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Stoic Champion Common among Dwarves and other lawful humanoids, the Stoic Champion is a warrior similar to a Knight

or Paladin. The Stoic Champion makes oaths to defend his family, friends or his honor and increases his strength against foes who attempt to harm his charges. The Stoic Champion is frequently encountered in Barv, as Noble Dwarf soldiers take oaths to bring wealth and glory to their families. Yhollese Hobgoblins and Bugbears also become members of this class, swearing to defend their communities from harm. Prerequisites Alignment: Any Lawful Feats: Diligent Skills: Intimidate 8 ranks, Diplomacy 1 rank, Craft (Weaponsmithing) 3 ranks Special: Must swear an oath to protect a community, ideal, lord or ideal. It can be anything that is considered by the character to be higher than himself (check with your DM). Hit Die: d12 Level BAB FORT REF WILL Special 1 +1 +2 +0 +2 Code of Honor, Stoic Challenge, Honorable Abilities 2 +2 +3 +0 +3 Enduring Might, Defend Ideal 3 +3 +3 +1 +3 Withstand 4 +4 +4 +1 +4 Vengeance, Voice of Bravery 5 +5 +4 +1 +4 Stoic Mind, Implacable Skills: 2+INT modifier Per level: Knowledge (History, Nobility/Royalty, Religion, Nature), Diplomacy, Craft, Intimidate, Handle Animal, Jump, Swim, Climb, Ride

Weapon and Armor Proficiencies: A Stoic Champion gains no additional weapon or armor proficiencies. Code of Honor: The Stoic Champion has an honor score of 15 - his class level. A Stoic Champion loses 2 honor every time he allows someone to infringe upon his oath, 6 any time he willingly does so. If the Stoic Champion knowingly does something that contradicts his oath, the DM should assign an amount of honor to be removed, but never more than 8. A Stoic Champion whose honor equals or less 0 loses all benefits of this class, with the exception of Base Attack Bonus, Hit Points and Saves. He may regain honor through spending 12 straight hours atoning (in a way befitting his oath) and doing nothing else, which restores 2 honor, or with an Atonement spell, which restores his honor to it's maximum amount. A Stoic Champion who is dominated, charmed or otherwise not in control of his actions loses all benefits of this class with the exception of Base Attack Bonus, Hit Points and Saves for the duration of the effect. He regains them at the end of the effect. A Stoic Champion can use this to circumvent his oaths, but willingly doing so is an Evil act, and costs 8 honor. Stoic Challenge(Ex): Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, issuing general challenge that strikes fear into opponents and compels you to defeat them. You can use this ability any number of times per day, but no more than once per encounter. Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues. It is a swift action to activate this ability. You gain a morale bonus equal to your class level on attack and damage rolls, as well as Will saves against the targets of your challenge. You may challenge any number of opponents with each challenge, but no more than one per class level. The challenge lasts 1 round per point of the knights Charisma modifier Honorable Abilities: A Stoic Champion's class levels stack with levels of Knight for determining

