Normal Classes Page 2
Sourcerer
Paladin of the Realm
Edgewalker
Royal Ravisher
Pornomancer
Sourcerer
This wasn’t mean to be a playable jorb.
A nasty class with plenty of powerful skills and abilities…so long as you don’t mind that they suck.
The POINT of the Sourcerer is to make things bad, if not worse. They, themselves, are neither the cause of good or evil, but a Sourcerer nearby is enough to throw both types into a frenzy of murderlust, seeking them out for absolute destruction before getting on with things.
Thankfully, the Sourcerer has a toolkit of abilities and skills that help them run away, get away, and stay away.
That is, if you can find them to begin with!
Hit Dice: d6 (no Con modifier)
Starting Skills: (10 + Int Modifier) x4
Skills: 10 + Int Modifier
Starting Golds: 1d4 x 10
Class Skills: None (all skills cost 3 skill points)
Class basic abilities: Light Armor Proficiency, Simple Weapons proficiency
Aura of Bad Luck 1 - reroll a single die.
Aura of Bad Luck 2 - roll 2d20 and accept the lower dice roll
Aura of Bad Luck 3 - roll 3d20 and accept the lower dice roll
Aura of Bad Luck 4 - every roll the target makes is a crit failure. If they roll a crit success, they still get crit failure + 1 other party member.
Corpse Armor - Sourcerers, having issues with dealing with the living, are able to wear larger corpses for both camouflage as well as defenses. It takes one hour (or a Will save of DC15) to create it, but it offers Hide+10 so long as they're laying on the ground and AC+10.
Blonus: A Size Down - upon successfully becoming a Sourcerer, the Sourcerer literally shrinks down an entire size.
Craft: Toilet Juice - the only potion able to withstand the Sourcerer's various maladies. Heals for 1d10+Con Modifier (doesn't have to reroll), but also gives -2 Con for 1d4 minutes unless the imbiber passes a Fort Save of DC15.
The Fort Save doesn't have immunity to the various Sourcerer effects.
Mark of Immunity 1-4 - gains the ability to grant a mark to party members, making them immune to Sourcerer effects. Can only do this once per day per mark.
Black Cat - all rolls up to twenty feet away gain -1. All damage dealt up to twenty feet away gains -1.
Black Panther - all rolls up to fifty feet away gain -5. All damage dealt up to fifty feet away gains -5.
Lethal Lizard - all rolls up to 100 feet away gain -10. All damage dealt up to 100 feet away gains -10.
Steel Jaguar - all rolls up to a mile away gain -20. All damage dealt up to a mile away gains -20.
AC Failure - At the start of combat, roll a 1d20. Should anyone roll that number, they lose Armor Class benefits until their next round.
Absolute Cowardice - the Sourcerer can never be badassed, never be heroic, and must always be cowardly and fearful. Should they attempt to be otherwise, they immediately suffer -10 to all rolls, modifiers, and damage dealt.
Shivering - takes a standard action, provoking AoO immediately. The Sourcerer regains 1/4 of their EP and HP total.
Dance Magic Dance - the "Magic Number" doesn't work so long as the Sourcerer is the target. Crit success doesn't work so long as the Sourcerer is in the combat zone.
Dane Magic Dane - If you roll a crit success, it is now crit failure.
Damada - Crit success and the Magic Number are now both crit failure immediately, dealing crit damage to the target's allies.
Weapon Break 1 - all weapons that deal damage to the Sourcerer have a 25% chance of becoming Sundered upon touch.
Weapon Break 2 - all weapons that deal damage to the Sourcerer have a 50% chance of becoming Sundered upon touch.
Wiltpoint - the Sourcerer's aura wilts life up to twenty feet away, dealing -10 HP per round to all in range.
Wilt Chamberlain - the Sourcerer's aura wilts life up to twenty feet away, dealing -20 HP and -30 EP per round to all in range. This stack with Wiltpoint.
Nirvana Blue - affects the spell failure chance of all armors and spells within fifty feet of the Sourcerer, doubling the failure rate. If failure rate is 0%, it's now 50%.
Zoinks! - while fleeing, the Sourcerer gains Speed+2.
Heal Screw - the Sourcerer causes healing effects to reverse (dealing damage instead), up to 100 feet away.
Nihilist - shuts down all abilities, modifiers, feats and skills that affect To Hit and Damage values
Hailing originally from the Akurite Empire, the Paladin of the Realm came to these lands via their neighboring dimension, Dolan.
Bearing the teachings of a powerful and exemplary knight-goddess, Sabra Dashien, the Paladin of the Realm is an interesting mix of tank and healing combined with a bloodthirsty sense of honor.
A Paladin of the Realm is, by nature, unable to turn down any challenge, vowing to see it through to the end.
Hit Dice: d10 + 10 + Con Modifier
Starting Skill points: (3 + Int Mod) x4
Skill points: 4 + Int Modifier
Starting Golds: 2d10 x 10
Class Skills: Climb (Str), Jump (Str), Intimidate (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Nobility and Royalty (Int), Knowledge: Religion (Int), Knowledge: Military Science (Int), Knowledge: Police Science (Int), Knowledge: Physical Science (Int), Knowledge: Law (int), Powerlifting (Str), Search (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis), Swim (Str).
