Meta Navigation

  • Register
  • Log in
  • XHTML
  • CSS

Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Wednesday, February 8, 2012 ~ 8:26 am * PST


Main Navigation

  • About the Union
  • All Posts Index

Scrutator Prestige Class

Hit Die: d6

Prerequisites:

Patron: Menoth
Alignment: Lawful Evil
Feats: Leadership, Iron Will
Skills: Intimidate 4 ranks, Knowledge (Religion) 8 Ranks
Spellcasting: Able to cast 3rd-level divine spells

Class Skills: Concentration (CON), Craft (INT), Diplomacy (CHA), Heal (WIS), Intimidate (CHA), Knowledge (All, taken individually) (INT), Profession (WIS), Sense Motive (WIS), Spellcraft (INT)

Skill Points: 2 + INT

Level BAB Fort Ref Will Special
1 +0 +2 - +2 Extra Domain
2 +1 +3 - +3 Authority of the True Law
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4 Wrack
6 +4 +5 +2 +5
7 +5 +5 +2 +5 Castigate
8 +6 +6 +2 +6
9 +6 +6 +3 +6
10 +7 +7 +3 +7 Prayers of the Penitent

Spellcasting: Every level of Scrutator advances the Scrutator’s spellcasting.

Special:

Extra Domain: At 1st level, a Scrutator receives an additional clerical domain, either Evil or Destruction.

Authority of True Law: A Scrutator receives a bonus equal to half his Scrutator level to Intimidate and Sense Motive checks.

Wrack: At 5th level, while a Scrutator has a person held prone (such as on a wrack), and is not hurried, that character is treated as if under a Zone of Truth (Save DC equal to 10 + Scrutator level + CHA modifier).

Castigate: As standard action, a Scrutator may pronounce judgement upon a follower of Menoth whose divine caster level is no more than half their own divine caster level, and whose level is equal to or less than his own. Against that target, the DC of the Scrutator’s Enchantment (Compulsion) spells are two greater for the next minute.

Prayers of the Penitent: A Scrutator is truly alive when carrying out the will of Menoth. Starting at 10th level, after killing a sentient being by torture, a process that takes no less than one hour, he immediately receives the benefits of an Extended Death Knell. Note that this is not a Necromantic effect.

Article #51 by coffeeswiller on May 10, 2006 @ 09:36 AM

This article is categorically filed under Classes

2 Comments »

Warlock PrC

Republished with permission, originally created by ErrantX and posted on the Privateer Press IKRPG Forum.

Prerequisites

Alignment: Any
Base Attack Bonus: +5
Skills: Concentration 10 ranks, Intimidate 5 ranks, Knowledge (nature) 5 ranks (Circle, Trollbloods) or Knowledge (Arcana) 5 ranks (Skorne, Legion).
Feats: Combat Casting, Iron Will, Leadership, Skill Focus (Intimidate).
Spellcasting: Ability to cast spells (arcane or divine) of 2nd level or higher.
Hit Die: d6

Level BAB Fort Ref Will Special Abilities Spells per Day
1st +0 +0 +0 +2 Warlock Fury, The Wilding +1 existing caster level
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3 +1 existing caster level
4th +3 +1 +1 +4
5th +3 +1 +1 +4 +1 existing caster level
6th +4 +2 +2 +5

Class skills

The warlock’s class skills (and the key abilities for each skill) are: Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (Nature), Profession (Wis), Spellcraft (Int) and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier.

Class Features:

Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons and two martial weapons of choice, and with light armor. If a warlock is wearing light (or any) armor, he still suffers arcane spell failure penalties if applicable when casting an arcane spell.

Spells per Day: At every odd level, the warlock gains new spells per day as if he had gained a level in a spellcasting class he belonged to before entering the prestige class. He does not gain any other benefits a member of that class except for increased spellcasting level. If the character had more than one spellcasting class before becoming a warlock, he must decide which class he adds the new level to in order to determine spells per day.

Warlock Fury (Su): The true power of the warlock comes from their ability to channel the awesome power of their warbeasts, called fury. When a warlock channels and directs fury, he is capable of empowering his own combat abilities or the abilities of the warbeasts bonded to him (see below under ‘Force’ ability). At 1st level, the warlock gains this ability. The warlock may have a maximum of 4 plus his warlock level in his fury reserve at any given time and a warlock may only spend up to his warlock level in fury points per round. Fury points may be discarded at the beginning of a character’s turn, but he may not leach during that turn if he discards fury. This fury may be stored within him for the duration of the battle; once combat has ended the fury dwindles quickly as the battle-rage subsides and all fury points are lost after a period of time in minutes equal to the warlock’s class level has gone by.

