Prestige Classes Page 2
Chaingivers
Pugilist
Void Hound
Methnomancer
A secret organization of Overpowered Slayers, as set forth by the original Harkonnen Kraze Dictation, the Chaingivers exist to do one thing only: to become a living weapon, destroying Overpowered, Overpowered Primevals, and their allies and sycophants.
As part of a Extreme Existence program, the Chaingivers split off almost early on in order to carry out the secret plans of Harkonnen Kraze, Overpowered of Secrets, and as such are answerable only to the highest level leadership of Extreme Existence.
Operating almost to annoy other allied organizations, the Chaingivers have specialized training which maximizes their investigations of Overpowereds, the cults and people who enable them, and their immediate discovery and destruction.
A person who has undergone Chaingiver Training is considered to have undergone Cross Training, and can go on to learn from Interdimensional Martial Arts training.
Hit Dice: d6+Str Score
Skill points: 8+Int Modifier
“Leave no Overpowered comfortable!”
Requirements: Completed "16.6" mission, +20 Base Attack Bonus, 100 Gnosis, Grapple 100, Dynamic Sorcery 5, Martial Arts Points 250
NOTE: All requirements can be met either raw and with bonuses or through a temporary power up.
NOTE: all abilities are considered supernatural and interdimensional in nature unless otherwise mentioned.
The Chain - One of the core mechanics of the Chaingiver is the Chain, a mystical chain (duh) that, once successfully grappled onto a single target, confers the following blonuses:
Target: Lifelink (One Way - any damage dealt to the Chaingiver is dealt to the target)
Chaingiver: +1 Regen x Chaingiver Level
Chaingiver: +1 Refresh x Chaingiver Level
Chaingiver’s Elan is set to grappled target
Chaingiver takes one action during Target’s turn
Target loses one action during their turn
The Chain must successfully grapple a target, and takes a standard action and 1/10th of total EP to use.
Once grapple is broken (or if the Chaingiver takes more than 1/2 damage from a single attack), the Chain must be cast again.
Nekospace - part of the power of the Chaingiver lays in the manipulation of space and reality. Creating a special pocket dimension, the Chaingiver is able to create their own battlefield, item storage, and fortress.
For now, though, all they get is something similar to a portable Place of Power (4):
User now gains 40x(Wis Score) Energy Points (usable outside of their EP pool) per day
User now gains 10x(Con Score) Hit Points (usable outside of their HP pool) per day
If taking damage to either HP or EP, user may (as an immediate reaction) direct it to the Nekospace-held HP or EP
As the Chaingiver grows in strength, they’re able to manipulate this special space (which is considered “always nearby” to them) freely.
Takes a single standard action. The “portal” for the Nekospace must be chosen and set by the user, and only in line of sight.
Cat Lover - The “cat” is the chosen mascot and totem of the Chaingivers, alongside their casual phrase of “I Don’t Give A Fuck.”
So long as the Chaingiver has petted a cat, they may:
Nekospace: Spellbounce (as if they had the class ability, literally casting Nekospace off of any cat they’ve petted up to a mile away in radius)
Poison Immunity
Blonus Negation (may negate one blonus a day)
Can summon the cat during special attacks
Reversity - once per day, as a standard action, the Chaingiver may completely reverse a single blonus or negative status effect at random. This works only on the user.
Special Attack: Diver Down - 4d8 x Chaingiver Level - an attack that, upon whistling, causes a teleport gate to open, summoning a previously pet cat to streak by and claw the fuck out of the target, ignoring DmR. Can only be used if the user isn’t silenced and the target is Chained.
Special Attack: Das Boot - deals 1d8+Strength Score, knocks target back five feet - literally a front kick that sends the target stumbling backwards. Is gained through successful completion of Chaingiver Training. Part of the training is to only use it on Chained targets (though it can be used on anyone, but with less effectiveness), and can be used if the Chaingiver is flat-footed or surprised.
Nekospace: Battle Radio - allows the user to break meta (once per game session) and change the song to one of their own choosing. The Chaingiver immediately gains +5 to their favored modifier until the end of the song, and gains +20 to their favored attack until the end of combat should the song randomly come up again during the day. Takes a standard action and can only be done while Nekospace is invoked.
AUGMENT: permanently give up 1/5th of your HP and EP total in order to choose a song longer than 3 minutes.
AUGMENT: permanently give up 1/2 of your HP and EP total in order to choose a song longer than 5 minutes.
