Prestige Classes Page 2
Irish Scrapper
Black Widow
Combat Courier
Divine Fist
Librarium of Bayknob
Get drunk and beat the shit outta whatever’s in front of you!
For extra measure add Drunken Master and/or Monk to the mix and there you go!
High offense and…well, high offense.
Probably vomit too.
Hit Dice: d10
Skill points: 4 + Int Modifier
Prerequisites: Unarmed Attack (Damage) and Unarmed Defense 10 ranks, Brawl, Improved Brawl, Knockout Punch, Improved Knockout Punch, Tumble 5 ranks or in a similar skill, Lightning Reflexes, Iron Will, Great Fortitude, Alertness, and Improved Initiative.
Base Attack Bonus: +5
Class Skills: All Drunken Master skills
Note: All Irish Scrapper abilities and skills stack with Drunken Master.
Drink Like A Demon - You can handle yer booze like any dorf, which lets ya tank out like no others. Hoochin' up in a fight gives you a -1 to DEX, INT, and WIS fer each drink. Now what it takes away in the brains it gives back to +1 to STR or CON fer each o' them tasty tankards, BUT the DEX neg to AC, tumble, and REF is kept at normal. The over all effect is AWESOME and ye burns off the sauce after the fight but the pluses die out when combats over bro-skies (I.e. - end of combat means the alcohol is no longer in your system and the bonuses end.) One round = 1 drink.
(Translation: take a full round action to take a drink. Until the end of combat, user gains -1 Dex, Int, and Wis but gains +1 Str and Con. Dex mod to AC, tumble and Ref save are unaffected while drunk. The Drunk effect ends at end of combat. Does not stack.)
Unarmed Damage - As the Irish Scrapper progresses, they’re gonna get a stronger and stronger hit die for their unarmed punches. At the max level, said Irish Scrapper gets to add their Strength Mod (again) and ECL! Can only be utilized if Drunk.
Dorf Liver - Upon becoming a Irish Scrapper, ye gain the protection of the Little Folk and, with that happenin', gain the Liver o' a Dorf ta replace ye weaker one. You can store up to 3 drinks before battle, though those 3 will disappear by the end of the day (upon going to sleep, etc.) plus ya can drink drink drink all ya want without killin' off brain cells or body parts ta boot!
(Translation: user can now store 3 drinks before battle, activating them as a standard action during battle. Unused “drink” charges disappear at the end of day with no burn. While storing drinks, user is unaffected by negative effects of too much drinking, including Blackout.)
Swagger - this one lets ya make a charge attack, and like swerve bob and weave, zig-zag, hell, even flop around if that's what yer into, allowin' ya's to dodge any and all attacks made on ya's while yer chargin', even interrupts! That and you can add youse tumble bonus to yer swagger attack.
(Translation: charge attack that cannot be interrupted and allows the user to add tumble skill total to charge attack damage.)
Swaying Waist - stick,stick, stick and move. you sooo wiggly in a fight you gets a +2 dodge bonus to youse AC against a chump (single target) you single out.
(Translation: Declare a target to gain an extra +2 dodge bonus to AC. This stacks with other Dodge bonuses. If you are caught flat-footed or lose Dexterity bonuses, you do not lose Swaying Waist).
Head Like A Stone - DING! We has a winner! You have been fighting enough ta earn this perk…. you can make a special "headbutt" attack to an enemy you have grappled. +2 attack roll to you and -2 attack roll to him, plus it causes victim to be dazed and stunned for 1D4 rounds (1D8 on a critical hit). This ability counts as normal unarmed damage.
(Translation: upon successful Grapple, user can choose to make a special headbutting attack. Delivers unarmed damage (To Hit) +2, grants a -2 (To Hit) negative status to target, and causes target to be dazed and stunned for 1d4 rounds (or 1d8 on critical hit). This can be halved with a Fort save. This can only be done while user is Drunk.)
Improvised Weapons Focus - Ya select any common every day item and its a proficient weapon for ya. But you can select one of those each round to place the weapon focus, which gives a +1 bonus to that kind of improvised weapon. THIS CANNOT BE STACKED 1:1 only folks. Each +1 of Improvised Weapons Focus gives you one more round of choosin' a new weapon.
(Translation: user can choose a common item and gain Weapon Focus with that improvised item. This cannot be stacked. Each time you gain a new Improvised Weapon Focus, it must be applied to a new item. Please refer to GM for approved stats and list of items.)
For Medicinal Purposes - whenever the Scrapper actively takes a drink, they can regain +1 HP+Con Mod per Irish Scrapper level.
Drunken Rage - (current) CON mod + the number of drinks you've HAD in the entire day = total number of rounds for alchy zerk. :) Giving you a +4 to STR and CON, a +2 morale on WILL saves cuz drinkins always a positive solution, and -2 to AC.