The Wilding (Su): One of the chief gifts a warlock is born into is that of the wilding. Having the innate ability to reach into the minds, thoughts and emotions of great and terrible beasts, warlocks are capable of bringing to bear the mightiest of terrors from the savage lands of western Immoren and beyond. There are limits, however, to this capability. Basic animals (no matter how fierce) will not respond to the call of a warlock, but the beasts that mankind has always feared on a primal level will, such as those of troll and the warpwolf. Trollkin shamans and sorcerers have long been able to utilize the ancient pacts between their race and the various races of troll to bring the mighty troll, to their air (and as of late even the fiercest of all, the dire troll). The blackclad druids of the Circle of Orboros have been able to bend the will of the argus hound, the gorax and the fearsome warpwolf and their creations of stone and wood, the woldwardens and the woldwatchers. The Skorne also seem to have mastered this strange talent in their far away kingdoms, bringing their terrifying titans and their sadistic cyclops to aid in their war against the Iron Kingdoms in the name of the Conqueror. The Legion of Everblight has also discovered a way of manufacturing the wilding, and this is by driving a shard of the dragon Everblight’s athanc within one’s chest. With this athanc shard within one’s breast, the newly born warlock is capable of contacting and directing the blighted dragonspawn that are the Legion’s hallmark. The Wilding grants the warlock the listed supernatural abilities below:

Sense Warbeast (Su): Intuitively, a warlock is able to sense the presence of warbeasts it is capable of controlling. Trollkin, for example, are capable of sensing beings with troll blood and those carrying a blighted shard of Everblight’s athanc are capable of sensing the dragonspawn of his brood. The warlock is capable of sensing any warbeasts he is capable of bonding or already has bonded with 20 feet. By concentrating, the warlock can attempt to determine if there are other warbeasts with a 100 foot radius. If the warlock makes a successful Concentration check (DC 18) he has blocked out enough of the external distractions to determine if there are any other warbeasts within range, but he does not know how many or where they are located. Sensing distant warbeasts requires a standard action. If the warlock continues to concentrate for a second round (requiring a second standard action) and makes a second successful Concentration check (DC 18), he can determine the number of warbeasts and their approximate distances from him. A warlock is always capable of sensing his bonded warbeasts and can locate them within 100 feet without a roll.

Bonded Command (Su): A warlock can only command things that are attuned to its style or form of command. For example, a trollkin shaman who has warlock potential can command beings that have troll blood within them due to ancient pacts made long ago. The Skorne can command beings that they have conditioned (refer to either the Skorne Conditioning quickplate in NQ#3 or the Skorne Warbeast template listed below) to respond to their kind of bonding. They regularly condition cyclops, titans, and basilisks and lately have begun the process of conditioning some beasts from western Immoren. The Circle can bond beings whose souls and bodies have touched by the Devourer (the warpwolf, for example) or are vicious carnivores (such as the mighty dracolisk or the fierce argus hound). The scions of Everblight can command those with the dragon’s foul ichors within them. To bond to a warbeast, a warlock simply needs to approach it (and have it not eat you!) and succeed on a Concentration check (DC 20) to establish contact. Then to bond the warbeast, the warlock must show the beast that he is capable of being its alpha by making an Intimidate check (DC is equal to of the creature’s hit dice). If the warlock is successful with the second check, the warbeast is considered a bonded warbeast. The result of this roll is the warbeast’s Tolerance score (see ‘Force’ special ability) which should be recorded. A warlock is capable of issuing telepathic commands to all bonded warbeast with a radius equal to 5 feet per caster level. Bonded warbeasts are capable of receiving power from a warlock’s expenditure of fury (for healing or being targeted for damage transference) and can be leached for fury points within the aforementioned command radius. A warlock can have a total number of bonded warbeasts whose combined hit dice cannot exceed 10 times his warlock level.

