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Showing posts with label Prestige Class. Show all posts
Showing posts with label Prestige Class. Show all posts

Tuesday 12 March 2019

Plague Rats – Prestige class of the city of Shenth

I have wanted to have a prestige class like this one for awhile. It's specifically only for one area of my game world, the city that once contained a plague that can never be fully eradicated. It exists just beneath the surface, with these rats doing what they can to treat the victims and ensure fewer people are infected.

Plague Rats – Prestige class of the city of Shenth. Named for the rats that carry the deadly plague that once nearly destroyed the city, but have been a constant threat for more than three hundred years. More than half of the members are dwarfs, as they were the ones who originally contracted the disease. They are honoured, despised and pitied by the other citizenry at the same time; these exterminators are needed, but due to the ever-present rotting smell emanating from them, they are more like a secret cabal of the near damned, tolerated as long as they are far away.

Unlike other prestige classes there is only way to join this group; contract the disease. Most people who contact this disease never become plague rats, but the plague carriers when they originally contracted the disease do not resist the contagion, thus their bodies adapts to become stronger with the disease than it ever did before. Most carriers never advance in the prestige class, but they can to enable them use the effects of their disease to their advantage.

Appear as a common person of their race, except they have small red boils on their hands that flare up and drip blood when they are scared or sick. When first infected these boils appear through-out their body but then settle down over a few weeks time as their body adjusts.

Hit Dice: D6 (unless their previous class is higher)
Requirements: To qualify to become a plague rat is to either roll a one on a saving throw or to deliberately forego a saving throw
Class Skills: as original class
Weapon and Armor Proficiency: as original class
Saving Throw: Advance as original class
Spells: If they previously had spells, they advance

1st level: Plague Carrier; Detect Disease; +1 charisma to infected
2nd level: Recognize stage of Disease; speak with animals; +1 level in all abilities of original class 3rd  level: Absorb Disease; +3 charisma to infected; +1 level in all abilities of original class 
4th level: Transmit Disease ; +1 level in all abilities of original class   
5th level: Adapt Disease; +5 charisma to infected; +1 level in all abilities of original class 

Plague Carrier: The individual is infected with the Shenth plague, and outside of divine intervention, they will always carry the plague within themselves. A carrier never suffers ill effects from the plague. They are passive carriers, as anytime a previously unexposed humanoid touches the individual; they must make a Fort save vs DC 2 to avoid catching the plague. If they pass this saving throw, they are immune to the disease, if they fail, see the Shenth plague entry.
Those who pass take an immediate -2 on their constitution and charisma for the next six hours. Those who fail their saving throw slowly starts to blossom with the red boils, and must make a DC 16 every day or suffer -1 cumulative charisma and constitution until either reaches 5, then they reverse and slowly increase to its natural point.

Detect Disease: per the spell in the player’s handbook; as an innate spell.

Charisma bonus: The infected will automatically recognize a carrier, and will respond positively to him or her, gaining extra bonuses as they increase in level.

Recognize Disease: Plague rats may make a spot check (DC 12) to determine if someone has been affected by the disease, how long they have had it and at what stage of infection they are in.

Speak with Animal: used primarily to speak with the rats that inhabit the lower levels of the city

Absorb Disease: Upon laying their hands on an individual affected by the plague, they are able to cure the inflicted and remove the plague from anyone except another plague rat. Any charisma loss however is permanent. If someone doesn't want to be cured, they cannot be cured through this method.

Transmit Disease: While plague rats are always passive carriers, at this stage, a plague rat can infect others with the plague with full effects without touching them. Those whom the plague rat wishes to infect can be within forty feet and the plague rat can see them. Upon two rounds of concentration, the victim must make a Fort DC 15 or be affected with the disease.

Adapt Disease: Perhaps the most insidious of all their powers, at this stage, the plague rat can adapt the disease so that it will affect one type of creature. So, they can change the plague to effect elves or giants only. It takes ten minutes of uninterrupted activity to adjust their body chemistry. They use this so they can more easily blend in.



Saturday 29 April 2017

Holy Sufferers - Prestige Class of Non-Violence

"According to our scripture - there is a finite amount of hurt in the world. When I take on an once more pain, then someone else's burden is lessened." Anonymous Holy Sufferer

Holy Sufferers

For most people, the idea of suffering for others is a strange concept, but the holy sufferers believe they do good by being a target of pain in replacement of others. Blessed sufferers take up the vow of non-violence, and swear an oath to never again pick up a weapon to use it on a living creature. They can still attack non-living entities such as undead, constructs elemental- types or any creatures that do not display intelligence.