Class basic abilities: simple weapon proficiency, martial weapon proficiency, heavy armor proficiency, medium armor proficiency, light armor proficiency, shield proficiency (except tower shields). Can learn martial arts abilities as if meeting the requirement of a Monk of the same level. Due to their lifelong training, Paladins of the Realm may invest 1 skill point per Melee Weapon (To Hit) and (Damage) skill instead of 3 for each rank.
Aura of Command - The power of the Paladin of the Realm is enough to sway the hearts of all who behold them. Their aura is a strong one, and can grant -1 to all those within earshot, or who can sense them with at least one form of sensory perception. The range of their aura is 2 x (Paladin level). This counts as a supernatural ability.
Detect Evil/Good - at will, a Paladin of the Realm can use either Detect Evil or Detect Good, as the spell. They can always detect the opposite alignment of their own. In the case of neutral characters, they can sense either/or.
Smite - Once per day, a Paladin of the Realm may attempt to smite either good or evil. They add their Charisma bonus (if any) to their attack roll and deals 1 extra point per Paladin Level. If the Paladin accidentally smites a creature that is of their same alignment or follows the same Code, the Smite has no effect and the ability is still used up for that day.
Smite Advantage - if the Paladin of the Realm lands a successful Smite attack, they may make an immediate successful melee attack (without crit) as a free action.
Smite Overload - upon acquisition, the Paladin may choose to “load” their smite attempts for the day into a single Smite blow, up to their maximum amount of Smites for the day, dealing that amount of damage all at once.
Smite Overlord - when making Smite attempts, the Paladin may add their full ECL to the damage and BaB.
Grace - At second level, a Paladin of the Realm gains a bonus equal to their Charisma bonus (if any) on all saving throws.
Jolt Trigger - beginning at 2nd level, a Paladin of the Realm with a Charisma score of 12 or higher can heal the wounds of their comrades by touch. Each day they can heal a total number of hit points of damage equal to Paladin level x Charisma bonus. Before the healing begins, though, the target must survive 1d4 of extra damage. Using Jolt Trigger is a free action.
Alternatively, a Paladin of the Realm can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage - Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health - At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Jackasses - When a paladin reaches 4th level, they gain the supernatural ability to turn people they inherently dislike. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. If a Jackass (that is the target) fails a Will save of DC 10+Paladin’s Level, then they have the inherent urge to turn away and present their back. This can be thwarted by especially strong-willed characters or creatures with higher than normal Elan.
Special Mount- Upon entering Neo-Florida space proper, a Paladin of the Realm gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Battle Cry - At level 4, the Paladin of the Realm can rally forth their comrades with a war cry of immense power. To all those in their party, they gain back HP and EP at the rate of 1x(Paladin Level), are immediately snapped out of all negative (or blonus) mind-altering or controlling effects, and the next round of battle all actions taken by the Paladin and their comrades gain a +(Paladin’s Charisma bonus) to their dice rolls. This can be done once per day, and is considered a magical effect.
Remove Disease - At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Fata Morgana - once per day (increases to twice per day) the Paladin of the Realm can infuse themselves with the absolute power of utter conviction. So long as they have held true to the Code of Conduct that they sworn themselves to, they can enter into a special state of existence where they take on the characteristics of their code. Until the end of the next attack round, the Paladin of the Realm gains +Charisma bonus to their dice rolls, both “To Attack” as well as a damage bonus. This is a standard action and a supernatural ability. This ability stacks with itself.
Desperation Ability: The Code - Once per day, should the Paladin fall to 10% health, they can give up their action round during battle to recite the oath they have pledged. Doing so returns them to full health, 1/2 EP and with no blonuses or status effects. After The Code has been successfully done, until the start of the next round the Paladin cannot be harmed by normal attacks, weapons, or spells and abilities lower than the Paladin’s level. After the battle is done, they are dropped to 1 hp and 1 ep.
Fate - All previous Paladin of the Realm abilities that read “1x(Paladin Level)” now read as “2x(Paladin Level).” This applies where (ECL) is used instead of (Paladin Level)
Altered Fate - All previous Paladin of the Realm abilities that read “+Charisma Bonus” now read “+Charisma Bonus+Paladin Level.” This applies where (ECL) is used instead of (Paladin Level)
Hold The Line - the Paladin of the Realm can never be flanked while fighting alongside their comrades. While fighting in a group, the Paladin can never be caught flat-footed. So long as they are fighting defensively, or to defend a comrade, the Paladin of the Realm gains an immediate +5 bonus to defense rolls.
Transcendence - by sacrificing 2/3’s of their current HP and 1/2 of their current EP, the Paladin of the Realm can use their Faith Points instead of Gnosis to determine whether or not they can affect creatures of higher Elan.
Secret Attribute: [I] [STAND] [ALONE] - Once per day, the Paladin can fill themselves with absolute zeal, adding their Faith Points to excess damage in a special Smite attack. If this kills the target, the overkill damage is drained as permanent HP and EP total bonus.
Can only be done if the Paladin is the last one standing in the party. This can be triggered if all the other party members are dead or have run away and officially disengaged from combat.
If used, the Paladin of the Realm will be comatose for a month.
Edgewalker
The interdimensional secret police of far-flung Dolan, the Edgewalkers have long since broken from the violent, decadent world and have plunged themselves into a world of their own.
Mining Neo-Florida for the specific metals and materials required for their Judgement Type Gear, the Edgewalkers are a force to be reckoned with by any who comes across them.