Force (Su): A warlock can coerce a warbeast to fight above its own supposed natural ability. The warlock reaches into the primal fury and stokes that inner fire within the warbeast and causes to react above and beyond (as if the warlock had spent a fury point on enhancing his own combat capabilities, see below). Each use of this causes the warbeast to generate a point of fury from the primal anger that burns within it. A warlock is capable of issuing telepathic commands to all bonded warbeast with a radius equal to 5 feet per caster level. The use of this ability does not require the warbeast to hear or see the warlock; the warbeast simply must be within his bonded command range. This is a doubled-edged sword; a warlock can then leach this fury for his own uses but it can also cause the warbeast to fall into a state of rage in which the warlock loses command of it. At the start of each of the warbeast’s turns, if the warbeast has one or more fury points built up, it rolls a Will save against its Tolerance score, with each fury point it has stored giving it a +3 circumstance bonus to the roll. If it succeeds its saving throw, it flies into a berserker rage for 1d4 rounds and acts as if under a confusion spell (Players Guide, pg 212) with any result of fleeing being rolled again. During this rage, the warlock cannot leach or force the beast in any way. When the rage is over, it returns to the control of the warlock. The warlock can attempt to force a non-bonded warbeast, but it requires an Intimidate check equal to the target’s Hit Dice and the fury generated by this cannot be leached by the warlock (thus causing the possibility of a berserk warbeast). Fury points generated by this ability fade away from the warbeast at the rate of 1 point per minute.

Fury Ability Level-Based Bonus
1-2 3-4 5-6
Fury bonus to attacks for one round +1d6 +2d6 +3d6
Fury bonus to attack damage for one round +1d6 +2d6 +3d6
Fury bonus to movement rate 10 20 30
One extra attack at your full base attack bonus 1 2 3

Leach / Reave (Su): A warlock’s powers are often augmented if not outright fueled by his fury pool, and the only way to gain fury is to leach it from his bonded warbeasts. As a move action (which does not provoke attacks of opportunity), a warlock may make a Concentration check (DC 18) to draw 1d6 fury points from every warbeast he commands within his bonded command radius. He may also elect to (as a free action) collect any and all fury points a warbeast may have if the beast dies in a process called reaving by making a DC 25 Intimidate check.

Damage Transference (Su): For the cost of one fury, the warlock may shunt damage inflicted on him (from any source) to a bonded warbeast. The warlock is still treated as having been hit by the attack, so secondary effects still apply to the targeted warlock (ex. if the target of such an attack would also be dazed for 1d4 rounds, and the warlock transferred the damaged to a bonded warbeast, the warbeast would take the damage from the attack but the warlock would be dazed for 1d4 rounds.) The warlock can transfer damage to a bonded warbeast that is within his bonded command radius.

Healing (Su): The warlock may spend one fury to forcibly regenerate their own injured body with the fortifying power of their bonded warbeasts, or focus that power into restoring the warbeast itself. The warlock can heal 1d8 points of damage +1/warlock level in damage on either him or on a bonded warbeast per fury point expended. This is usable on bonded warbeasts only if they are within the warlock’s bonded command radius. Using this healing ability counts as a standard action (and is not subject to pain of healing rules) and can be used on any amount of bonded warbeasts within the bonded command radius and the warlock himself.

Animus (Sp): The pinnacle use of fury, the warlock may tap into the primal font of rage within his bonded warbeasts and use it to fuel his magical power. The warlock may use his warbeast’s animus to apply metamagic feats to his own spellcasting, using their primal edge and fury. Every fury point that is leached from his warbeasts may be used on a spell he is casting to apply metamagic feats at no increased spell level. The warlock must spend one fury point per increased spell level per metamagic feat (Example: the warlock may spend three fury points to offset the penalty of maximizing a spell.)

Quickplate Skorne Warbeast
Special Qualities Rage +1/day
Saves Add +2 to Fort saves
Abilities Add +2 Constitution; -4 to Charisma
Feats Armor Proficiency (heavy), Endurance, Toughness
Restrictions Can only be applied to creatures raised under skorne captivity and control
Challenge Rating Increase by 1
Rage (Ex) This functions exactly like the barbarian Rage ability, and adds +1 use per day if the creature already has this ability.

Republished with permission, originally created by ErrantX and posted on the Privateer Press IKRPG Forum.

*

Article #50 by lanval on May 10, 2006 @ 06:23 AM

This article is categorically filed under Classes

No Comments »

Illuminated Exorcist

There are those within the Church of Morrow who hunt out the darkness where it may lay and do so with the tools of darkness itself; they are called Illuminated Ones, and they wield the Dark Gift of Thamar in the service of Morrow and the Sanctaem. Most agents of the Order of Illumination are content with the powers their faith gives them, but others find ways to express this faith more powerfully than most. These Illuminated Ones have come before their Church to receive the blessing of a powerful priest, often a High Prelate or higher, to wield greater powers in the name of Morrow.
These Illuminated wizards become Exorcists and they bring with them the holy power of a cleric’s faith to the enemies of the light of Morrow. Often chosen for special assignments involving the cleansing of highly corrupted areas from either Infernal or undead sources, an Illuminated Exorcist’s life is anything but dull. An Illuminated Exorcist spends most of this time in the field, testing the power of his magic and faith against the legion of enemies that seek to corrupt and sway the hearts of men to evil and bring succor to those in need. These grim but faithful men and women are not unlike arcane knights to the Order, a sword of light in the darkest of nights.