(Translation: current Con Mod + number of drinks you’ve had the entire day = rounds of Drunken Rage. Drunken Rage can be performed (Con Mod) times a day, and gives +4 to STR, CON, and +2 to Will Save as well as -2 to AC.)
Drunken Embrace - I LOVES YOU MAN! You can grapple an opponent without invoking attacks of opportunity and +4 competence bonus on all opposed grapple checks.
(Translation: Grapples against target do not provoke AoO and provides a +4 bonus.)
Lurch - Yer leenin' and tiltin' allow you to make one feint per round with a +4 competence bonus (bluff).
(Translation: grants the user the ability to make one feint per round at a +4 bonus to their Bluff skill)
Corkscrew Rush - Charging headbutts never looked so awesome. Charge attack on a successful hit initiates a bull rush without involving an attack of opportunity. The attack stuns the stooge unless he makes a will save (DC17+yer WIS mod). If ya miss yer fucked and land prone. This ability is counted as normal unarmed damage.
(Translation: User gains a charge attack that, upon successful hit, initiations a bull rush without AoO. The attack itself deals normal unarmed damage. This attack also stuns the target unless they make a Will Save at a DC of 17+user’s WIS mod. If user misses, then they are left prone.)
Drink Water Bitch - if no other alcoholic substance is available, the Drunken Master can always get drunk off of mere water through a strange alchemical reaction within their liver. Takes a full round action to create such effects, or 1d4 minutes outside of combat. User can now store up to (Con Mod) drinks per day.
Breath of flame - "BLOW THAT FIRE" you can ignite the booze you've drank to get drunk, and blast forth from thee lips the alcoholic hadouken, dealing (Con Mod)d12 fire damage, and it burns up one of the drinks you've consumed so you remove and +/-'s fer that drink, on the other hand you can always drink more.
(Translation: user can blow a cone of alcoholic flame to deal (Con Score)d12 fire damage up to ten feet away. This costs one stored drink charge.)
Drunk On Life - user is considered always Drunk, even if they are not. This is a willed action, and can take up a standard action during combat.
Erin go Bragh - FEEL THE IRISH FURY!! In a burst of green and orange light you lay waste to yer enemy with a devastating upper cut to the under jaw (x2 current unarmed damage skill), kinda like the shoryuken, BUT IRISH!!!! Causes hallucinations of being attacked by angry irish faeries and leprechauns for 1d6 rounds or 1d12 hours outside of combat. Note: the hallucination is a touch-based event, so any who touches the target will receive the same hallucinations with no will save. 100 energy points.
Augment: For every 50 extra points spent, you can add an extra +5 Unarmed Attack (To Hit) to the strike.
(Translation: At the cost of 100 EP and a standard action, the user attacks a single target, dealing damage for (Unarmed Damage) x2 before crit. If damaged successfully, target also suffers hallucinations for 1d6 rounds, and will be unable to target enemies. Any who touch the afflicted target ALSO suffer from said hallucinations.)
Focuses on dexterity and charisma, with an assassin-style toolset and an exclusive set of level-dependent martial arts in order to infiltrate, entertain, and kill targets.
Black Widow is a story-centric assassin style character that demands both a flair for dramatic stripping and a highly personalized toolset as one progresses through the levels.
Get out there and grind ‘em down!
Hit Dice: d6
Skill points: 6 + Cha Modifier
Prerequisites: Any alignment, ability to successfully complete the optional mission “Widow Wrangler,” Profession (Whore or Stripper) rank 10, has taken on at least one assassination contract, Lightning Reflexes, Alertness, and Improved Initiative.
Base Attack Bonus: +5
Class Skills: Concentration (Con), Use Rope (Dex), Ride (Dex), (Int), Escape Artist (Dex), Perform (Cha), Listen (Wis), Search (Int), Spot (Wis) Survival (Wis), Read Lips (Int), Seduction (Cha), Knowledge: Streetwise (Int), Poisons (Int), Alchemy (Wis), Knowledge: Area (Int), Knowledge: Law (Int), Controlled Breathing (Con), Tumble (Dex), Demolitions (Int), Diplomacy (Cha), Investigate (Int), Disguise (Cha), Disable Device (Int), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Decipher Script (Int), Spellcraft (Cha), Move Silently (Dex), Open Lock (Dex), PIck Pocket (Dex), Research (Int), Sense Motive (Wis), Sleight of Hand (Dex)
NOTE: the Black Widow, as as society, is INCREDIBLY RARE, as are their clandestine activities. The first step is to either find a Widow willing to NOT kill you after uncovering their status, finding the society itself, or somehow become invited by one of the Wranglers.