NOTE: if the GM hates the song, this ability fails and you still have to pay all augments and costs.
Chaingiver Training - Chaingiver Training is a highly specialized regimen similar to the Cross Agent Training of Overpowered in the Extreme Existence organization.
It should be, since Harkonnen Kraze stole it directly from them.
Grants user perfect synchronization with T.D.I.’s and similar tech. Is of masterful level of linguistics, writing, and history of target planet/dimension. Can pass as a common citizen if need be. Is registered with Extreme Existence or allied organizations and has been noted to be in the current dimension, legally active. Diplomatic interdimensional immunity should a political fiasco occur, to be dealt with by the X2 Committee.
Nekospace: Shadow Dimension - grants the user access to the nearby Shadow Dimension, allowing them to invoke the portal for their Nekospace in any Shadow.
NOTE: this doesn’t work on “claimed” Shadows, such as those of the Shadowmaners or “owned” Shadow Dimensions.
The Chain: Marked for Life - while the target has been Chained, the user now gains HP equal to damage dealt to target.
Nekospace: Battlefield - at this point, the Nekospace is a proper, set pocket dimension. The stats of the Battlefield is as follows:
Up to a mile in radius
Only Chained targets and user’s party members are allowed into the Nekospace
Once Chained target is in Nekospace, user’s party is immediately sucked into it without save rolls (up to a mile away from the user)
All Chained bonuses/blonuses are doubled (before crit)
While in Battlefield, Nekospace HP and EP bonuses are doubled
Chained target cannot use teleport/warp/gate/exit or reality/spacial folding abilities
Outside of combat, acts as an interdimensional storage space (holding up to ECLx10 pounds of weight)
The landscape for the Battlefield must be set upon acquiring this class ability.
The Chain: Marked for Death - target now contains the Marked of Death blonus: “Takes double damage from Special Attacks from any source.”
Special Attack: Quad Angle Slashing - Chaingiver level x 4d8 - launches a series of attacks that ignore AC, overcomes DmR and damages both HP and EP of a Chained target.
The Chain: Synthesis - One of the greatest techniques of the Chaingiver allows them to absorb the Chain directly into their body in a quirky paradox that allows them to occupy the same space, considered an Alternate Form (Chainrider).
Because of this quirk of nature, they gain the ability of The Chain as a touch attack, stacking with other sources of Touch Attack. Upon Chaining a target successfully, the user gains the following bonuses:
All damage dealt to Chained source are now increased by Chaingiver’s ECL.
Chaingiver: drains (Chaingiver level) EP at end of each round.
The Chain can be summoned through any part of the Chaingiver’s body or shadow
Can ignore the physics of the current reality: wherever they stand is “down” to them, up to their maximum threatened range.
User is considered an Outsider of their chosen alignment
Dimensional homepoint shifts to personalized Nekospace
The crucial step to allowing the user to begin to use Synthesis class abilities.
While synthesized with The Chain, the Chain is considered “always” invoked.
Takes a standard action to use, lasts up to 24 hours, and takes a synchronization roll (at +3 advantage).
Mitosis - allows the Chaingiver to split any “fused” item or creature, even themselves. Can be used against hybrid/fused magical creatures (Chimera and other such creatures).
If used in mid-combat, takes a full action round and drains the user’s EP by the amount of damage dealt to HP.
Creatures that have been split in such a way takes at least a week to recover.
The Chain: Radar Rider - while The Chain is invoked, the Chaingiver is able to sense any and all connected to the Chained target up to (ECL) miles away. This continues on even if the grapple has been broken.
Magic Synthesis - allows the Chaingiver to combine the effects of two magic spells for a one-time use spell. This cannot be kept or memorized, and must be re-synthesized before use. The effects are set by the GM, but once set can be re-used again later.
NOTE: it’s suggested you keep a list of GM-approved synthesized spells.
Is cast at the highest Dynamic Sorcery (or Chaingiver Level of Dynamic Sorcery, so if Chaingiver Level is 4, then Synthesized spells are cast at a cost of Dynamic Sorcery level 4) known x3, doubled crit (stacks with all effects).
Special Attack: Chainbound - 750 ep - (Chaingiver Level) x 10d8+enemy’s DmR - can only be used on Chained targets, summons up more Chains to bind the target, dealing damage and shutting down all sources of damage reduction (while dealing that much more damage per chain). Each time the Chained target successfully defeats the grapple check necessary to shrug off a Chain, they must do so again, up to the (Chaingiver Level) number of chains.