Continued »

Article #49 by burrowowl on May 04, 2006 @ 11:18 PM

This article is categorically filed under Classes

No Comments »

Gentleperson Class

I play a Gentleperson/Gun Mage in the fairly non-canon IK game I play in.

The class was created in an effort to create a Richard Burtonesque (not the actor…) type of class with elements of diplomacy and good social skills. The English gentleman-explorer type. Not a powerful charcter, but it can be a joy to play!

The Gentleperson was created by my friend, and professional miniature sculptor, Clint Staples.

Proficiencies: light medium and heavy armour, and simple and martial weapons.

Hit die: d6

Skills: 4 x (6+1/int bonus) 1st level | 6+1/int bonus subsequent levels

Class Skills: Appraise (int), Bluff (cha), Climb (st), Decipher script (int), Diplomacy (cha), Heal (wis), Innuendo (wis), Know (arcana) (int), Know (Religion) (int), Know (history) (int), Know (geography) (int), Listen (wis), Perform (cha), Profession (int), Ride (dex), Swim (str), Craft Small Arms (dex)

Level BAB BDB Fort Ref Will Class Level Benefit
1 0 2 0 2 0 Natural Charm, Skill focus (Know)
2 1 2 0 3 0 Bonus language
3 2 3 1 3 1 Magic Dilettante 1st
4 3 3 1 4 1 Co-ordinate teamwork
5 3 3 1 4 1 Bonus feat
6 4 4 2 5 2 Bonus class skill
7 5 4 2 5 2 Bonus language
8 6 4 2 6 2 Magic Dilettante 2nd
9 6 5 3 6 3 Lucky 1/day
10 7 5 3 7 3 Bonus feat
11 8 5 3 7 3 Bonus class skill
12 9 6 4 8 4 Bonus language
13 9 6 4 8 4 Magic Dilettante 3rd
14 10 6 4 9 4 Lucky 2/day
15 11 7 5 9 5 Bonus feat
16 12 7 5 10 5 Bonus class skill
17 12 7 5 10 5 Bonus language
18 13 8 6 11 6 Magic Dilettante 4th
19 14 8 6 11 6
20 15 8 6 12 6 Bonus feat

Natural Charm: 1/day you can reroll a failed social roll to the result.

Skill Focus (Know): You gain skill focus with a single knowledge skill you possess.

Bonus language you learn a new language subject to DM approval.

Co-ordinate teamwork: You can enhance the effects of those combining their efforts on a task. As a full round action you can double the bonus of all those who succeed with their support roll on one task that round. Coordinating teamwork provokes an attack of opportunity from enemies in melee with the co-ordiniator.

Bonus feat: You gain a feat chosen from this list: alertness, any weapon proficiency, blind fight, combat reflexes, dodge, endurance, expertise, great fortitude, improved disarm, improved unarmed strike, iron will, lightning reflexes, mounted combat, skill focus, toughness, track, weapon focus.

Bonus class skill: Chose one skill to add to your gentleperson skill list from that point onward.

Lucky: You may reroll failures the stated number of times per day as you choose. You may not reroll a reroll, and you must abide by the reroll result.

Magic Dilettante: At 3rd level and every 5 levels thereafter the Gentleperson gains access to a small number of spells. This reflects the wide areas of learning and research to which she has applied herself and the hidden lore and spells that she has found there. She casts spells in the same way as a Wizard (she must prepare her spells in advance, and gains bonus spells from high Int bonus). At each level she may learn 3 + Int bonus in spells of any level she can cast from the Gentleperson spell list. She may research further spells just as a thaumaturge does. A Gentlperson’s caster level is equal to the Gentleperson class levels – 3. Other than any such spells contained on this list, Gentlefolk may never learn spells of the following schools: Enchantment, Evocation, Transmutation.

A Gentleperson may not learn item creation or metamagic feats, nor spells restricted to Wizards. Her understanding of magic is not sufficiently deep to gain such expertise. Should a Gentleperson have access to magic from another spell casting class, she must keep separate track of spells available and prepared for each class. If such a character learns item creation or metamagic feats relating to her other class, she may use them to modify her Gentleperson spells.