The Black Widows are a highly secretive society and will seek to kill even the toughest of opponents who dare betray those secrets.
Due to the nature of such assassins, kills performed by them are incredibly expensive and target only the highest, most corrupt of society due to their specific methods of killing.
Be advised that there is a 50% chance of unstoppable death should one actively seek them out.
NOTE: while the Black Widow jorb focuses on unarmed strikes and/or grappling, unarmed strikes performed by the Widow are considered P/S and never B since all Widows utilize the Stiletto Nails. Should the Widow truly form a fist, they may damage themselves.
Piecemeal - when calculating AC from armor, armor sets are split into the following parts: Hand (L and R), Forearms (L and R), Shoulders, Back, Chest, Waist, Cape, Leg (L and R), and Feet (L and R). This accounts for 13 pieces of the gear.
NOTE: when it comes to weather effects and comfort, remember that for each piece taken off the user still gains the benefits of wearing the piece. (Example: taking off “L and R Shoe” will retain the ability to walk on stones, grass, cobblestone or whatever else as if they had never taken off their shoes)
The Bikini Armor Principle - the Widow applies a special psychic technique which allows them to take off two pieces of armor, gaining +2 AC. This is a psychic/supernatural effect.
Bikini Line - taking off five pieces of armor, the Widow now gains +5 AC.
Bikini Model - taking off eight pieces of armor, the Widow now gains +8 AC and DmR 1.
Bikini Atoll - taking off ten pieces of armor, the Widow now gains +10 AC and DmR 2.
Bikini Kill Kill - Considered AC 20, DmR 5, and Attack Roll +10 while completely naked.
Special Coup De Grace - Coup de Grace can be performed as a standard action.
Improved Dirty Tricks - You do not provoke AoO when performing a dirty trick combat maneuver. You gain +2 to CMB and CMD.
Your Dirty Trick - choose one particular Dirty Trick. When performing this particular Trick, you get +2 to CMB and CMD. This stacks with any and all other bonuses.
Specialized Dirty Trick - choose one particular Dirty Trick. When performing this Trick, you get +Cha Modifier bonus to your CMB and CMD. Can be used as an AoO.
Dirty Deeds Done Dirt Cheap - Upon successfully damaging a target, the user may employ their Dirty Trick for free once per Round.
Advanced Alchemy - as they grow in experience, the Black Widow begins to learn more from their mentor and their own memories. They gain a “spontaneous” +10 to either Explosives or Poisons (including crafting and usage).
NOTE: once they’ve chosen Explosives or Poisons, they MUST make the same choice later on.
Widow Training - Right from the start, successful Widow candidates receive a year’s worth of training before they’re allowed to begin their adventures. At level 1 the individual Widow gains access to +2 to a variety of skills and bonuses depending on their choice. See the Define Yourself list in order to determine which one you want. NOTE: all skills listed here are considered class skills even if they’re normally not.
Advanced Widow Training - the Widow, now armed with powerful memories and experience, gains an extra +8 to their chosen Widow Training path.
Exclusive Stripper/Whore Gear - Upon gaining enough experience, the Black Widow gains the ability to transfer the stats of their current armors to normally low-stat stripper/whore gear. Keep in mind the stripper/whore gear does NOT retain their previous easy-to-tear status but, instead, take on the stats of the armor whose stats they’re copying. This includes weight and spell failure chance, etcetera.
Shotgun Blast - unarmed x 1d4/1d6/1d8/1d10/2d10, counts as “Flurry” for ability progression
Define Yourself
While advancing, the Black Widow gains the ability to choose the form of their upgrade for certain class skills. Please refer to the list below to determine how the skills change:
Shotgun Alpha - doubles dice amount (1d4 = 2d4)
Shotgun Beta - increases dice score (1d4 = 1d6)
NOTE: Only way to turn 1d10 into 1d20
Advanced Alchemy - Poisons
Advanced Alchemy - Explosives
Widow Training - Disguise (Disguise, Mimicry attempts, Persuasion, Sleight of Hand)
Widow Training - Entertainment (two Perform skills, Alchemy, Acrobatics, +1 Dex Modifier Bonus)
Widow Training - Espionage (Read Lips, Decipher Script, Languages, Bluff, Slight of Hand)
Widow Training - Infiltration (Attack Roll, two Weapon skills, Lockpick, Hide Weapon, Intimidate, Appraise, Climb, Escape Artist)
Widow Training - Hax (Computer Scanning, Lockpick, Hacking attempts, Science, +5 vs Counter-Hacking attempts, Concentration)
Psychic Scars 1-3 - Black Widows gain the ability to transmute powerful memories into psychic scars. These scars are unseen unless activated (they ARE detectable to other psychics or psionic-based magics), and will double up dice rolls for the situation they’re connected to. Please work with GM in order to ensure the Widow can acquire the scar.