Somewhat fascist in their techniques, the common Edgewalker has the resources to get the job done through a dazzling array of techniques, exclusive spells, and the training necessary to kill anything that crosses them.
And they are SO ready to kill anything that crosses them.
To be fair, they also use a cross-up of brainwashing, hard training tactics, and possibly psychic torture in order to achieve their perfect ranks.
Hit Dice: d8
Starting Skill points: (3+Int Mod) x5
Skill points: 5+Int Modifier
Starting Golds: 1d20 x 5
Class Skills: Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Edgewalker Tenets (Int), Profession (Wis), Ride (Dex), Spot (Wis), Search (Int), Gather Information (Cha), Disguise (Cha), Sense Motive (Wis), Craft: Weapon (Int), Sleight of Hand (Dex), Escape Artist (Dex), Move Silently (Dex), Alchemy (Wis), Pilot (Dex or Int), Navigate (Int), Drive (Dex or Int), Intimidation (Cha), Controlled Breathing (Con), Poisons (Int), Read Lips (Int), Research (Int), Computer Use (Int), Demolitions (Int), Diplomacy (Cha)
Class basic abilities: Simple Weapon Proficiency, Martial Weapon Proficiency, Exotic Weapon Proficiency (Judgement Type Gear), All Armor Proficiency, All Shield Proficiency (except Tower Shields). Proficient in martial arts and counts towards Monk prerequisites for new martial arts/ki abilities.
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+1
+2
+3
+4
+5/+2
+6/+3
+7/+4
+7/+5
+8/+6
+9/+7
+10/+8
+11/+8/+1
+12/+9/+2
+13/+9/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+20/+15/+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+12
+13
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+12
+13
Will
+2
+3
Specials
Exotic Weapon +1 (Walker Type), Weapon Specialization+1, Be Anyone, It's Your Decision, Round Wave/Break Point/Decouple, Minicon Homonculus
Spec+1, The Regulator
+3
Kensai, Immortal Techniques
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+12
+13
Spec+1
Taxation: Low, Elemental Shift
Spec+1
Taxation: High
Spec+1
Cool Sniper, Weapon Specialization+1
Round Wave/Break Point/Decouple
Sousei, Immaculate Conception
Spec+1
Ironbound
Spec+1
Desperation Art: Savatage
Spec+1, Ludaluda
Shinsei
Spec+1, Weapon Specialization+1
Spec+1
Secret Art: And Then There Was None, Spec+1, Round Wave/Break Point/Decouple, Mean Measures
Exotic Weapon (Judgement Type) – there are three special weapons allowed only to The Edgewalker class. Any others who are found with them are immediately killed by Central and Inverse forces. The keeping of these weapons are normally passed down by families found in the House of Inverse. Due to the strange nature of these weapons, any who attempt to defend against them get a natural -1 to their rolls. Any attempt to USE the weapons are set at -5 to hit, defend, or damage.
The weapons are as follows:
Falcon Glaive – “the sword of a thousand edges,” the Falcon Glaive is the standard first choice for all Walkers. It can be used as a whip, as a sword, or as climbing material/rope. There is also a self-destruct mode that can shred even stone to liquid in a 100 foot radius. This can be set with a timer if the Walker has a high enough skill.
>1d12, +1 to hit, 17-20 crit x3, 50 ft reach (if used in whip form), L sized weapon, P/S
>Suicide Mode - 10d100, crit x10, 100 foot radius, (if user has a Craft: Weapons skill with a total of 10, can place a timer on it. With a total of 10+1d20 dice roll, DC 20, can also detonate via remote-control)
Multistaff – an intricate, almost delicate weapon of immense power. It contains within it a tri-staff, dual nunchucks, the Hammer of Justice, a mini-hammer that doubles as their personal chop/seal, dual chain-whip, and also contains the following: chain-rope, halberd (for polearm mode), spearhead (for spear mode), line and reel (for fishing mode), and can act as a secondary P.B. (complete with a trace for tracking).
>Staff - 1d12+5, +1 to hit, crit x3, 10 ft reach, L sized weapon, B
>Tristaff - 2d10, +1 to hit, 17-20 crit x2, 10 ft reach, disarm+1
>Nunchucks - 2d12, crit x4, M sized weapon
>Hammer - 3d8, crit x5, sunder+5,
>Spear - 1d10, 17-20 crit x3, 10 ft reach, thrown 30 ft
>Halberd - 1d12, crit x3, 10 ft reach, trip+1
Puzzle Box – the strangest of the three, it takes a mere standard action to transform the puzzle box into any other form of weapon or shield. For the highest leveled Walkers, they can transform it as a free-action or mid-combination. Deals standard damage for that type of weapon (or shield) but with “(17-20 crit x5) and +2 to hit. With a Craft: Weapons skill of 20, the Puzzle Box can create two versions of each weapon as a free action. This cannot be done with weapons/shield already registered with the current Puzzle Box.
>NOTE: transforming the Puzzle Box may take a situational roll at GM's discretion. A crit success enhances the attempted weapon transformation by (To Hit)+1
Kensai - allows the user to take a standard action to imbue their weapon with elemental power, doubling the damage output by but halving damage output against opposing elements.
Sousei - allows the user to summon an elemental spirit to fight by their side, based on the element they have imbued into their weapon. NOTE: all bonuses and blonuses take effect.
Shinsei - allows the user to fuse with their elemental summon, driving their abilities to new heights. NOTE: all bonuses and blonuses take effect.
