 + ½ Level + Charisma Modifier) or be frightened by the Pan Lingua. This effect lasts for one round/level and the Pan Lingua can choose whether or not to exercise this ability as part of their intimidation attempt. This attempt is completely unnoticed but can not be attempted on the same person again in the same day if they successfully resisted a previous attempt.

Magical Attunement (Su): the soul is the conduit for, among other things, magic and sentience. The rigorous training involved in becoming a Pan Lingua leads to a greater awareness of the inner workings of their mind, offering them insight into the interplay between thought and magic. At 3rd level, a Pan Lingua can attune themselves to a single magical item that they have successfully used courtesy of the Use Magic Device skill. Once attuned, the Pan Lingua automatically succeeds at all subsequent UMD attempts with that item (though this does not inherently reveal all unknown properties of a given item, only makes all known properties automatically usable). A Pan Lingua can only be attuned to one item at a time for every three levels they have (round up).

At 5th level the Pan Lingua is capable of coaxing more out of an attuned item in a shorter period of time. Whenever a Pan Lingua activates an attuned item, they have the option of doubling all numerical effects for one round. The Pan Lingua gains tripling at 8th level and quadrupling at 12th level. When done to charged items (wands, rods and staves) it simply uses up more changes (two if doubled, three if tripled, etc.) but with permanent magical items (weapons, armor, rings, etc.) it renders the item inert for a time (one round if doubled, two if tripled, etc.). Example: a Pan Lingua can double the effects of a wand of cure light wounds to heal 2d8 + 2 but this uses two charges. A 9th level Pan Lingua can triple the bonus from their +2 sword, making it a +6 weapon for one round but the weapon is then considered non-magical for the following two rounds. A Pan Lingua must touch the attuned item to multiply its effects though the item can then be used by anyone else for the duration of the round.

At 6th level the Pan Lingua is capable of “shorting out” an existing magical effect by forcing a discharge of the spell’s remaining magical energy harmlessly through the Pan Lingua’s own body and soul. To work, the Pan Lingua must spend a standard action and succeed at a dispel check as though they were a sorcerer of the same level casting Dispel Magic while touching the enchanted object or person. This only stops spells normally affected by the Dispel Magic spell and has no effect on magic items or permanent spells. After a successful dispelling, the Pan Lingua glows like a torch for a number of minutes equal to the discharged spell’s level.

Faking it (Ex): the Pan Lingua, as masters of diplomacy and falsehoods, become very good at quickly adapting to the people around them. While this certainly extends to mannerisms and modes of speech (per the Polyglot ability) it can also be extended to the observable tasks being performed. By watching someone performing a craft, perform, profession or any other skill check where strength or dexterity are its key attribute (hide, climb, swim, etc.) for one minute, the Pan Lingua gains insight about performing the same activity. The Pan Lingua gains a competence bonus equal to half the number of ranks the observed has (rounded up) and is considered trained in that skill. This bonus can not exceed half the Pan Lingua’s level (round up) and is reduced by 1 for every rank the Pan Lingua already has in the skill. The effects last for thirty minutes and a Pan Lingua can only be mimicking a single skill at any given time.

People Reading (Su): to the observant, people give a lot away when speaking without even noticing it. Nervous ticks, telling facial expressions and posture can all offer clues into the true feelings of a speaker. The Pan Lingua pick up on all this but they have learned to take it a step further; during conversation a Pan Lingua can actually peer into the minds of others. This duplicates the spell detect thoughts though the save DC is 10 + ½ Level + Charisma Modifier. If the subject fails their will save than the Pan Lingua gains a +4 bonus to bluff, diplomacy, intimidate and sense motive checks against them. This ability lasts for as long as the Pan Lingua continues conversing with that subject. This attempt is unnoticed if they do not succeed on their save by 4 or more than the required DC. It can not be attempted on the same person again in the same day if they successfully resisted a previous attempt.

Subtle Compulsion (Su): a truly skilled Pan Lingua can do more than encourage or discourage behavior in others; they can shape it, usually without the subject even realizing it. Whenever a Pan Lingua could use their Carrot or Stick abilities they can opt instead to implant a suggestion per the spell suggestion. The subject must succeed at a will save (DC 10 + ½ Level + Charisma Modifier) or comply with the compulsion effect. A subject can only be under the effect of a single suggestion at any given time. A subject notices a failed attempt only if they succeeded at their save by 2 or more than the required DC. The ability can not be attempted on the same person again in the same day if they successfully resisted a previous attempt.

Iron Will: the Pan Lingua gains Iron Will as a bonus feat.

Palace of Memory (Ex): there are a number of tricks used by the Pan Lingua to improve their powers of recall. At this level those powers have been honed to the point that the Pan Lingua has perfect recall, granting them a +4 insight bonus to all knowledge checks and making them immune to all spells or effects that modify memory.

Mass Hysteria (Su): the Pan Lingua can now apply their Stick ability to any number of recipients within earshot. This does not allow for mass application of any other ability.

Loved by the Masses (Su): the Pan Lingua can now apply their Carrot ability to any number of recipients within earshot. This does not allow for mass application of any other ability.

Slippery Mind (Ex): this ability represents the Pan Lingua’s ability to wriggle free from magical effects that would otherwise control or compel them. If a Pan Lingua with slippery mind is affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. The Pan Lingua gets only this one extra chance to succeed on their saving throw.

Rewriting History (Su): for many the mind is a jumbled place where recall is imprecise and heavily subjective. The Pan Lingua know this and are capable of taking advantage of it; whenever a Pan Lingua could use their Carrot or Stick abilities they can opt instead to tamper with the subjects memories per the spell Modify Memory. The subject must succeed at a will save (DC 10 + ½ Level + Charisma Modifier) or suffer the spell effect. Note that this ability, like the spell, requires five full minutes (after the save was failed) to affect the subject. The subject can only be affected by this ability once per day and notices the attempt if the they succeed at their save.

Voice in the Mind (Sp): using this ability a Pan Lingua can communicate with an ally telepathically provided the two are on the same plane of existence. This communication is two-way and lasts for ten minutes/level. To initiate the ability, the target must be within sight of the Pan Lingua and a willing recipient. Each use of this ability allows communication between the Pan Lingua and the target and the Pan Lingua can only maintain one such effect for every three levels they possess (round up). This message has all the same restrictions as the spell Rary’s Telepathic Bond except for the range and number of targets.

Domination (Su): whenever a Pan Lingua could apply their Carrot or Stick ability they can instead subjugate the will of their subject to their own per the spell Dominate Person. The subject must succeed at a will save (DC 10 + ½ Level + Charisma Modifier) or suffer the spell effect. This ability can only be attempted a number of times per day equal to (level – 10)/2 (round up) and only once per person per day. The subject notices the attempt if they succeed at their save.

Subtle Machinations (Su): whenever a Pan Lingua could apply their Carrot or Stick ability they can instead apply their Subtle Compulsion ability to any number of recipients within earshot. All subjects must receive the same suggestion.
Last edited by Shatner on Thu Dec 27, 2012 4:42 pm, edited 2 times in total.
Post Reply