(1d20+Will vs DC20+1-20 at GM’s discretion).
Psychic Overlay - At the highest level, the Widow can overlay two distinct, but similar, situations in a single scar. Dice roll is boosted to x4.
Psychic Overwrite - At the cost of 1/4 total experience (with loss of abilities and skills at GM’s discretion), the Widow can overwrite a single psychic scar (except for Overlay).
Backup Memory - powerful memories make up the central tenet of the Black Widows. After surviving a truly emotion-laden situation, the Widow is able to psychically freeze that memory into a scar that they can draw power from. Upon getting their first scar, the Widow can never lose that memory and gains resistance to memory-altering effects and diseases of the brain. This doesn’t stop them from LOSING their other memories, but should they lose all of them (save this one) then the scar will immediately kick in and rebuild the lost memories. The specific memories used for Psychic Scars are said to be “crystallized.”
GM reserves the right to fiddle with this when it comes to rebuilding the personality, adding a second personality, or other story-based effects.
Shared Memory - the strongest of the Widows are not only able to “crystallize” their memories, but are able to even slice them off, copy them and share them using advanced, exclusive psychic techniques. Though shared memories are weaker than original memories, they still produce specific (and sometimes VERY desired!) effects within the new user and do not count towards Overlay or Overwrite. Note: at maximum a Widow can have only up to two Shared Memories active within them, though there are EXCEEDINGLY RARE exceptions.
NOTE: Widow Society encourages mentorship and skinship to increase synchronization rates between older and newer members. It’s one reason why only the Maestros of the society know the actual members.
Psionic Defenses 1-5 - Black Widows gain Will+2 (per level) versus psychic effects/mind takeovers
Spec - as one gains a new Spec+1, they may choose the next level of techniques from one of two tables below. Remember: you may only draw from one table. If you choose one, you may not choose Specs from the other.
Specialization: Render (melee) - focuses on melee strikes and sundering with the Stiletto Nails.
1 Advanced Rend - allows the Render access to Rend as if they were a monster template of the same level. If you strike the same opponent with two claw attacks, you automatically inflict additional damage equal to two claws plus 2 times your str mod. NOTE: so long as one claw attack hits, the Rend extra damage kicks in.
or
Mega Rend - allows the Render access to Rend as if they were a monster template of the same level. Rend attacks ignore AC. If the Render’s second consecutive claw attack is successful, add enemy AC to damage (before crit).
2 Naturalist - allows the Render to apply Natural Weapon abilities and skills to their nails as if they’re a monster template of the same level.
3 Vacuum Slash - 25 ep. Special attack that deals (Unarmed Damage) x 1d8 to one target up to 20 feet away. If target is of the same size and weight as user, target is immediately drawn to user’s threat range unless they make a Fort Save (DC user’s ECL + Str Mod).
Anti-Vacuum Slash - 50 ep. Special attack that deals (Unarmed Damage) to one target up to 20 feet away. If target is of a size and weight higher than user, user is immediately drawn to target’s threat range unless they make a Fort Save (DC20).
4 Armor Destroyer - 10 ep per strike. Special attack that deals 5d8 damage to both HP and AC. If the Armor fails it’s fort save, it’s completely destroyed and magical effects are rendered inert.
5 Idle Hands - 100 ep to activate, 10 ep per strike, only lasts for two rounds (including round of activation) and can only be activated on user’s turn as a free action. Special Attack that upgrades the Stilleto Nails to Idle Hands. While using Idle Hands, the Render’s claws ignore DmR, AC, and can affect ethereal targets but only while the Render is standing still, giving up their Dex-based bonus. All Unarmed Damage strikes gain +user’s AC (to damage) during this turn. Can be combined with Special Attacks.
The Slash - can only be done while Idle Hands is activated and HP is at 1/2 total. Deals (Unarmed Damage) x (Unarmed Damage) damage to all targets in range within 20 feet. Draws all targets successfully damaged into user’s threat range.
Specialization: Grinder (grappling) - focuses on grappling and utilizing Pole Grinding moves
1 Inversion - specialized grapple training that allows the Grinder to wrestle from any position and to ignore stun/pain effects while grappling. While in this stance, can also grapple ethereal targets.
Or
Incursion - specialized grapple training that allows the Grinder to wrestle heavier and bigger opponents. Can now successfully wrestle any target three sizes bigger, so long as grapple attempt is successful. Replaces all text for size to reflect this change. Completely negates grapple bonus due to size (smaller or larger than user).
2 Reverse Cowgirl - 10 ep. Special attack that allows the Grinder to put a single target within 10 feet (without provoking AoO) into immediate grapple status (target can make an attempt to break). Gains Grapple+10 until the grapple is broken.