Round Wave – Specific ability that augments the Falcon Glaive. Performs a special attack that utilizes the range of the Glaive at maximum, slashing all targets that surround the user for maximum damage. Can also hit friendly targets. If user gives up half of their current energy points, they can create a special shield that remains around them for 1d6 rounds, damaging all that touches it.
Break Point – Specific ability that augments the Multistaff. The staff's reach and hardness doubles, and all sundering attempts gain +10 to hit.
Decouple – Specific ability that augments the Puzzle Box. Allows the user to transform the Puzzle Box as part of a combination or free action without provoking AoO.
Be Anyone – through specific training in alchemy, the Edgewalker learns how to create masks of such astounding detail that they can Take 20 to all checks using that mask. While wearing the mask, the Edgewalker gains the ability to sound exactly like the person it's modeled after. They must have at least an hour to study a picture or depiction of the target before they make the mask. Making a mask in such a manner takes up an entire day. The ingredients for such a mask are easily obtained in any standard market, and few would know to look for those particular ingredients.
Minicon Homonculus – an Edgewalker's P.B. is different than a normal P.B. The artificial intelligence within it can take a physical form (a tiny version of the user) that cannot go further than 20 feet away from the user. This avatar-homonculus (known as a Minicon) can take on the stats of the user and can copy any of their attacks. Has the same HP/EP, Elan: 0g, one attack action per round, all skills/spells/abilities, and weapons and armor of the user. Can be banished, sundered, and faces the usual blonuses towards energy attacks. When user shifts their element to a new element, the Minicon matches it.
Elemental Shift – allows the user to shift their element, no matter what they started at. Must pass a Fort save of DC 15. At level 10, this shift can be done during battle as a standard action.
Desperation Art: Savatage – upon 15% hp, the user can enter into a Trance-like state. They can no longer be flanked, are never flat-footed, and can perform overhead attacks that ignore most shields (except for Tower Shields). Is considered always in motion, and can counter Attacks of Opportunity. Moving is a free action.
Secret Art: And Then There Was None – upon hitting level 20, the Edgewalker is able to overcome great odds by absorbing energy directly from the battlefield. For each kill that has occurred since the start of combat, the Edgewalker gains DmR+1, Damage+1, HP+10, and EP+10. This can be activated at any time so long as the Edgewalker is holding onto their Judgement Type Gear, and can only be done once per day.
Spells
The Edgewalkers have a special form of magic which has been created for only their use. Any outside of the Edgewalkers who learn even the weakest of these spells are summarily hunted down and executed.
It's Your Decision – 10 ep. Either grants 10 ep or 20 hp to the target.
The Regulator – 25 ep. When used on a target, damage is dealt to their HP by their ep total. If the user uses it on themselves, it swaps their current HP for their current ep.
Immortal Techniques – 25 ep. Lasts until end of combat. If user is dropped below 1 hp, they will remain at 1 hp unless more damage is dealt tot hem than their HP total.
Taxation: Low – 25 ep. Places a curse upon the target that lasts for 1d6 rounds. Whenever target takes damage to HP, they take damage to their EP as well.
Taxation: High – 25 ep. Places a curse upon the target that lasts for 1d6 rounds. Whenever target takes damage to HP, they take twice as much damage.
Cool Sniper – 50 ep. Places a curse upon the target that lasts for 1d6 rounds. Any and all targeted attacks gain +5 to hit.
Immaculate Conception – 50 ep. Creates a perfect clone of the user that lasts for 1d4 rounds. The clone only has one standard action per round.
Ironbound – 100 ep. Doubles the user's dexterity until the end of the round. If used as a counter, devours their entire current store of EP.
Ludaluda – 100 ep Exchanges the user's current HP with one target's. Ignores gnosis, but can be resisted.
Mean Measures – Takes 90% of the user's current EP. Places an irresistible curse upon the target that grants the following blonuses: -10 to hit, damage output is halved, -10% hp damage per action, cannot use anything that requires EP, Elan halved, cannot crit, and Crit Success and Magic Number now read as “Crit Failure.”
Specializations
At certain levels The Walker gains access to two different forms of specializations. Truly advanced Walkers can learn them all, but not all Walkers gain the luxury of old age. Note: you must choose one, then undergo a special mission to unlock the other. You must completely learn everything in one list before starting in on the other.
Install: EX – can only be used once per day.
1 - Violence Install – special ability that allows the user to doubles their strength modifier while Kensai is activated.
2 – Megatroid – special ability that allows the user to double their EP total (not current store of HP) while Sousei is used.
3 - Gatling Blades – by taking a standard action, the user can create a gate that magnifies the reach and size of their weapon without affecting the weight. Adds +1d20+Str to attacks used by the weapon in this sense.
4 – Massacre – unlocks the Puzzle Box's “Extreme Mode,” revealing a combination sword/polearm/whip weapon with the following stats: 1d20+Str mod, 18-20 crit x5, 10 ft reach (50 if used in whip mode). Total Defense: perfect counter (if targeted, will immediately negate and counter a physical attack of it's own free will).
5 - Hard Battler – while in motion, the Edgewalker doesn't provoke AoO. For each attack they successfully land while in motion, the Edgewalker can perform yet another attack (up to 1d8 attacks). Each time an attack successfully lands, the attack adds Stun Damage+5 (versus target's Shock save). When not in motion, user cannot be countered (unless a direct dice-off allows for it in cases of targets with higher Elan) and AC is doubled. If Hard Battler (in motion) is used, user gives up their normal attack round.