Weapon Synthesis - allows the user to synthesize any two non-magical weapons. The new weapon bears a combination of both stats and is now considered a magical, enchanted weapon. Can be done only while in Chainrider form and user has synchronized with both weapons first.
Takes a DC check of Craft: Weapon skill vs (Chaingiver ECL)+1d20
Situational penalties can be levied if done during combat.
Nekospace: Randomizer - at this point, the user has a greater connection to the dimensions that are close by. By taking a full round action, the user may synchronize with up to 1d4x(ECL) nearby dimensions and immediately open up a Nekospace portal to each one at random, peppering the current battlefield up to a mile away.
These portals stay open for up to (Chaingiver level) minutes, and once they close the Chaingiver is unable to use EP for up to (ECL) hours.
AUGMENT: if properly trained, the Chaingiver can cast Chain attacks out of each portal as if from their own Nekospace. Each portal counts as an entrance to their Nekospace for they, themselves, but any and all others (including party members) who enter will find themselves in a random nearby dimension.
Skill Synthesis - allows the Chaingiver to synthesize any two known, similar skills for a single check. This can be done once per day, and can only be done while in Chainrider Mode.
GM must agree that both skills can be synthesized.
Soul Synthesis - allows the user to fuse two organic bodies into a single new gestalt creature. This gestalt is formed from the abilities, feats, scores and skills of the two individuals, and allows for feat/ability stacking. This can be done once per day and those involved must be willing. Takes 1d4 days for the fused creature to be able to use their body properly. Can only be done while user is in Chainrider mode.
AUGMENT: during combat, by giving up all current EP and dropping the user down to 10% HP, the user may attempt to fuse together two targeted enemies. One of them MUST be in Chained status. Both individuals involved must overcome a Will Save of user’s ECL+Will Save.
The subsequent fusion is considered a malicious fusion, causing the new hybrid creature to be unable to utilize their full functions at first (Up to 1d4 rounds), but as combat progresses the new fused creature gains access to all scores and abilities of a normal Soul Synthesis-created creature.
If able to escape combat, the new creature will gain full function within (user’s ECL) hours.
The Chain: Iron Maiden - can only be used on Chained Targets who have suffered a successful Chainbound attack. Upon being Chainbound, the user may pay ECL x 1d10 in order to open up (the 1d10 roll) # of Nekospace portals to all within a thirty foot threatened range.
They may make that many Chaining attempts (once per target, complete with bonuses and blonuses involved) as a free, immediate action.
Ability Synthesis - allows the Chaingiver to synthesize any two similar Abilities to create a new, more powerful ability. This can be done to class abilities, earned abilities, or granted/borrowed abilities. Can only be done once per day and the new Ability is a one-time use thing. User must be in Chainrider form.
While you cannot “memorize” the new upgraded Ability, you can keep track of GM-approved effects.
Dimensional Shuffle - allows the Chaingiver to change the Dimensional location of their Nekospace without changing the actual location.
Special Attack Synthesis - allows the Chaingiver to synthesize the effects of any two known Special Attacks for a one-time use Special Attack. While the new Special Attack cannot be memorized, you can keep track of GM-approved effects.
Can be done once per week.
Final Chain - allows the user to use two Chains, targeting two enemies. Confers the usual blonuses and bonuses.
Secret Art: Chainbreaker - while in Chainrider Form, so long as there are two successfully Chained targets, user may immediately die as a full-round action.
The two Chained targets also die, immediately.
In a special round (within the current round) at Speed Check 12, the User and both Chained targets must now fight. AC and DmR is ignored, all abilities/skills/special attacks/ability scores/HP and EP are all equalized to the highest individual’s numbers, though the following blonuses occur depending on Elan:
Gnosis - event
100 - HP and EP total halved
300 - Damage dealt halved
600 - Damage taken doubled, lose two actions per turn (at the lowest BaB)
900 - Special attacks cost doubled, lose two actions per turn (at the lowest BaB, affects combos)
1000 - Damage taken doubled, lose six actions per turn
The two combatants who have taken the most damage suffer Permadeath, while the one who has taken the least gets to come back to life (at -9 HP).
It is said that when the original Wascra, children of the cursed Wolfen people, crossed from The Realms to Dolan they initially suffered from a strange malady that caused heavy scabs to form over most of their face and bodies. This phenomenon occurred at the machinations of an incredibly powerful Realm Mage God, one whose power grew upon transitioning to Dolan.