3 Grind Time - 20 ep per damage dealt. While grappling, deals X x (Unarmed Damage) where X is the amount of actions given up for this round. At the end of the Round, target may make an extra attempt to break grapple.
4 Floor Work - 25 ep. Special grapple attack that deals 2d20 damage to one target, then one extra target within threat range. Both targets get the chance to break grapple at the end of the round, but should they fail to do so they take double damage from all sources until they DO break grapple.
Extra Work - If both targets remain successfully grappled after a Floor Work attack, they both suffer doubled double damage (so now x4) from all damage sources. The Grinder may take down one extra target at the start of their Round (so now three targets are under the effect of Floor Work). The Grinder may now use Special Attacks, but only against targets affected by Floor Work/Extra Work.
5 The Skull Crusher - 100 ep, can only be done two targets smaller or two sizes bigger than the user, can only be done on successful Called Shot (head) or on downed targets. Grapple special attack that doubles Grapple score during this round and deals (Unarmed Damage) x (User’s AC) to HP, EP, and enemy’s AC. If damage dealt is greater than enemy’s AC, target must make a Fort Save greater than user’s AC. If they succeed, then the target is now at -9 HP. If they fail, target is dead.
Combat Courier (Prestige Class)
The speed and toughness, the vitality and raw combat capability of the Combat Courier makes them a force to be reckoned with either solo or in a group.
A skilled generalist and trained slayer, the Combat Courier does not have to be from the House of Baskervilles but they are among the most open and willing to take offworlders into their ranks.
Bearing a strange training even for a Dolanese, the House of Baskervilles train each individual unit to infiltrate, sabotage, and even create an entire kingdom within the center of another one. Their disruptive/lucrative abilities pale in comparison to their rejuvenated and updated martial arts, though, and they are willing to train in many other martial arts as well.
A dangerous foe capable of dazzling feats, the Combat Courier gets the job done.
No matter what.
Hit Dice: d10
Skill points: 10 + [Favored Ability]
Prerequisites: Must be of Dolanese origin (or family with taught traditions), chosen House. Can be of any alignment, must have met the Mad Dog King and spoken to him of the House of Baskervilles, successfully completed the Baskervilles Obstacle Course. Lightning Reflexes, Alertness, and Improved Initiative.
Base Attack Bonus: +8
Class Skills: Escape Artist (Dex), Seduction (Cha), Spellcraft (Favored Ability), Alchemy (Wis), Medical (Wis), Acrobatics (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Craft: Disguises (Int), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidation (Cha), Investigate (Int), Jump (Str), Knowledge: Arcane (Int), Knowledge: Area (Int), Knowledge: Business (Int), Knowledge: Cultural Arts (Int), Knowledge: Domestic Arts (Int), Knowledge: Dungeoneering (Int), Knowledge: Foreign Culture (Int), Knowledge: Law (Int), Knowledge: Military Sciences (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex), Disable Device (Int), Poisons (Int), Controlled Breathing (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Forgery (Int), Investigate (Int)
Seed of Baskervilles - Gains +10 to all skills without ranks, this also grants the user the knowledge of how to create a kingdom from scratch. It also guarantees absolute loyalty to the House of Baskervilles, and gives them permission to track and edit all memories regarding the House of Baskervilles. This is a supernatural ability.
Craft: Disguise - all Combat Couriers have the ability to create their own disguises, complete with voice change. Once worn, these disguises can also change height, weight, and fat/muscle distribution.
Martial Insight - allows the Courier to study in more than one martial art. They must accumulate points for that specific table, though.
Martial Jack - allows the Courier to take a round and study techniques from other martial arts. Upon a concentration check and successful synchronization, they can add that technique to their own table.
Insight - grants the user a spontaneous knowledge they didn’t have before. Acceleration of their thought processes also grants an immediate Int+1 and Wis+1.
Derived Sincerity - so long as the Courier is disguised, even as themselves, they gain +50% improvement against all Charisma-based checks.
House Baptism - upon reaching level 10, the Combat Courier must now choose a House. If they don’t choose the House of Baskervilles, they must choose another, losing all access to their memories regarding the House of Baskervilles and their time spent there.
They must now choose a new House, complete with proper bonuses and ceremonies.
Pierce the Veil - the user no longer has Interdimensional Sickness. While on a dimension not of their home origin, the Combat Courier’s attacks can strike through other dimensions.
Ignore Gnosis - one of the most frightening aspects of the Combat Courier is their ability to ignore gnosis once per day. If unsuccessful, deals unspecificed supernatural damage of ECLxHP Total against themselves though.