Juggernaut: EX – each of these can be used only once per day.
1 - Dark Defense – creates a special Mana Shield that acts like a floating Tower Shield. Negates long-range targeted attacks, crits, and has a natural AC of 15. If user pays 50% of their EP total, the shield can be worn on top of their armor, granting all bonuses to their current armor. Dark Defense lasts for 1d4 rounds.
2 - Black Sunshine – casts 1d10 jagged bolts of black lightning that do 2d20 damage each.
3 - Pretty Noose – The feared “spell of confession,” creates a small, thin wire of magic that chokes the life out of the target. The target has 1d4 rounds to answer the user's questions truthfully or they'll be choked. If they don't answer truthfully in 1d3 more rounds, they'll be decapitated completely. NOTE: won't work on targets that don't breathe, and can't decapitate targets without a head.
4 – Massive Arrow – 2d10 version of Magic Missile. Arcs and ignores cover and shields. Has a +5 to hit versus magic shields and sundering attempts.
5 - The Rampage – Upon casting this spell, until the end of combat user's weapon gains “+damage suffered” to damage attacks. For each point of damage the user takes, their weapon gains a point in damage dealt. This total resets at the end of combat.
Royal Ravisher
Have you ever picked up a whip in the game and wondered if you could do more?
Did you then slather the monster in candle wax and beat the ever-lovin’ crap out of it?
Did you make said target lick your boots and pledge itself to serve you forever?
Royal Ravisher revolves around exclusive gear, abilities, and a high number of cohorts made on the battlefield, many of which you can actually keep!
A powerful grappler and melee specialist, the Ravisher is capable of high offense and number of attacks per round (counting their cohorts).
Hit Dice: d12
Starting Skill points: (3+Cha Mod)x3
Skill points: 4+Cha Modifier
Starting Golds: 4d8 x 10
Class Skills: Concentration (Con), Controlled Breathing (Con), Jump (Str), Climb (Str), Use Rope (Dex), Craft: Gimp Ride (Cha), Handle Animal (Spec: Gimp) (Cha), Heal (Wis), Ride (Dex), Sense Motive (Wis), Knowledge: Anatomy (Spec: Gimp) (Int), Escape Artist (Dex), Perform (Cha), Listen (Wis), Search (Int), Spot (Wis) Wilderness Lore (Wis), Seduction (Cha), Intimidation (Cha), Swim (Str), Alchemy (Wis), Sleight of Hand (Dex), Tumble (Dex)
Class basic abilities: Ravishers are proficient with all simple and martial weapons, all forms of bows (longbow, composite, etcetera) as well as the hand-crossbow of the dark elf type. Proficient with leather armor and special Ravisher armors Ravishers tend to prefer the tools of their trade, and can wield them for lethal damage as well as non-lethal damage. Please see the Feats section or the proper levels pertaining to these feats.
SPECIAL: Only the ruling Dark Elf class of the House of Belvedere can become a Royal Ravisher. Very, VERY rarely are there exceptions to this rule, though they do exist. If you wish to play a Royal Ravisher without being a Dark Elf, please consult with the GM.
Tools of the Trade - the Ravisher gains very specific weapon upgrades and capabilities with each new level of Tools of the Trade.
Whip: deals lethal damage and gains the ability "Hogtie+1," giving a +1 bonus to Hogtie checks made with a whip.
Impact Play - when using a blunt object as a weapon, the Ravisher gains the ability "Truly, Madly, Deeply." Deals standard weapon damage, costs 25 ep per use. Upon leaving three bruises on the target, the target must then withstand a Fort check of DC 15 at the start of each round or be stunned, losing 10% of their HP total for each round stunned.
Knife Play - when using slashing weapons, the Ravisher gains the ability "Carve." Deals standard weapon damage, costs 25 ep per use. Upon successfully carving their sigil onto the target (three successful strikes), target must withstand a Will check of DC 15 at the start of each round or they gain the blonus "Gimp Type," and are considered the Ravisher's gimp throughout the rest of combat.
Dildo Arrows - Ravisher gains the ability to create and use Dildo Arrows with crossbows and normal bows. Dildo Arrows have the following stats: 1d12, 15-20 Crit x3, ignores DmR, on Perfect Crit or Magic Number Crit, has a 50% chance of immediately killing the target (Dildo to the eye).
Branding - Allows the Ravisher to use a special magic weapon that is constantly burning and smoldering. Deals 1d10x2+Cha damage, cannot crit, all targets of a fleshy nature (or susceptible to fire damage) takes 1d10 damage per round per strike given (each successful strike leaves a burning sigil upon the target). Effects can be dispelled, halved, and are otherwise affected as if normal magical flame.
This Is Dildos - can only be taken after Dildo Arrows, and user must have a Tools of the Trade up to level 3 before going after this one. Special technique which allows the user to fire a single Dildo Arrow into the sky, piercing the clouds. Upon doing so, creates 1d6 gates that rain up to 1d10 Dildo Arrows each, attacking everything in a mile radius. Takes up the entire action round of the target, reduces their HP total by 1/4th, and takes up their entire store of EP.