the number of times a Knight can use his Knight's Challenge, what effects he can create with his challenge, as well as how many opponents he may affect with Stoic Challenge. A Stoic Champion's class levels stack with his Paladin levels for determining how many times per day he may use Smite Evil (or any other alignment he may smite), the strength of Smite Evil, his Special Mount Abilities, and how many opponents he may affect with Stoic Challenge. Enduring Might(Ex): At Second level, the Stoic Champion can more readily combat those he targets with his Stoic Challenge ability. The Stoic Champion gains Damage Reduction 1/- against all creatures affected by Stoic Challenge. In addition, he counts as having Improved Uncanny Dodge, as the Rouge ability against those foes. His effective Rouge level for this ability is equal to his character level. The damage reduction increases to 2/- at 3rd level, 3/- at fourth level and 5/at 5th level. At 5th level he also counts as having Evasion, as the Rouge ability against effects created by creatures targeted by his Stoic Challenge ability. At 5th level, once per round he may use his Constitution modifier instead of his Dexterity modifier on Reflex saves against effects created by creatures targeted by his Stoic Challenge ability. Doing so is physically draining; the Stoic Champion takes a -2 penalty to armor class for 3 rounds after he uses this ability. This penalty stacks with itself. Defend Ideal (Ex): The toughest decision most adventurers face is when to surrender. The Stoic Champion knows the answer to this at 2nd level: never. Whenever a Stoic Champion's hit point total have been reduced to 20 x his class level or lower, he gains a +4 bonus to Strength, a +2 bonus on all saves, a +2 dodge bonus to AC and fast healing 1. These benefits last one round per class level. Withstand (Ex): At 3rd level, the Stoic Champion gains Toughness and Diehard as bonus feats, even if he does not meet the prerequisites. Vengeance (Ex): At 4th level, whenever anyone attempts to harm the subject Stoic Champion's oath, be it his family, his church, his ideals or anything else, he may make Smite attacks against that foe. He deals an additional 2d6 damage with all attacks, including spells and ranged attacks, but not touch attacks, until that foe is unconscious or dead/destroyed. Voice of Bravery (Ex): At 4th level, whenever a living creature is affected by the Stoic Champion's Stoic Challenge ability, it must make a will save equal to 10+Stoic Champion's Class Level + His Charisma modifier, or become shaken for the duration of the challenge. A Stoic Champion with Knight or Paladin levels may add 1/2 his levels in those classes to the DC of this save. Stoic Mind (Ex): At 5th level, as long as one enemy is under the affect of the Stoic Champion's Stoic Challenge, the Stoic Champion is immune to Mind Affecting Abilities. Implacable (Ex): At 5th level, the Stoic Champion gains the Mettle ability, as a Hexblade. If he succeeds his Will save or Fortitude save against a spell or ability that can be avoided by Mettle, he gains temporary hit points equal to his character level. These temporary hit points last 5 rounds. Mother of Chaos

Prerequisites Alignment: Chaotic Evil Gender: Female Skills: Knowledge (The Planes) 10 ranks, Mutations: Moderate or higher Spells: Able to cast at least 1 spell with the Chaotic Descriptor and 1 spell with the evil descriptor OR the ability to use Lesser Invocations

Feats: Toughness Special: Must be able to bear a child, must never lose Taint or Mutations. Upon doing so, you lose all features of this class, except your Child of Chaos, which attempts to kill you. Special: Ability to acquire a Familiar Hit Die: d8 Level BAB 1 +0

FORT REF +2 +0

WILL +2

Special Spellcasting Familiar Abilities, +1 level of Existing Class Suppress Taint, Child of Chaos

2 3 4 5 6 7 8 9 10

-+1 level of Existing Class -+1 level of Existing Class Bonus Mutation (Light) -+1 level of Existing Class Bonus Mutation (Light) -+1 level of Existing Class Gruesome Boon, -Bonus Mutation (Moderate) Skills: 2+INT per level: Knowledge (all skills taken individually), Intimidate, Disguise, Decipher Script, Hide, Move Silently, Spellcraft, Profession, Perform Weapon and Armor Proficiencies: The Mother of Chaos gains no weapon or armor proficiencies. Child of Chaos: At 1st level, you perform a blasphemous ritual, inviting the Taint of the Pandemian Region to live inside your body, and grow pregnant from a mysterious source, even if you have done nothing that would cause this. The baby gestates quickly, and after six months, during which it is dangerous to adventure (you may still do so, but you take an additional 5 points of damage from all sources, your base land speed is reduced by 10ft, you take a -5 penalty to all STR, DEX and CON based skill checks, as well as to all attack rolls, and must sleep an additional 6 hours, or trance for 3 hours more if you are an Elf), you give birth to a hideous amalgam of amorphous tissue and body parts. The child obeys you utterly and without question, and has the statistics of a Pseudonatural (see Lords of Madness) Dire Badger or Black Bear. You must choose which one when the child is born, this choice cannot be taken back. The Child of Chaos is a Chaotic Evil Native Outsider with the Chaotic and Evil subtypes, although it uses animal or vermin traits and qualities, depending on the base creature. The Child of Chaos gains all the abilities as if it were your familiar, although it must use its own Base Attack Bonus and Hit Points. The Child of Chaos may not wear any magical items, nor may it be ridden, doing so sends it into a violent rage, and will attack whatever did the offending action for 3 rounds. If the Child of Chaos dies, its mother may not replace it, but it may be resurrected, and it loses nothing in the process. As the Mother of Chaos gains levels, her child grows stronger. The Natural Armor it gains is in addition to the Natural Armor gained from being a Familiar. Class Level HD Natural Armor STR/DEX Bonus Special 1-2 +0 +1 +0 -3-5 +3 +2 +1 Uncanny Dodge 6-8 +5 +4 +2 Devotion 9-10 +9 +6 +4 Multiattack Unlike a Druid's Animal Companion, the Child of Chaos does grow from bonus Hit Dice, up to a creature's maximum size. Tainted Empathy Tainted Blows Alternate Children The Mother of Chaos may alter her Child of Chaos' form by spending 24 hours in a dark secluded place coaxing it to transform. A Mother of Chaos of sufficiently high level can select her Child's form from one of the following lists, applying the indicated adjustment to the her level (in parentheses) for purposes of determining the Childs characteristics and special abilities. All Children gain the Pseudonatural Template. If she selects an Aquatic creature, it loses its swim