One Is As Good As The Other - at this point, the Combat Courier has witnessed the similarities between Magic, Psionics and Ki. They now have access to casting any of them as if they have Dynamic Sorcery of the same ECL.
They can now affect psionics/ki/and magic with one another as if a caster of that class and ECL.
The Awakening - at this point, the Combat Courier has discovered the deadly secrets of energy itself: that Magic, Psionics, and Ki are interchangeable and fundamentally similar, though not the same.
Gnosis+5
EP total is immediately doubled.
The Awareness - the Combat Courier further learns of the nature of energy, and understands the fundamental nature of existence.
Gnosis+10
When learning new spells/psychic abilities/or ki abilities and techniques the Combat Courier has access to them as if a class of the same ECL. Can learn magic spells, psychic abilities, or ki abilities and techniques.
Massive Withdrawal - Once per day allows the user to create a special round within a single standard action. Both user and target expends their entire store of actions, and whoever takes the most damage “loses,” taking that amount of damage x10. AC from equipment is ignored.
The round continues on as normal from there.
This counts as a supernatural action.
Moneypenny - Allows the user to simply throw money at the target, dealing 100 points of damage per Megabuck spent. All of target’s allies must make a will save or suffer “Greed” status, immediately attempting to pick up the money.
Euphoria Chain - Allows the user to make an Attack of Opportunity as a free action each time an action is taken during combat within a fifteen foot radius. This attack must be physical in nature, and will always ignore AC from equipment (but not DmR or other defenses)
This is a Ki-based ability.
Secret Art: Magnificent Splendor - allows the user to use a single Ultimate Art from a martial art table they don’t have any points in. This can only be done if they’ve at least seen the technique used once, and it cannot be a passive ability or upgrade.
Upon using this technique, the user is placed in CRITICAL status and cannot move for 1d4 rounds, even to defend themselves. They are considered in a comatose state and will die from a single hit.
If used successfully, the user will be in a comatose state (outside of battle) for one week.
Divine Fist (Prestige Class)
As one progresses in their faith, a brand new world of power may open up for them.
Stronger than a Cleric or Paladin, the Divine Fist is a clergymember of frightening power, living solely to smite the foes of their chosen deity. To that end they gain bonuses when facing off against the nemesis of said chosen deity.
Please discuss with GM to figure this out.
A Divine Fist is a magnificent bomb, a single stick of dynamite, a soldier and terrorist in the name of their faith, obliterating all who would stand against their chosen deity.
And that deity WILL answer in good faith, empowering the Divine Fist and driving them to further acts of gloriously violent piety.
Hit Dice: d10
Skill Points: 6 + Wis Modifier
Skills: Climb (Str), Craft (Int) (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge: Planes (Int), Knowledge: Religion (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Prerequisites: 500 Faith Points, completed “Deus Vult” secret mission, established at least one church in the name of their chosen deity, -100 Faith Points to be regained before next level. Failure to do so is to have the entire Divine Fist jorb closed off to the character.
Base Attack Bonus: +8
Attack Alignment - by taking up an entire round (starting with first action), the Divine Fist can directly challenge a single target of lower or same Elan to prove their alignment. If they cannot, they immediately change alignment to the Divine Fist’s suggested one and suffer a -10 To Hit, -10 AC and takes x2 damage for the rest of combat.
Deus Vult - once per day, the Divine Fist may add their Faith Points to their HP total. This is a temporary battery of HP that disappears at the end of combat, and they take a -25% Faith Point loss at the end of combat.
Blood Bane - the blood of the Divine Fist is acidic and absolutely anathema to the Nemesis (and their followers) of their chosen deity. All attacks that draw blood from the Divine Fist will deal 1d6+ECL damage to the attacker. If smeared on a weapon or used directly against a target that meets such criteria, then the blood will enhance/damage directly for 1d4+Wis Modifier.
Beloved Smite - To destroy that which the Nemesis loves is the greatest of gifts to one’s chosen deities. All smite damage done to family members/targets of the same bloodline are doubled. Can be performed ECL+Wis Mod times per day.
Weaponized Faith - once per day, the Divine Fist can empower their chosen weapon with their Faith Points, dealing 1/2 the damage even on an unsuccessful strike. This lasts for one strike. At end of combat, the Divine Fist immediately loses 25% of their Faith Points.
Heavy Metal Thunder - 100 ep - a 360 degree aura attack that launches 2d20 lightning bolts to all targets (up to a maximum of 40) in a thirty foot radius, dealing 5d10 damage to each target. The Divine Fist gains 1 Faith Point per target struck in such a manner. If the targets are of the Nemesis faction, the Fist gains 5 Faith Points instead.
Smite Weapon - adds 1/10th of the Faith Point total in an attempt to sunder weapons used by the Nemesis of the Divine Fists’s chosen deity. Can be performed ECL+Wis Mod times per day.