Hogtie - can only be performed if the user has access to anything rope-like (rope, chain, whips, tendrils, etcetera). Gains +5 to their grapple score. Upon successful grapple, they can, as a free action, follow up by hog-tying the target (users use rope versus targets escape artist). Once hog-tied, the target is unable to perform any other attack actions until they are released or can escape (DC 10+users level+users use rope level) on their own. So long as they're hogtied, they must give up their attack round each time.
Loli/Shota - a Ravisher has the responsibility of taking care of a loli or shota of one of the families that comprise the rulers of the House of Belvedere. Lolis and shotas are considered the greatest commodity amongst the ruling class, and are used to help train up-and-coming royals in responsibility and is totally not an excuse to make other people babysit their kids. They'll at least prove to be somewhat useful, and while they come with their own attack action per round, they also can make gameplay quite challenging.
Good luck, young Ravisher!
Craft: Gimp Ride - Ravishers have access to a specialized skill known as Gimp Ride. By acquiring the proper tools, carried in their valise, they are able to transform their Gimp into a mount. The Gimp temporarily gains the Tireless feat, can travel great distances without rest or supplies, and even gets double HP while they're in Mount Mode. User must pass a skill check of DC15+special modifier and it takes one action round to change a gimp to Mount Mode.
Brand - this is a supernatural ability. Places a burning sigil upon the target that deals 1d10 damage. Can be resisted and doesn't affect anything that doesn't burn normally.
Analysis - allows the user to use their Sense Motive ability in combat in order to analyze their opponent. They must have experience with said target's species in order to understand their anatomy. Can learn the current HP/EP of the target during combat as a free action. Can also reveal weaknesses and more. User must pass a DC 15+target ECL in order to learn this information.
Gimp - A gimp (or gimps) is a specific servant that can enter battle when summoned. Each gimp the Ravisher gains starts off with randomized stats and information. From there they gain an extra 10 character points per "gimp+1" the user gains, to be distributed to their feats and attributes and other improvements. A gimp cannot enter battle unless summoned by the user. All gimps gain their own list of tricks and fetishes that are useful for the user. A user can only have one gimp "active" at a time, the rest left at their base. Unlike the Pimp's stable of ho's, the Ravisher gains no further bonuses beyond the one gimp active.
Summon Gimp (Summon Gimp x2) - at the cost of a standard action and 25 ep, the user can summon forth their gimp (or gimps) into battle. Can only summon one at a time, then two at a time at a later level.
Choke 'Em Out - when using a whip, chain, or rope (or anything else like these) as a weapon, user gains +5 to grapple. Upon hogtying a target, they can then proceed to choke them out with each attack action, dealing weapon damage x#. For each successful attack action, the multiplier goes up (starting at 2). Cannot crit in this manner. Target must breathe in order for this to work. Target, if sufficiently trained, can resist this attack by passing a DC 10+user's ECL check.
Breathless - the Ravisher can last without breath for up to 10 minutes (or 1d12 rounds). If pushed, the Ravisher can operate at full power without needing to breathe ever upon passing a Fort check DC15.
Further Anatomy - allows the Ravisher to use Hogtie on creatures that normally cannot be bound or tied up. This does not include targets that are fleet of foot.
Aftercare - grants +5 to skill check/magic check when a Ravisher heals others immediately after combat.
Head Like A Hole - "Bow down before the one you serve." A specialized battle cry that forces all who can hear to pay attention to the Ravisher. Immediately grabs aggro and forces the listeners into a Will check or be driven to their knees. Will check DC 10 + User's Will
Afterburn - grants +5 to torture checks immediately after combat. This also works on interrogation checks.
Slayride - while two gimps are summoned, the user can immediately take a free action and 1/3 of their EP total in order to immediately transform both gimps into a specialized mount mode. The Slayride moves at 20 feet without provoking AoO, deals 1d20 collision/aura damage to all targets caught by the attack, negates reflex saves, can ignore up to 50% AC/special defenses, and 18-20 crit x4. User can move up to 1d6 per round (starting with the one they immediately brought out the Slayride for), and the Slayride lasts for up to 1d4 rounds. With specialized gear, the Slayride can be useful over any terrain, even lava, the equipment able to fit in the Valise.
Snowball - when synchronizing with others, the Ravisher gains +1 to their synchronization checks. It is not suggested to actually snowball the target.
Hot Swap - by taking up a standard action and giving up their entire current store of EP, a Ravisher can "swap" places with their Gimp. They gain the blonus: "Gimp Type" for up to an hour afterwards, but otherwise have all the abilities of the Gimp they swapped places with. This counts as a magical teleportation ability.
Trance Rite: M A N I A - upon gaining level 15, the Ravisher undergoes a special rite of passage. By controlling the power of M A N I A, they are able to gain the following immediate bonuses: +5 to Charisma modifier, current HP total x2, EP+50, able to level beyond 15. From here on, they may enter into a special Trance which grants them +1 AC (up to +5) each time they are successfully attacked. Can only be used once per battle, and cannot cast spells upon entering this trance, and takes up one standard action to enter or exit the Trance.
Loli/Shota: Growth Spurt - the Loli/Shota you've been raising now grows up in a burst of speed, cocooned for 1d10 days and transforming into an adult like all Belvedere dark elves. Counts as Battle Servant +1 and gains bonuses and levels independent of user.
You Belong To Me - after hogtying a target, user may seduce them to their side temporarily. User's use rope + seduction + will check versus DC 15+target ECL+Will check.