+1 +1 +2 +2 +3 +3 +4 +4 +5

+3 +3 +4 +4 +5 +5 +6 +6 +7

+0 +1 +1 +1 +2 +2 +2 +3 +3

+3 +3 +4 +4 +5 +5 +6 +6 +7

speed (and in the case of the squid and octopus, their jet abilities) and have a base land speed of 20 ft. No abilities, feats or items that would increase one's effective Druid level for Animal Companion benefits affect the Mother of Chaos and her Child. 4th Level or Higher (-3) 7th Level or Higher (-6) Dire Wolverine, Dire Boar, Tiger Polar Bear, Dire Lion Large Shark, Lion Orca Whale, Huge Shark 10th Level (-9) Giant Squid, Giant Octopus Gargantuan Monstrous Spider

Uncanny Dodge (Ex): As the Rouge Class feature. The Child of Chaos' effective Rouge level is equal to it's Hit Dice Devotion (Ex): The Child of Chaos gains a +2 morale bonus on Will Saves against enchantment spells and effects. Multiattack: A Child of Chaos gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Child instead gains a second attack with its primary natural weapon, albeit at a -5 penalty. Familiar Abilities: The Mother of Chaos' class levels stack with any other class that gives access to a familiar for determining its Natural Armor, Intelligence and Special Abilities. However, any existing familiar she possesses upon taking the first level of this class leaves her service permanently, and she may only apply these benefits to her Child of Chaos. She does not gain the Special ability of any familiar, such as the Bat's bonus on listen checks, or the benefit of the Alertness feat. Suppress Taint (Ex): At 1st level, the Mother of Chaos gains some control of the taint and mutations that ravage her body. She may choose to remove any cosmetic deformities that result from her taint. It is impossible to detect if a Mother of Chaos is tainted based on appearance. In addition, she may ignore any negative penalties of one of her mutations. This choice must be made at the start of every day, and she may only ignore one mutation at once. Tainted Empathy (Su): A Mother of Chaos can improve the attitude of a Mutant with Moderate or Higher Mutations, Aberration or Chaotic Outsider. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Mother of Chaos rolls 1d20 and adds her Mother of Chaos level and her Charisma modifier to determine the check result. The typical Aberration or Chaotic Outsider has an initial attitude of unfriendly. To use Tainted Empathy, the Mother of Chaos and the target must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time. Tainted Blows (Su): At 4th level, the Mother of Chaos and her Child deal additional Taint with every blow. On a successful melee attack, she and her Child deal additional Taint equal to her/its Hit Dice. Bonus Mutations (Ex): The Mother of Chaos gains an additional mutation of the indicated level of her choice from the following lists. She may not select the same Mutation twice. She also gets 1 random a drawback for each mutation she selects. If you roll a drawback she already has, roll again until you produce one that she does not. Gruesome Boon(Sp): Once per day, you may transform into your Child of Chaos, as the Shapechange spell, except that you may not change into any other form. This lasts 10 rounds. While in this form, both you and your Child gain fast healing 3.