Shortly after, the “Gift of Odacon” would break off and prove one of two things: either the Wascra were mutated further to become more humanoid, gaining new powers in the process, or (to those who secretly worshiped him) transformed them into a twisted, violent creature of madness and destruction.
Of those who received Odacon’s Gift and became humanoid, a smaller percentage awakened to amazing psychic powers, driven stronger through their shared faith in The Void (the accepted faith put forth by Granmere Baskerville).
Void Hounds are tricky opponents, able to shut down whole systems of energy use and, later on, even class and racial abilities and feats.
Outside of their specialized training (able to empower techniques learned from the Hound Style of Fighting), the Void Hound also employs dazzling feats and skills of their assassin training.
Do not be deceived by their apparent frailty - at heart they receive the same training as any Hound of Baskerville, and each one embodies the soul and spirit of their cross-dimensional and kingdom-building training.
All Void Hounds are considered Outsiders of their chosen alignment.
Hit Dice: d10+Int Score
Skill points: 10+Int Score
“For loyalty, I will kill. For the Void, I will neutralize.”
Requirements: Completed "The Greater Gift of Odacon" mission, must be of Dolanese origin/or of Wascra bloodline/or of an adopted Dolanese house, +13 Base Attack Bonus, Martial Arts Points 500 or Hound Style of Fighting 250, Faith Points 500 (will lose them all upon successfully unlocking, including all bonuses from their Faith Table)
NOTE: Combat Courier gets to access this jorb while ignoring Base Attack Bonus prerequisite.
NOTE: all class abilities and feats for the Void Hound table are considered supernatural/psychic in nature, and completely ignore Elan.
Foxhound Training - Void Hounds have a specific training regimen that empowers them. When tracking energy users of any sort, they gain +10 to Search, and their ability to sense energy use extends to a mile in radius. Also, the Void Hound may train in one more martial art table (if they originally started with Hound Style of Fighting). The Void Hound now gains twice as many Martial Arts points when training on this new table.
The Void Faith - upon becoming a Void Hound, the user must sacrifice their current Faith Points. All bonuses gained from their previous Faith are now subtracted from the character.
Greater Odacon’s Gift - upon going through Odacon’s Gift and surviving, the Void Hound is granted the Greater Odacon’s Gift bonus. When using psionics, their Void Hound levels stack with all previous psionic class bonuses.
Counter and Negate - whenever the Void Hound makes a counter attempt against energy users, the counter attack is successful and the original attack it countered is immediately negated (damage isn’t dealt).
First Law - whenever the Void Hound sense energy use while the target is in threat range, they may make an immediate melee counterattack. This is not a counterspell or spell duel attempt, but a hyper reaction to energy use.
Seek and Devour - when actively tracking an energy user, the Void Hound deals double damage during surprise attacks. If the surprise attack is successful, the Void Hound gains EP equal to damage dealt. This temporary battery of points burns out if unspent by the end of combat, dealing HP damage to the Void Hound.
Hunting Hound - Three times a day, “marks” a single targeted energy user. All attacks launched at the marked target gains (To Hit)+10
Fierce Opposition - for each attack the Void Hound launches, they may gain +X bonus damage (where X is number of attacks since start of battle).
Trance: Hell Tracker - at the cost of a single standard action, the Void Hound enters a special trance. While tracking energy use, they may teleport through the shadows and launch a surprise round counterattack. This can be done only (Void Hound level) per day. You cannot have a second surprise round on the same target through such means.
Darkness Empower - while at night or if covered in shadow, the Void Hound cannot be scryed through magical, psionic, or ki-based means.
Bold Counter - during the daytime, when counterattacking the Void Hound may add Spellcraft total as bonus damage.
Jolt Counter - when countering with a melee or unarmed attack, the Void Hound deals double damage.
Miracle Overload - all bonuses and positive status effects cast on the Void Hound are doubled.
Trance: Void Seeker - at the cost of a standard action, once per day, the Void Hound may deal damage to Faith Points whenever they deal damage to HP.
Damage dealt to Faith Points deal that same amount of damage to HP (without triggering Void Seeker) at the end of the round.
Wish Smiter - once per day, the Void Hound may perform a single melee or unarmed attack as a Touch Attack. Upon dealing damage, the target cannot use EP for (user’s ECL) hours.
Dream Eater - whenever the Void Hound pays EP as a cost for ability/technique/spell use, they gain half of that in HP.
Faith No More - the Void Hound may, upon passing a sanity check (Will save), may now proceed to once again worship a chosen deity. They cannot regain sacrificed Faith Points.