Smite Faith - while using Smite on a target of the Nemesis faction, the Divine Fist drains 1d20 Faith Points from them and immediately adds it to their own pool. Can be performed ECL+Wis Mod times per day.
Smite Armor - adds 1/10th of the Faith Point total in an attempt to sunder armor used by the Nemesis of the Divine Fists’s chosen deity. Can also be used while performing Called Shots. Will only work if armor is empowered or enchanted by the Nemesis deity. Can be performed ECL+Wis Mod times per day.
Smite Magic - adds 1/10th of the Faith Point total during counterspell attempts. Allows the Divine Fist to utilize their chosen weapon in order to determine counterspell effects (rather than Spellcraft). Can be performed ECL+Wis Mod times per day.
Smite Blood - Improves Beloved Smite to x5 damage before crit. Can be performed ECL+Wis Mod times per day.
The Sacrifice - by sacrificing HP, the user can gain twice as much EP. Doing so also gives (HP sacrificed) in Faith Points back. This can only be done once per day.
Channel Faith - establishes a direct connection with the Divine Fist’s chosen deity. This communication cuts through even in places where they normally wouldn’t. Please check with GM first. Can be performed ECL+Wis Mod times per day.
Overlay - allows the Divine Fist to stack Smite effects that might be previously unstackable, depending on situation. Please check with GM first. While overlayed, the new Smite ability can now be done for an additional Cha Mod times a day.
Turn Nemesis - doubles dice rolls when using a Turn ability on a creature from the Nemesis faction.
Smite World - while sundering the environment or buildings, allows the Divine Fist to add their Faith Point total to the overall damage dealt after crit.
Smite Threat - the threat range for Smiting increases to 50 feet. Can be performed ECL+Wis Mod times per day.
Sharp Dresser - allows the Divine Fist to empower their clothes and light armors with strength from their deity. This can add DmR 10 and double AC when facing against a creature of the Nemesis faction.
Soul Food - 50 ep - upon blessing any consumable item, the food may cleanse and invigorate the consumer. This cleanses the body of all poisons, removes status effects, and immediately grants 1/5th HP and EP. Lost limbs or other parts are regenerated by the end of the day. The “Soul Food” effect lasts for 1 hour on any one item.
Cannot be done during combat, though Soul Food items can be devoured at the cost of a standard action.
Taste Alignment - upon tasting a target, the Divine Fist will know immediately their alignment. Can also tell truth and lies upon taste. This is considered a touch attack.
Synchronization Bonus - gains +2 synchronization bonus for good effects regarding their own chosen deity. Grants -2 synchronization bonus for bad effects from any magical/psionic/ki technique or ability from the Nemesis faction.
Heretics - the Divine Fist gains +1 BaB and +1 Damage with their chosen weapon for every single target they are threatened by. This increases to +2 BaB and +2 Damage if the targets are from the Nemesis faction.
Channel Deity - once per day, the Divine Fist may summon forth raw power from their chosen deity, allowing them to shrug off any and all negative status effects and gains +10 vs spells/psionics/ki effects. HP and EP are increased by Faith Point totals, and Smiting can be done as many times as they wish.
At the end of combat, the Divine Fist loses all but 100 of their Faith Point totals and -1 Divine Fist level. If they are to gain experience and level as a Divine Faith, they must increase the Faith Point total to at least 250 before they are able to access any and all Divine Fist class skills, abilities, and feats.
Secret Art: Stand By My Side - once per week calls forth their chosen deity to battle at their side. This can only be done while the Divine Fist is threatened by targets from the Nemesis faction and are at 10% HP or EP.
Each god has their own abilities, offense, defense, and operate outside of the Fist’s turn.
At the end of combat, the user is knocked out for a month and gains 100 Faith Points.
A sycophant whose only true deity is Knowledge itself, the Librarium of Bayknob exists to acquire and weaponize all magical knowledge on behalf of Bayknob himself.
Interdimensional in scope, the Librarium acquires knowledge through all magic-users they come across and even those of the psychic or ki-based styles.
A Librarium of Bayknob is a shameless thief of spells and techniques, and does so to glorify the name of Bayknob.
A dangerous foe with mysterious motives, the Librarium are the elites of Bayknob’s organization, and have the complete backing of his Church though they lay outside of the Church’s heirarchy.
Hit Dice: d8 + Int Modifier
Skill points: 10 + Modifier
“The acquisition of knowledge is the greatest power a Librarium has. Even Bayknob thirsts and lusts for it, and as He grows so do we. Maximus indeed!”