LIGHT MUTATIONS Adhesion: Your hands have an adhesive quality, granting you a +4 competence bonus to offensive

grapple checks, Climb checks, and rolls to resist being disarmed. Catfall: Your reflexes allow you to land well. Reduce 10 feet from the distance of every fall when determining damage. Darkvision: You have darkvision with a 60-foot range. Enhanced Flesh, Slight: You gain a +1 natural Armor Class bonus. Enhanced Hearing: You gain a +4 competence bonus to Listen. Enhanced Vision: You gain a +4 competence bonus to Spot and Search. Flexible Bones: You have rubbery bones that allow you to squeeze into very tight places. You gain a +4 competence bonus to Escape Artist thanks to this mutation. Gripping Feet: You have a long toe at the back of each of your feet, allowing you to grasp with them. You gain a +3 competence bonus to grapple and Climb checks. You can even grasp objects with your feet. Low-Light Vision: You have low-light vision. No Scent: You cannot be found or tracked by scent. Perfect Voice: You gain a +4 competence bonus to Bluff, Diplomacy, and Gather Information. Predict Weather: By being in tune with natural conditions around you, you always know what tomorrow's weather will be like. Resilience: You gain +10 hit points. Resistance to Disease: You gain a +4 bonus on all saving throws against disease. Resistance to Poison: You gain a +4 bonus on all your saving throws against poison. Scent: You have the scent ability as described in the MM. Sixth Sense: Disease: When a disease-bearing contagion is within 20 feet of you, you have a 50 percent chance to automatically sense its presence and general location (but no details regarding its nature). Once you have rolled for a particular instance of a disease, you need never roll for it again. You either always detect it or always do not. Sixth Sense: Illusions: When an illusion is within 10 feet of you, you have a 50 percent chance to automatically sense its presence and general location (but no details regarding its nature). Once you have rolled for a particular illusion, you need never roll for it again. You either always detect it or always do not. Sixth Sense: Magic: When an active spell or magic item is within 20 feet of you, you have a 50 percent chance to automatically sense its presence and general location (but no details regarding its nature).

Once you have rolled for a particular item or spell, you need never roll for it again. You either always detect it or always do not. Sixth Sense: Undead: When an undead is within 20 feet of you, you have a 50 percent chance to automatically sense its presence and general location (but no details regarding its nature). Once you have rolled for a particular creature, you need never roll for it again. You either always detect it or always do not. Slick: You secrete a slippery substance that gives you a +5 competence bonus to Escape Artist. Unflappable: You are immune to effects that cause you to be dazed or stunned and gain a +2 bonus to resist fear effects. Webbed Hands and Feet: You gain a +4 competence bonus to Swim checks. Youthful Vigor: Your body changes as though your age decreased by 25 percent. Only physical changes (not mental ones) apply. MODERATE MUTATIONS Acid Spittle: Once per day, you can spew acid at a single target up to 15 feet away as a ranged touch attack. If successful, the attack inflicts 2d6 points of acid damage. Claws: You have claws on your hands. You can use them to make unarmed attacks, although you are considered armed. You are still limited in the number of attacks you can make in a round, although you can use the claws on your off hand to make an off-hand attack. The amount of damage they inflict depends on your size. Size Damage Diminutive or Fine 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 2d4 Gargantuan 2d6 Colossal 2d8 Enhanced Strength: You gain a +2 innate bonus to Strength. Enhanced Constitution: You gain a +2 innate bonus to Constitution. Enhanced Dexterity: You gain a +2 innate bonus to Dexterity. Enhanced Flesh, Minor: You gain a +2 natural Armor Class bonus. Face Shifting: You can use disguise self once per day. Gliding Wings: A thin membrane between your body and arms allows you to glide through the air. You can effectively fly with a speed of 30, as long as you have a high spot to start from. For every 10 feet down, you can fly laterally for 30 feet. Your flying

maneuverability is poor. Great Fortitude: You have a +2 bonus to Fortitude saving throws. Immunity to Poison: You are immune to poison. Immunity to Disease: You are immune to disease. Hypnotic Eyes: You gain a +2 innate bonus to Charisma. Incredible Speed: You add 10 feet to your base land speed. Iron Will: You have a +2 bonus to Will saving throws. Leaping Legs: You gain a +6 competence bonus to Jump. Lightning Reflexes: You have a +2 bonus to Reflex saving throws. Pheromones: You emit pheromones that allow you to use a charm person effect (Will save, DC 10 + half your level + your Charisma bonus) upon a target within 10 feet three times per day. You have a musky scent all the rest of the time. Rapid Moves: You can take an additional move action in a round three times per day. Resistance to Magic: You gain a +2 innate bonus to all saves against spells, spell-like abilities, magic items, and so on. Resistance to Elements: You Gain Resistance 10 to one element of your choice Scream: Once per day you can let loose a shrill scream that functions as a shatter spell (save DC 10 + half your character level + your Charisma bonus). See Invisible: You can use see invisibility at will. Shocking Touch: You can use shocking grasp twice per day, inflicting 2d6 points of electrical damage. Size Decrease: Your size decreases by one category. You gain a +1 bonus to Armor Class and attack rolls. Sound-Absorbing Field: You can create a silence field around yourself once per day. Spines: You are covered in sharp spines that automatically inflict 1d4 points of damage to anyone that you grapple or that grapples you. Touch of Frost: You can use shocking grasp twice per day, except that it deals cold damage rather than electricity, inflicting 2d6 points of cold damage. Touch of Heat: You can use shocking grasp twice per day, except that it deals fire damage rather than electricity, inflicting 2d6 points of fire damage. Tremorsense: You can detect all things touching the ground within 30 feet, whether or not you can see them. Unknown: You can use nondetection at will (self only). Vampiric Sustenance: You feed on pain. If you inflict 10 points or more with a melee attack, you are healed 1 point of damage (if you are hurt).