The Only Weapon - when using only psychic effects in a round, the Void Hound’s damage dealt is doubled (in the form of bonus damage at the end of the round).
Mind Eater - when performing psychic interrogations, the Void Hound may absorb one skill/spell/technique from the host.
Devour and Vore - whenever the enemy casts a spell or uses a technique with an EP cost, the Void Hound may cast a psychic technique immediately without paying EP cost. This can only be done to targets marked by Hunting Hound. This is not a counter attack.
The Demand - during psychic interrogation, the Void Hound may place a hypnotic suggestion within the target. If the target does not follow this suggestion, they lose (target ECL) HP per round and cannot use EP at all.
Magnificent Seven - while outside of the prime material plane and in a trance, the Void Hound can target up to seven energy users rather than only one.
The Truth Hurts - while countering with a psionic attack, the Void Hound can multiply the damage dealt by their total Void Hound levels. The damage is calculated before crit but only after all other bonuses.
Hell Counter - when launching any counterattack, the Void Hound may attack any other target within threat range.
Hard Offense - with each attack launched by anyone in the combat round, the Void Hound gains +1 Damage to all forms of attack. Crit damage multiplier is increased by (+1 per attack launched).
Ignore Physics - anywhere the Void Hound stands is “down” for them.
Narrow Sage - creates a fold in space that takes the Void Hound and a single target out of the combat round. They can only focus on one another, and no other attacks from any other source can affect them. This can only be done to targets marked by Hunting Hound.
Hand of Magnification - no matter how abstract (per GM approval), the Void Hound may magnify any spell/psychic/ki effect by the Void Hound’s level on touch. This can be done for any ally or the Void Hound themselves. If used during combat, the Void Hound is knocked out for (Void Hound levels) rounds.
Hand of Division - upon touch, the Void Hound may “divide” any touched body part from the main body. Touch Attack that uses melee attack (to hit) vs Fort Save. If used on spell/psychic/ki effects, it divides all numbers on touch. If used during combat, the Void Hound is knocked out until end of combat.
Secret Art: King Nothing - upon hitting 0 HP, the Void Hound’s corpse immediately creates 1d8 teleportation gates, sucking up the same amount of targets at random before flinging them into deep space. Targets sucked into space who successfully die are have their HP absorbed into the Void Hound.
The Void Hound loses a level and cannot utilize their abilities and techniques for a week.
Void - whenever the Void Hound successfully negates a spell/psychic/ki effect, the target cannot use that spell/psychic/ki technique until after combat.
Null - whenever EP is used around the Void Hound’s sensory range, they may choose to negate the cost as a free action.
Secret Art: Uber Nihil - at the cost of half their total ECL, the Void Hound completely shut down all all spell, psychic, ki, or faith-based abilities, techniques, feats or skills. Bonuses from faith and martial arts tables are completely negated. Poisons are negated. This lasts for the entirety of the game.
Should Uber Nihil be undone by any means, then all affected regain all that was previously negated and the Void Hound’s total ECL are, instead, doubled.
There comes a time where one’s fighting prowess has catapulted them beyond even world class.
More than likely, this is through forbidden techniques and dark alleyways where normal humans simply wouldn’t realize even existed.
The Pugilist is the path of one who has walked among the monsters only to discover that the worst one of all was always they themselves.
An unarmed specialist who maximizes the Special Attack ability, the Pugilist revels in violence and becomes empowered through the sheer art of fighting.
The Pugilist who has awakened to their nature is one to be feared by just about anyone.
Special Attack specialists that can improve their Special Attack dice/numbers (d8 becomes d10, up to d20)
Hit Dice: d20+Con Score
Skill points: 2+Int Modifier
“Behold: TRUE STRENGTH!”
Requirements: Completed "Irredeemable" mission, +20 Base Attack Bonus, 50 Gnosis, Grapple 100, Spellboxing Points 100, Martial Arts Points 400
Monster - the Pugilist has awakened to the fact that they’re not inexactly the same as before. Counts as an extraplanar evil outsider, regardless of their alignment. They no longer have a home point dimension, but can choose a new once they hit level 10. They cannot choose their original starting home point dimension.
Special Attack Enthusiast - the Pugilist can use a Special Attack with each standard action. Whenever anyone else uses a Special Attack, the Pugilists very next attack receives a +5 bonus to hit (once, not continuously).