Requirements: Completed "Proven Knowledge" mission, +15 Base Attack Bonus, 75 Gnosis, Spellcraft 100, All Knowledge Ranks 10, Research Ranks 20, can cast Dynamic Sorcery 7, Bayknob Faith Points 100
The Grimoire - the Librarium of Bayknob is a magical specialist armed with an incredibly powerful weapon. The Grimoire, the grand book of Bayknob, counts as legendary enchanted artifact. So long as the Librarium has the book equipped, all spells cast are cast “through” the book, granting immunity to magical suppression or silencing.
As the Librarium grows in strength, so does the Grimoire.
Librarium Rules - should a silencing effect be cast on the Librarium, then the Librarium gains a bonus to Spellcraft equal to their total ECL.
Research - whenever the Librarium uses the Grimoire to conduct research, then the research bonuses are tripled.
Analyze - by taking a standard action, the Librarium can gain information of a single target they analyze. This is a magical ability.
Judge Target - by taking a full round action, the Librarium can weaken an opponent, granting a -(Librarium Levels) to Spellcraft and all combat skills (To Hit).
Knowledge Is Power - whenever the Librarium invests a skill point in a single Knowledge skill, they gain the same amount to ALL Knowledge Skills.
Whenever they actively use a class skill, the Librarium can add a temporary Spellcraft total as a bonus.
Book Enchantment - once per day, the Librarium can cast a specific elemental enchantment on their Grimoire. Casting magic of the specified element will result in doubled damage effects, before crit. This can only be done outside of combat, upon meditation.
Late - once per day, the Librarium may ignore magic damage dealt to them as a counter. Half of this damage is dealt to their EP at the start of the next round.
Change Book - once per day, the Librarium can (in the middle of combat) change the enchantment of the Grimoire.
Notebook - upon Judging a target, the Librarium may write their name into the Grimoire, gaining access to their stats and personal character information. The Librarium may then use a single spell or spell-like ability from the target until the end of combat.
Charge Costs - The Librarium may ignore EP costs for all spells they cast for a single round. In 1d4 rounds, they must then pay twice as much EP.
The Shush - Taking a standard action and half their current EP, the Librarium may negate one magical effect per combat.
The Bookmark - once per week, the Librarium may call forth a special bookmark within their Grimoire. Should they officially die (HP 0 to -10), then they may, as an immediate counter, use this Bookmark.
Upon activation, the Librarium’s HP is restored to the point where they originally cast the Bookmark.
Upon use, they must wait a week until they can once again create a new bookmark.
Allegory - The Librarium presents a single target a riddle. If the target cannot answer the riddle, target is stunned until the next round. This can be done once per combat.
Clean Sweep - by giving up a standard action, the Librarium can apply the effects of single-targeting attack spells to all targets within threat range.
Misinform - any attempts to scry or analyze the Librarium is met with specifically wrong information, set beforehand by the Librarium.
Negative Rehearsal - upon meditation, the Librarium can create a clone of magical energy that inhabits the same space they do. All damage dealt to the Librarium is dealt to the clone instead. Once the clone is out of HP, the clone disappears immediately, allowing the Librarium to cast a free attack spell of their choosing on the one who “killed” the clone. This attack is not a counter, and does not provoke counterspelling or negation.
After Hours - can only be used after 1d4 rounds of combat. Should the Librarium have cast even one spell during combat, they can target up to (Librarium Levels) enemies. Targets marked in such a fashion are forced to drop any and all magically enhanced weapons and gear.
Special Spell Attack - whenever the Librarium casts an attack spell through the Grimoire, they may cast it as a Special Attack instead of a spell. The level of the Special Attack is set as the Librarium’s current level (not ECL).
Steal Knowledge - whenever the Librarium acquires information about a person whose name is placed in the Grimoire, they may use their skills and abilities as if they meet the prerequisits for that skill and ability. This includes spells and martial arts techniques (performed by a magical projection of themselves). This knowledge lasts until the end of combat.
AUGMENT: by giving up 1/2 of their HP total and 50 Elan, the Librarium can completely memorize and have access to this stolen knowledge even after combat. The Librarium loses access to these only when the target dies.
Secret Knowledge - allows the Librarium to see future events through the Grimoire. Takes an hour of meditation while looking through the Grimoire. Events are moderated by the GM, and may change depending on the actions of all involved.
Grimoire x2 - allows the Librarium to utilize two Grimoires actively, floating on their own near the user. Effects of the Grimoire are now doubled (for each book).
Secret Art: Overdraft Fees - once per day, the Librarium may call upon the power of Bayknob Himself, provided that their Faith Posts are over 100. If so, they may double their Spellcraft score immediately, and the effects of the Grimoire are now x10 per book.
Any and all spells cast by the Librarium returns EP to their allies until the next round.
Any and all spells cast upon the Librarium are negated until the next round.