They are often involved in quests to banish or destroy evil or chaotic beings. They use their abilities to get around, avoid and help their friends accomplish great deeds. They may be a distraction in physical combat, but out of combat they can help in any way their spells, skills or abilities can enable them to.

Prerequisites:
Feats: Iron Will, Great Fortitude
Oath: Non-Violence   (Nyssian Oaths)
Alignment: Any non-evil
Spells: Must have the capability of casting the Sanctuary spell.

Benefits:
Hit Dice: d6
Skill Points: Int +4/level
Class Skills: Climb, Diplomacy, Fly, Handle Animal, Heal, Knowledge (Any), Perform, Ride, Perception, Sense Motive, Spellcraft, Survival, Swim, Tumble, Use Magic Device

Level   BAB   Fort     Ref      Will     Special                                    Spell Level
1st         +0       +2       +2        +2        Blessed Sanctuary, Aura              --
2nd        +0       +2       +2        +2       Circle of Sanctuary                      +1
3rd         +0       +3       +3        +3       Eye for an Eye I                          +1
4th         +1       +3       +3        +3       Greater Circle of Sanctuary        +1 
5th         +1       +4       +4        +4       Eye for an Eye II                         +1
6th         +1       +4       +4        +4       Eye for an Eye III                        +1
7th         +2       +5       +5        +5       Higher Circle of Sanctuary           --
8th         +2       +5       +5        +5       Eye for an Eye IV                        +1
9th         +2       +6       +6        +6       Peaceful Blessing                        +1


Class features:
Spell Level: A sufferer gains additional spell casting capacity as they increase in their suffering levels; they do not gain any additional abilities: turning, feats, etc.

Blessed Sanctuary: A sufferer is under the constant effects of a Sanctuary spell as long as they do not actively attack through any means (physical, spell or psionic powers) mortal creatures. Undead and constructs are the only exceptions. This spell is continuously active, so, even if an attacker manages to beat the DC in one round, they must continue to save every round to overcome this defence. The benefits on this spell also encompass a sufferer one’s mount or anyone who they may carry in their arms (such as a child or an injured person) The save DC is based on the sufferer’s charisma and wisdom bonuses. (Will DC 10 + HS level + charisma bonus + wisdom bonus)

If a foe bypasses the sanctuary field more than twice in a given combat, most Sufferers do not maintain it and use physical or magical means to help defeat the enemy.

Circle of Sanctuary: As per the spell sanctuary, except any allies of the sufferer ones within a 20 ft radius of them gain the benefits of this spell. One ally per level of the sufferer can also be protected. However, once an enemy bypasses the effect on an ally, the spell ends, and the ally can act normally. If an ally attacks an enemy, the sanctuary effect ends. The Will DC for Blessed Sanctuary is Will DC 10 + HS level + Wisdom bonus.

Greater Circle of Sanctuary: As per Circle of Sanctuary except it can protect two allies per level of
the Sufferer at a range of 30 ft. 

Eye for an Eye I: Whenever someone manages to bypass their sanctuary spell, and use a melee attack on a sufferer, this effect will enable the spell to strike retributively. Eye for an eye will inflict the same damage on the attacker, as the sufferer themselves suffered. There is a save for half damage. DC 10+caster level+Wisdom modifier.

Higher Circle of Sanctuary: As circle of sanctuary except three allies per the Suffers HD within a 50 ft are protected. This is a full round action to call upon the Sanctuary but the radius must be free of enemies to start the effect. So, they often create smaller circles if the full 50 ft radius is not available. Usable 5 + class level / day.

Eye for an Eye II: As per Eye for an Eye I; except, when sufferers receive an injury, whether from melee, missile, spell or psionic effect, the attacker will instantly receive retributive damage. There is a save for half damage. DC 10+caster level+Wisdom modifier

Eye for an Eye III: Similar to Eye for an Eye II except there is no saving throw to avoid the damage. It affects undead as EfE2.

Eye for an Eye IV: Similar to Eye for an Eye III except physical attackers must make a saving throw for any time they attack the sufferer they suffer double damage automatically. Magical or psionic effects are not doubled, but as per EYE III, they do suffer the same damage they inflicted on the Sufferer. It affects undead, constructs and any other non-labelled creatures as EfE3.

Peaceful Blessing: Brings 24 hours uninterrupted sanctuary to any one other creature touched but otherwise as EfE IV. If the protected person does for any reason suffer damage, the spellcaster can will the damage onto themselves for the duration of the spell. The Holy Sufferer can be anywhere on the same plane as the creature the Peaceful Blessing has been cast upon and enact the share damage effect.