Rageometer - the Pugilist no longer has a Hypeometer but a full-blown Rageometer. At 50% full, the Rageometer allows the Pugilist to gain (ECL) DmR/energy attacks of any type. At 100%, the Rageometer grants the Pugilist +(ECL) damage bonus to their punches. When using the Rageometer, the Pugilist’s next attack is set at as a successful crit attack with a bonus x5 crit damage multiplier.
Hyper Battler - whenever the Pugilist launches a Special Attack, they gain Rageometer percentage equal to half of the amount of damage dealt.
Vulgar Power - by taking a standard action, the Pugilist shrugs off a single negative status effect. The very next attack they launch grants that status effect if the target successfully takes daamge.
Hype Beast - whenever the Pugilist launches a Special Attack, they add the EP spent to damage before crit.
Hard Battler - by taking a full defense round, the Pugilist adds their Str Score to their AC.
Missile - the Pugilist can deploy a standard unarmed punch up to a 50 foot range. The Pugilist can never be flanked.
Special Education - the Pugilist can spend skill points for combat skills at a 1:1 ratio.
Reset - once per day, the Pugilist can set a “point” at a certain time in any space they’ve occupied. Once per day the Pugilist can “reset” themselves to that point in a twist of reality. This resets their HP, EP, uses per day on any ability/feat, and Elan to that point of time in the day. Once used, this point disappears.
Hypocrite - whenever damage is dealt to the Pugilist allies, the Pugilist gains Rageometer percentage equal to the amount of damage dealt.
Fighting Unfair - whenever an Attack of Opportunity is taken, the Pugilist can also take a free and immediate Attack of Opportunity.
Equip: Motherfucker - the Pugilist can attempt to “equip” a target, up to two sizes bigger than the Pugilist themselves. If the Fort Save fails, the Pugilist equips the target for 1d4 rounds and deals their unarmed damage+equipped AC+equipped ECL at an extended (height) range.
After the rounds are up, the Pugilist must “drop” their “weapon,” which leaves the target prone.
Brawlord - allows the Pugilist to combine all feats and abilities relating to unarmed strikes into the “Brawlord” class feat. They may now spend Style Points to regain those feats and abilities. This allows for extended stacking of feats and abilities.
Violence Fiend - each time an attack action is taken during combat, the Pugilist gains +1 HP and EP. This also counts for combos and “flurry” attacks.
Chaos Seed - can only be used at a minimum of the third round of any combat, and only if the combat contains more than five people. All combatants gain (Pugilist’s Levels) to all combat skills, targeting is now randomized, and wide area damage that doesn’t usually target allies now targets allies.
Mutated Point - once per day, the Pugilist can set a “point” at a certain time in any space they’ve occupied. This point can then be moved to a second point at will.
Ignore Gnosis - all of the Pugilist’s unarmed attacks ignore Gnosis.
Filthy Fighter - when taking actions outside of their turn, the Pugilist deals double damage before crit.
Twisted Arts - when gaining Marital Arts points for one table, the Pugilist gains Martial Arts points for all tables they’re involved in.
My Fist Your Face - Taking a standard action, the Pugilist performs a single unarmed strike that ignores AC and cannot be countered. This unarmed strike repeats itself automatically at the end of the round, and does so again at the end of each. This attack does not stack with itself.
The Power of Evil - once per combat, the Pugilist may activate this supernatural ability. Takes up a full combat round, but lasts until the end of combat. Whenever a magic spell or effect targets the Pugilist, the Pugilist my increase their next unarmed attack by the same amount dealt to them. If the spell effect isn’t damaging in nature, then the Pugilist may instead utilize the caster’s Spellcraft score. This is a cumulative effect.
Grand Reset - once per day, the Pugilist can set a “point” at a certain time in any space they’ve occupied. Once per day the Pugilist can “reset” themselves to that point in a twist of reality. This resets their HP, EP, uses per day on any ability/feat, and Elan to that point of time in the day. Once used, this point disappears.
Unjust - whenever an enemy takes damage by one of the Pugilist’s allies, the Pugilist regains an equal amount of HP and EP.
Fuckery - each time the Pugilist launches an unarmed attack, the target must make a Will save. If they fail, they drop their guard completely and are unable to counter or negate the attack. This can only affect each target 1d4 times per combat.
Unpaid Parking Tickets - hurls a humongous book of unpaid parking tickets at a single target at the cost of a standard action. Target is stunned for 1d4 rounds upon failing their Fort Save. Can only be used once per day, and it takes a standard action to re-acquire the big book of parking tickets. You cannot use this ability if you do not have the book on your person. "Equipping" and "Quickdraw" do not affect this ability.