NOTE: you cannot keep the new gimp once combat has ended.
Twisted Sister - after hogtying a target, user may arrange (as a free action) a special form of restriction. For each action attempt, the ropes draw tighter, crushing the victim, each time as if the user had attacked them. Crits apply.
Twisted X - upon successfully hogtying a target, the user can perform a special binding that allows them to hogtie a second target as a free action. Second target is caught unawares, flat-footed, and must pass a DC check of 10 + user's use rope skill. Improves Hogtie immediately: +7 to grapple attempt, deals weapon damage upon successfully hogtying the target, and DC is improved by adding user's ECL to escape checks.
Secret Art: Lords of Acid - the ultimate art of masochism, once per day the Royal Ravisher can absorb all damage dealt since the start of combat as HP and EP. If this threatens to go over their maximum totals, then they may collect the rest in a temporary battery.
If this HP and EP aren’t used, then they will suffer burn (they’ll return to maximum only to lose HP and EP from the excess) once combat officially ends.
Pornomancer
An almost normal magician, except purely fueled and empowered by pornography (both consuming and creating it).
High aptitude for craft (namely Craft: Porn (Cha)), very Charisma and Constitution-based, the Pornomancer’s greatest power lays in their numbers: the more they number in the throng, the stronger their spells cast.
Should they ever gather en masse, it’s said they could easily drown the world in cum.
Strangely antagonistic towards (and kinda rivals to) Tordekians.
Hit Dice: d8
Starting Skills: (6 + Cha Modifier) x4
Skills: 6 + Cha Modifier
Starting Golds: 3d8
Class Skills: Escape Artist (Dex), Seduction (Cha), Spellcraft (Favored Ability), Alchemy (Wis), Medical (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Craft: Porn (Cha), Gather Information (Cha), Heal (Wis), Investigate (Int), Jump (Str), Knowledge: Arcane (Int), Knowledge: Dungeoneering (Int), Knowledge: Foreign Culture (Int), Knowledge: Law (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Listen (Wis), Perform (Cha), Profession (Wis), Research (Int), Ride (Dex), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex), Controlled Breathing (Con)
Class basic abilities: Light Armor Proficiency, Simple Weapons proficiency.
Pornomancy - the strange practice that, through a specific form of meditation, can empower magic cast by the user. It’s also pretty disgusting in a way. In order to meditate, the user must have some kind of pornographic paraphanalia or kink item with them.
The Pornomancer Union can supply these in any Red Light District, if the user hasn’t made their own by now.
Ultimately grants +5 Spellcraft for the day after meditating for one hour with their filthy, dirty fetish.
Organization: Pornomancer's Union - upon becoming a Pornomancer, the character can now enter exclusive clubs and rows of merchants that cater to their specific needs. Pornography can be purchased from these vendors, and the networking of the Pornomancer's Union is numbered in the top five groups in terms of helpfulness.
Kink - each Pornomancer has a kinky fetish (not an item, but actual sexual fetish) that they focus on. With each new kink they discover, they grow in power shortly after meditation. All kinks only affect those of lower or same Elan as caster. Each time you gain a new kink you can change your previously-acquired kinks. Each time you consume pornography of your kink during meditation, you must acquire more before the next meditation session.
Anime Tiddy - Spellcraft +5 for each spell cast during a round. Resets at beginning of new round.
Armpits - HP x2, EP/2 (works only once upon choosing)
Feet - HP/2, EPx2 (works only once upon choosing)
2D - can’t be combined with 3D. Ability Score +1
3D - can’t be combined with 2D. Ability Score+1
4D - can only get off on elementals, abstract creatures, or creatures that don’t belong on the prime material plane. Spells cast ignore DmR and negates spell resistances.
Handholding - Deathward (upon hitting 0, you cannot go into negatives)
Abstract Concepts - can only be acquired if one has acquired the 4D kink. Spells cannot be countered or negated unless through class abilities/feats/techniques.
Combat - Each time someone takes an action during a combat round, user gains +1 EP.
A Job - Wealth acquisition x2 (acquire twice as much fiat currency)
Random Vague Noises - Upon being surprised, immediately gain +ECL to your HP and EP total as a temporary battery. You are not considered flat-footed.
Monster Girls - gain Spellcraft +10 when facing off against female, non-humanoid hostile targets.
[Random] - roll 1d20. Number corresponds with Kink on the list. Double effects, both negative and positive. This can only be done once per positive kink upgraded.
Videos - double ranks of Spellcraft (only when casting spells).
Consensual Heteronormative Sex In The Missionary Position (Vanilla Kink) - HP total/4, EP totalx5
Gape - EP total x10, can only be acquired if you have Vanilla kink
Hypersexual - can only get off on Hyper Hicks, Deep creatures, and Black-infested creatures. Gain Degeneracy blonus: every time you cast a spell, it costs HP instead of EP. All spells cost half. Blonus: can only use pornography from this kink.
Mistakes - can only get off when someone makes a mistake. Crit Success is now Crit Failure. Lose an action until end of combat.
Sissies/Butches - cross dressing is the only way you can get off. Gain Spell Resistance 1d20+ECL.
Interspecies Erotica - yeah, you’re gonna die. HP total is set to 1/10th permanently, and you now have the Mark of Shame blonus: any who attempt to physically attack you must make a Will Save. If they succeed, they still don’t want to touch you and will deal only half damage. If they fail, the attack gets shifted to the Pornomancer’s ally.