Drawbacks Aversion to Bright Light: In the presence of a light stronger than torchlight (such as in direct sunlight), you suffer a .1 penalty to attacks, saves, and checks. Bleeder: You suffer 1 additional point of damage each time a slashing or piercing attack hurts you. Blind: You are blind. A blinded character suffers a .2 penalty to Armor Class, loses her Dexterity bonus to Armor Class (if any), moves at half speed, and sustains a .4 penalty to Search and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision, such as reading and Spot checks, automatically fail. All opponents are considered to have total concealment (50 percent miss chance) relative to the blinded character. Clumsy: You suffer a -2 penalty to Dexterity. Deaf: You are deaf. A deaf character suffers a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20 percent chance of spell failure when casting spells with verbal components. Feeble: You become disabled when your hit point total is at 2, 1, or 0, rather than at just 0. Foolish: You suffer a -2 penalty to Wisdom. Foul Odor: You emit an odor that makes others mildly nauseous. You suffer a .2 penalty to Diplomacy and Gather Information. This is an overpowering smell for creatures with the scent ability. Gimp: One of your legs is smaller than the other(s) or misshapen. This makes your speed 10 feet slower than normal (if 0 or below, you cannot walk). Glass Jaw: Your massive damage threshold is half its normal amount. Hideous: You suffer a -4 penalty to Diplomacy and Gather Information, but a +2 bonus to Intimidate. Lack of Control: If you have a mutant power with uses per day, there is a 25 percent chance during any given day that the power will activate or deactivate against your will. Magic Dead: If you attempt to cast a spell or use a spell-like ability or spell-completion, spell trigger, or use-activated magic item, there is a 20 percent chance it does not work. Missing an Arm: You have only one arm, the other one having literally rotted off during your mutation. You suffer a -2 innate penalty to Disable Device, Forgery, Open Lock, and most Craft and Perform skills. You obviously do not make off-hand attacks or use two-handed

weapons or both a weapon and a shield. Mute: You cannot speak or use spells with verbal components or magic items with command words. Oversized Hands: You suffer a -2 innate penalty to Disable Device, Forgery, Open Lock, and most Craft and Perform skills. Oversized Arm: One of your arms is much larger than the other and deformed. You suffer a -1 innate penalty to attacks as well as checks for Disable Device, Forgery, Open Lock, and most Craft and Perform skills. Spasms: When confronted with a stressful situation (such as combat), you have a 10 percent chance of being incapacitated by spasms and convulsions, rendering you helpless. Stupid: You suffer a -2 penalty to Intelligence. Susceptible to Elements: You take 50% extra damage from one element source of your choice Susceptible to Disease: You suffer a .4 penalty to saves against disease. Susceptible to Electricity: You suffer a .2 penalty to saves against electricity and suffer 50 percent more electricity damage when it is inflicted upon you. Susceptible to Fear: You suffer a -4 penalty to saves against fear effects. Susceptible to Illusions: You suffer a -4 penalty to saves against illusions. Susceptible to Magic: You suffer a -2 penalty to saves against magic. Susceptible to Poison: You suffer a -4 penalty to saves against poison. Susceptible to Psionics: You suffer a -4 penalty to saves against mind-affecting effects. Unnatural Aging: Your body changes as if your age increased by 50 percent. Only physical changes (not mental ones) apply. Weak: You suffer a -2 penalty to Strength.

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