Violence Junkie 1-5 - the Pugilist gains the ability to upgrade their Special Attacks attack die in value. d8 becomes d10, d10 becomes d12, d12 becomes d20, d20 becomes d100, and the final Violence Junkie doubles the quantity of dice used in Special Attacks (so 1d100 becomes 2d100, 10d100 becomes 20d100, etc). This affects all Special Attacks.
Unparalleled Violence - damage dealt by Special Attacks are doubled for all users during combat except for the Pugilist.
My Fist Your Ass - Taking a standard action, the Pugilist performs a single unarmed strike that ignores AC and cannot be countered. This unarmed strike repeats itself automatically at the end of the round, and does so again at the end of each round exponentially (once at round 1, twice at round 2, four times at round 3, eight times at round 4).
Secret Art: Power - by sacrificing a full round and draining current EP down to 1, the Pugilist may double their combat skill scores “at the point of impact” (during damage before crit) and number of actions taken per round. Any Special Attack that targets them are nullified completed, dealing no damage to the Pugilist.
This lasts until the end of combat, which then knocks out the Pugilist for a month.
The disgusting dregs of society elevated and transcendent, the Methnomancer doesn’t have a drug dependency.
They ARE drugs.
With a high value on Constitution and a strange reverse value on Wisdom, the more teeth they lose the stronger their powers become.
With an infernal, eternal hunger for meth and the ability to change reality to fit their weird views, the Methnomancer is a powerhouse of magical fuckery so long as they can remember what they're doing.
Hit Dice: d4 + Con Score
Skill points: 10 - Wis Score
Energy points: 100 - Con Score + Spellcraft Score
Class basic abilities: Martial weapons proficiency. Simple Weapons proficiency.
Language: Tweaker
Requirements:
1. Have suffered at least one Overdose event and survived.
2. Have taken the Black once and survived.
3. Advanced Combat Mastery/Advanced Defense Mastery of at least rank 3
4. Have a consistent and constant connection to a pusher
5. You must be willing to sacrifice school and element. Your element is literally “drugs,” and your spell school is now “meth.”
6. Base Attack Bonus: +10
7. Lastly, must undergo the special job quest “Cooking And Booking” and succeed.
8. Must have sucked at least 10 dicks for meth actively during the game.
NOTE: Your character, not you yourself (the player)
9. Combat Casting
Methnomancy - converts the user’s Dynamic Sorcery levels into Methnomancy. Methnomancy operates similar to Dynamic Sorcery save for the following:
>Allows the user to cast spells at a higher level depending on how many hits of Meth they do. Doing so improves any spell cast in such a manner (either by the 5e designations or by GM fiat)
>User must be currently high in order to utilize this magic.
>This is a supernatural ability, though it counts as “magic” for flavor.
>A single hit of meth allows the Methnomancer to utilize any available spell as if they had a metamagic feat (chosen by the player beforehand), once per hit. They can change these feats around once per day, in the morning, when the Methnomancer meditates/tweaks out hallucinating. A Methnomancer can load up to 9 hits in the morning each day, or spread them out throughout the day.
>For each hit of Meth, the user loses 1d20+Con Score of current HP but gains the same amount in EP as temporary points.
>For each hit of Meth, the user loses 1d10 Wis modifier. This lasts until the start of the next day.
>Methnomancy ignores spell schools and allows the Methnomancer to cast from both Druid and Clerical spells as if they’re a caster of the same level.
>Any reagent called for by a magical spell can be replaced with "meth"
Muh Teef - the Meth Mouth is the perverted pride of the Methnomancer. For each “Toof” they lose, they immediately gain +100 EP to their total, as well as DmR +1 against physical attacks. This is a supernatural ability, and cannot be forced - the powerful Meth spirits will know of this, and will strike the Methnomancer with powerful curses (gaining negative levels and losing the ability to use Methnomancy).
Tiger Familiar - this isn’t a real tiger, but another meth-head of random looks, race, and gender. The meth-head is so high they believe they’re a luxurious tiger.
GM and/or Player are to play the familiar as such.
Has the following stats:
Large beast/Dire Tiger
Armor Class 16 (ki armor)
Hit Points 135
Speed 40 ft.
Skills
Perception +4
Stealth +9
Perception 14
Languages - Tiger/Tweaker
Special Traits (all special traits are considered supernatural/Ki in nature)
Improved Critical - The tiger’s Bite attack scores a critical hit on a roll of 19 or 20.