Spell list

1st Level: Detect Magic, Detect Poison, Detect Secret Doors, Detect Undead, Disrupt Undead, Endure Elements, Light, Dancing lights, Ghost Sounds, Mage hand, Arcane Mark, Read Magic, Alarm, Cause Fear, Comprehend Languages, Erase, Featherfall, Identify, Message, Mount, Protection from chaos/ law/ evil/ good, Summon Monster I, Undetectable Aura, Unseen Servant.

2nd Level: Arcane Lock, Blindness/Deafness, Command Undead, Glitterdust, Detect Thoughts, Knock, Leomund’s Trap, Locate Object, Misdirection, Obscure Object, Phantom Steed, Resist Energy, See Invisible, Summon Monster II, Scare, Whispering Wind.

3rd Level: Arcane Sight, Bestow Curse, Clairaudience/Clairvoyance, Detect Scrying, Dispel Magic, Explosive Runes, Fear, Gentle Repose, Halt Undead, Locate Creature, Magic Circle vs. Chaos/ Law/ Evil/ Good, Nondetection, Protection from Energy, Remove Curse, Scry, Secret Page, Sepia Snake Sigil, Summon Monster IV, Tongues.

4th Level: Animate Dead, Break Enchantment, Contact Other Plane, Dismissal, Legend Lore, Lesser Planar Binding, Mage’s Private Sanctum, Magic Jar, Permanency, Sending, Summon Monster VI, Symbol of Pain, Telepathic Bond.

Spells per Day

Level 1st 2nd 3rd 4th Level 1st 2nd 3rd 4th
3rd 1 - - - 12th 3 2 1 -
4th 1 - - - 13th 3 2 1 -
5th 1 - - - 14th 3 2 1 -
6th 1 - - - 15th 3 2 2 -
7th 2 - - - 16th 4 2 2 -
8th 2 1 - - 17th 4 3 2 -
9th 2 1 - - 18th 4 3 2 1
10th 2 1 - - 19th 4 3 2 1
11th 3 1 - - 20th 4 3 3 2

Bonus spells from high intelligence apply for both spells known and spells per day.

Here is a link to the Gentleperson class pdf.

Created by Clint Staples

Article #24 by lanval on February 16, 2006 @ 06:52 PM

This article is categorically filed under Classes

No Comments »

< Dr. Bedard’s Invigorating Elixir | top of page [ ^ ] | Dr. Bedard’s Wasa-Tusa ‘Jack Juice >

~ Categories ~

  • Cyriss-Tech (3)
  • Arcanika (2)
  • Clockwerk (10)
  • Magikal (6)
  • Mundane (21)
  • House Rules (13)
  • Mechanika (67)
  • Alchemical (13)
  • Retrofits (5)
  • Classes (4)
  • Game Connections (3)

~ Pages ~

  • About the Union
  • All Posts Index

~ Authors ~

  • alistairenix (1)
  • AnimaRaptor (16)
  • John Fitzgerald (13)
  • Randy Newnham (1)
  • Den (2)
  • Andrew Linstrom (1)
  • jwalk (1)
  • lanval (14)
  • Lunatic Calm (2)
  • netminder69 (1)
  • Psychomancer (1)
  • SCARAB (1)
  • SeraphyGoodness (1)
  • Six (1)
  • mike cook (3)
  • TheTwitWarjack (1)
  • Tsukasa111 (2)
  • TT (66)
  • Wraithshadow (1)
  • yanthegobberish (1)

~ Recent Articles ~

  • 11/24/2011: Scrap Cannon
  • 07/19/2011: A Land Of Guns
  • 06/04/2011: Velocity Gauntlet: Induction

~ Recent Comments ~

  • Mechanika Creation Spreadsheet
    05/05/2011 08:37 am
    7 Comments
  • Dragonmech Parts
    05/05/2011 08:33 am
    1 Comment
  • Servitor: Guardian
    05/05/2011 08:30 am
    1 Comment

~ Recent Changes ~

  • Scrap Cannon
    Updated: 11/24/2011
  • A Land Of Guns
    Updated: 11/24/2011
  • Servitor: Guardian
    Updated: 06/09/2011

~ Random Articles ~

  • 03/10/2011: Gaseous Translocation Apparatus
  • 11/22/2008: Seattle?
  • 08/25/2010: Rhulic Warjack: Leadarms Escort

~ 227 database queries served in 3.129 seconds ~
~ Perishable Press powered by WordPress ~
~ Apathy Theme by Perishable Press ~
~ Copyright © 2012 Mechanik’s Union ~