I Feel Pretty - while crossdressing, the Pornomancer gains +Cha Score to their damage rolls so long as their Charisma Score is over 15.
Pornomancy Rule (#1-5) - each time a Pornomancer gains a new rule, they may choose one spell from their current lineup. This spell can now be cast as a Spell Like Ability up to (ECL) times per day. Can only be used once per combat.
So long as the Pornomancer has at least one “charge” of a Pornomancy Rule (that is at least one unexpended use), then they gain Regen+1/Refresh+1 for each ally in their party.
Alternative Ritual Casting - if the Pornomancer is ever silenced or magically suppressed, they may spend a standard action to cast the spell anyway. Doing so costs both HP and EP. This can only be done if they’ve meditated at least once during the day.
Still Learning - once per day, the Pornomancer may make a reroll attempt. This second roll must be accepted no matter the score. You cannot crit succeed if you use Still Learning.
Service - once per day, the Pornomancer may make a taunt attempt. Must be able to make motions with their hands. If the attempt is successful, immediately gets the attention of the target, who cannot use Special Attacks until their next round.
A will save negates this attempt and the Pornomancer gains (ECL) amount of Humiliation Points.
Groping - whenever making grapple attempts, the Pornomancer may add their Charisma modifier.
Waxed Parts - So long as they’ve shaved “everywhere” below the eyebrows, the Pornomancer may add their Grapple score to Spellcraft. This stacks with any and all other bonuses.
Auralism - if a spell is cast within hearing range of the Pornomancer, they may make an attempt to copy it, even if they don’t meet requirements to cast it. Can only be done once per day.
Saturday Night Fever - So long as they haven’t shaved anywhere, the Pornomancer gains DmR (ECL/2) and Spell Resistance 1d20+ECL. This stacks with other forms of Spell Resistance and DmR.
Assault and Battery - whenever an ally successfully makes a melee attack, the Pornomancer may use a Kink they don’t actually have until the end of the round. Doing so gains them a +1 to their Spellcraft for the entirety of combat.
NOTE: Pornomancer must have the proper pornography that corresponds to that kink.
Massive Damage (Pornomancy) - when casting spells that have been enhanced by the Pornomancy Rule, they gain +2 to damage effects.
Direct Service - same as Service, only it can now be done (ECL) times per day.
High Kicks - Can only be used to negate spellcasting. If used to negate a spell, then user is considered prone until the round after their next.
Hey Check This Out - Takes a standard action. By showing pornography of an earned Kink, the Pornomancer attempts to synchronize with their target. Upon synchronizing with the target, the target now lusts after the Kink as well, and suffers negative effects until they’ve satisfied the Kink.
Negative effects: -(ECL) to To Hit, -(ECL) to Spellcraft, damage dealt is halved.
Peripheral Grabber - If the Pornomancer is able to successfully grab a target from behind or while flanked, then the Pornomancer may make an immediate spellcast as a free action. This spell cannot be countered (unless otherwise specified).
Community Property - for each Pornomancer within line of sight, the Pornomancer gains Spellcraft +2, HP and EP totals +2, and Grapple+1 (up to a maximum of current Pornomancer Level)
Blue Monday - When suffering under the effects of a spell, the Pornomancer may take a full round action, consume a pornography of their corresponding kink, and negate the negative effect.
Grind and Dine - when a successful grapple is made, the user may double their Spellcraft score. This is a temporary effect that lasts until the user casts a spell.
Forced Strip - attempts to strip a target of a single piece of their armor. Can be negated with a Reflex save. If successful, the armor piece is now on the floor.
NOTE: if enchantments require a full armor set, the enchantment is now negated.
Naked Bodies Everywhere - allows all spells cast by the Pornomancer to ignore DmR, Spell Resistance, and cannot be negated (unless otherwise specified).
Orgy - doubles all values of Community Property.
Alone Time - at this point the Pornomancer no longer requires physical material in order to meditate.
Relying only on their imagination and an hour of time to masturbate, they gain the same kind of benefits and bonuses as if they consumed pornography.
If caught, they gain a ECL x 2d20 Humiliation Points and are stunned (1 point = 1 minute) until they can do anything other than be stunned.
I Think I’m Alone Now - a special trance that can be accessed once per day. Upon activating, the user shrugs off any and all magical suppression for the next spell. This can only occur if they’ve consumed pornography at least once.
Sexy Sex - upon having actual sex, up to (ECL) hours the Pornomancer may double all positive effects of their chosen Kink.
Kinsian Casting - So long as the user is silenced or magically suppressed, should they take damage to HP they recover the same amount in EP. Cannot increase beyond their total this way. When they recover EP through such a method, they may cast one spell as if they weren’t silenced or magically suppressed.
Money Cannon - once per day, allows the Pornomancer to cast a powerful storm spell (even indoors) that affects up to (ECL) number of targets. These targets each take (user’s current Humiliation Points) x 1d20 in actual damage. This number can be increased by the number of Pornomancers within range of Community Property (2d20 if there’s a second pornomancer, 10d20 if there are 10 pornomancers, etc).
Advanced Pornomancy - grants the Pornomancer +10 to Spellcraft and an additional +5 each time a Pornomancer Rule is cast. This bonus lasts until the end of combat, and occurs each time a Pornomancer Rule is cast (even if not their own).