Keen Smell - The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce - If the tiger moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one Bite attack against it as a bonus action.
Actions
Multiattack - The tiger makes one Bite attack and two Claw attacks.
Bite - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Claw - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
The Cook - The Methnomancer learns the horrid secrets of how to cook the finest meth. This special meth has a 100% addiction rate and overcomes all resistance even if they’re from class feats. So long as the Methnomancer has access to at least common kitchen items and about two days, they can simply take 10 to make this meth.
Drug Dominance - no matter what drugs you do, the body processes it as meth. Any and all poisons are absorbed by the user as meth.
NOTE: This counts as ANY addictive substance or action. Please discuss with your GM what is allowed, no matter how abstract.
Drug Resistance - while high, the Methnomancer gains 50% (or +10, whichever produces a better result) against being sobered up forcibly.
Let’s Get High - allows the Methnomancer to share their high with others forcibly. This is a supernatural effect. Targets must make a will check (DC Methnomancer’s ECL + Spellcraft) or are currently high and unable to participate in combat, even to defend themselves. This can be done once per round, and takes up an entire round to do so.
Higher rates of failure may induce the new tweaker to simply run into walls, swords, or far away as they freak out.
Druglord - at this point, the Methnomancer gains a prominent patron of at least God-level power. This patron can only be a drug-induced hallucination that can manifest on the physical plane (with at least 100g of Elan), but cannot be found amongst either Divines or Infernals.
This patron only exists so long as the Methnomancer believes in them, and can grant them abilities and skills as if from a religious table of one other religion.
(NOTE: GM can also allow for this patron to take on the aspect/patron table of one other official patron from another game system. Please discuss this with your GM upon gaining your Methnomancer jorb.)
Meth Rocker - the Methnomancer can now withstand up to 1d4 additional hits of Meth per day without suffering HP damage.
Babby Blanket: Towel - gains a special artifact Towel that has the following abilities:
>When used as a blanket, allows the tweaker to sleep uninterrupted (save for meth nightmares, if they suffer from them) and comfortably no matter how cold, hot, unsafe or unstable the dimension they’re on.
>When used as a necklace, provides +5 AC as a supernatural effect so long as the Methnomancer believes it protects their neck.
>When used as a food source, completely sustains all nutritional needs of the user (sucking on the towel satisfies both hunger and thirst) no matter where they are.
>When used as a flag, grants Polyglot to the user temporarily no matter how alien or strange the language is to them.
>When used as a weapon, deals Unarmed Damage + Spellcraft Score.
>When used as a reagent, the Towel can replace one reagent for any spell cast or potion crafted.
Secret Art: Scarface - from now on, doing hits of Meth buffs your ability modifiers by the same amount of HP lost. This is a temporary increase that ends at the end of day.
Massive Damage (Meth) - the damaging effects of Meth (drug use) or offensive Meth-based spells are increased by 4. This stacks with itself and Massive Damage (Spells) or Massive Damage (Spellcraft).
Tweak - by sacrificing an action, the user may halve damage dealt to them from any source. While Tweaking, the user may move without prompting AoO (unless stated otherwise elsewhere). Tweaking only once will last until the end of current turn (unless they're flat-footed). Tweak can be activated at any time: during combat, out of combat, sleeping, whenever.
Community - as Methnomancers grow in strength and notoriety, they seek out a community of users, cooks, and other Methnomancers. This secret society can provide helpful hints, clues, business arrangements, and even a specialized black market for Methnomancers only. What they cannot do is help you sober up.
More Resistance - The user may now gain immunity against one of the following offensive effects: flame, cold, poison, acid, lightning, wind, earth, water, void.
Sucka - for each dick the Methnomancer has sucked in a single day (for meth), they may cast an offensive spell for free. It must be from a consenting adult target, and they must not know said target. This “free” spell can be cast at any time, and is unaffected by metamagic feats and bonuses (even from class feats and abilities).
D. A.R.E. - each time the user does an additional hit of Meth, they may change one metamagic feat they currently have active. If they do so, they may cast the next spell as one level higher (stacking with all current bonuses and feats).
Secret Art: Kingpin Mode- transforms the Spellcrafting score into pure power. While the Methnomancer is high and has at least sucked two dicks in a single day, they may add the Spellcrafting score to their attack (damage), AC, and Meth Hits. This can be done once per day, but can gain one extra use per day for each extra dick they’ve sucked for meth.