HellHound
ENnies winner and NOT Scrappy Doo
Lord of the Flumph
This world isn't about who is good and who is evil. It is about who is Flumph and who isn't Flumph! - Clay More
Although there are those worship the flumph and attempt to emulate it, there are others who see themselves as obviously superior to the flumph. Some seek to become the masters of all flumphdom, to master the flumph, summon flumphs and rival even the Dark Flumph in power and influence.
Lords of the Flumph are always spellcasters of some kind, able to summon flumph and bend them to their will. Through this path of magic, they become greater than all flumph, able to use these noble creatures for their own ignoble ends.
Quiet tales are told of an avatar of the flumph who became mad with power after coming so close to perfection on the path of the flumph. It is said that this same avatar became a lord of the flumph, and walks the prime to this day, almost half-flumph himself, commanding an army of flumph that have been bound to his will.
Hit Die: d6
Requirements:
To qualify to become a lord of the flumph (Lof), a character must fulfill all the following criteria.
Knowledge (arcana): 7 ranks
Diplomacy or Intimidate: 4 ranks
Language: Flumph
Spellcasting: Must be able to cast summon monster II.
Special: Must not be a worshipper of the flumph god.
Class Skills
The lord of the flumph’s class skills (and the key ability for each skill) are Animal Empathy (Cha – exclusive skill), Concentration (Con), Knowledge (all skills– taken individually) (Int), Spellcraft (Int), and Tumble (Dex).
Skill Points per level: 2 + Int modifier
Class Features
All of the following are class features of the lord of the flumph prestige class.
BAB: Wizard
Strong Saves: Will & Ref
5 levels
level 1 – Minor flumph summons, +1 spellcaster level
level 2 – Control Flumph
level 3 – Greater flumph summons, +1 spellcaster level
level 4 – Mass control flumph
level 5 – Leader among flumph, +1 spellcaster level
Weapon and Armor Proficiency: The lord of the flumph gains no additional weapon or armour proficiencies.
Spellcasting: At the indicated levels, the lord of the flumph gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a lord of the flumph, he must decide to which class he adds the new level for purposes of determining spells per day.
Minor Flumph Summons (Sp): This spell-like ability summons d3 flumph to aid the lord of the flumph. The flumph appear where the lord of the flumph designates and act immediately, on the lord of the flumph’s turn. They attack the lord of the flumph’s opponents to the best of their ability. The character can direct the flumph not to attack, to attack particular enemies, or to perform other actions. Summoned flumphs act normally on the last round of the ability and disappear at the end of their turn. This spell-like ability may be used once per day per class level, and the flumphs remain for 4 rounds per class level.
Control Flumph (Su): With but a word and a glance, a lord of the flumph can force flumph to do his bidding. Once per round, as a free action, the lord of the flumph may give a single one-word command to any one flumph within 120 feet. The flumph must make a Will save or it obeys the single word command to the best of his or her ability for one round per class level of the lord of the flumph. A very reasonable command causes the flumph to suffer a penalty on the saving throw (from -1 to -4, at the GM's discretion). A command of "Die" causes the flumph to fake death. The save DC for this ability is 12 plus the lord of the flumph’s charisma bonus.
Greater Flumph Summons (Sp): This spell-like ability is identical to minor flumph summons (above) except it summons forth either 1d6+1 flumph or 1d3 celestial or infernal flumph. This ability can be used twice per day at level 3, and an additional time per day at level 5.
Mass Control Flumph (Su): This ability is identical to the control flumph ability (above), except that it affects all flumph within 60 feet of the caster and can only be used twice per day.
Leader Among Flumph (Ex): At level 5, the lord of the flumph gains an ability similar to the leadership feat, but which only applies to flumph. Calculate the lord of the flumph’s leadership score as normal (including the +1 bonus for “special power” – after all, he IS a level 5 lord of the flumph!) to determine the level of the character’s flumph cohort. Ignore the column for 1st level followers, but all other followers are replaced with flumph (level 2 followers are typical flumph, level 3 followers are flumph with a single class level, etc).
This world isn't about who is good and who is evil. It is about who is Flumph and who isn't Flumph! - Clay More
Although there are those worship the flumph and attempt to emulate it, there are others who see themselves as obviously superior to the flumph. Some seek to become the masters of all flumphdom, to master the flumph, summon flumphs and rival even the Dark Flumph in power and influence.
Lords of the Flumph are always spellcasters of some kind, able to summon flumph and bend them to their will. Through this path of magic, they become greater than all flumph, able to use these noble creatures for their own ignoble ends.
Quiet tales are told of an avatar of the flumph who became mad with power after coming so close to perfection on the path of the flumph. It is said that this same avatar became a lord of the flumph, and walks the prime to this day, almost half-flumph himself, commanding an army of flumph that have been bound to his will.
Hit Die: d6
Requirements:
To qualify to become a lord of the flumph (Lof), a character must fulfill all the following criteria.
Knowledge (arcana): 7 ranks
Diplomacy or Intimidate: 4 ranks
Language: Flumph
Spellcasting: Must be able to cast summon monster II.
Special: Must not be a worshipper of the flumph god.
Class Skills
The lord of the flumph’s class skills (and the key ability for each skill) are Animal Empathy (Cha – exclusive skill), Concentration (Con), Knowledge (all skills– taken individually) (Int), Spellcraft (Int), and Tumble (Dex).
Skill Points per level: 2 + Int modifier
Class Features
All of the following are class features of the lord of the flumph prestige class.
BAB: Wizard
Strong Saves: Will & Ref
5 levels
level 1 – Minor flumph summons, +1 spellcaster level
level 2 – Control Flumph
level 3 – Greater flumph summons, +1 spellcaster level
level 4 – Mass control flumph
level 5 – Leader among flumph, +1 spellcaster level
Weapon and Armor Proficiency: The lord of the flumph gains no additional weapon or armour proficiencies.
Spellcasting: At the indicated levels, the lord of the flumph gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a lord of the flumph, he must decide to which class he adds the new level for purposes of determining spells per day.
Minor Flumph Summons (Sp): This spell-like ability summons d3 flumph to aid the lord of the flumph. The flumph appear where the lord of the flumph designates and act immediately, on the lord of the flumph’s turn. They attack the lord of the flumph’s opponents to the best of their ability. The character can direct the flumph not to attack, to attack particular enemies, or to perform other actions. Summoned flumphs act normally on the last round of the ability and disappear at the end of their turn. This spell-like ability may be used once per day per class level, and the flumphs remain for 4 rounds per class level.
Control Flumph (Su): With but a word and a glance, a lord of the flumph can force flumph to do his bidding. Once per round, as a free action, the lord of the flumph may give a single one-word command to any one flumph within 120 feet. The flumph must make a Will save or it obeys the single word command to the best of his or her ability for one round per class level of the lord of the flumph. A very reasonable command causes the flumph to suffer a penalty on the saving throw (from -1 to -4, at the GM's discretion). A command of "Die" causes the flumph to fake death. The save DC for this ability is 12 plus the lord of the flumph’s charisma bonus.
Greater Flumph Summons (Sp): This spell-like ability is identical to minor flumph summons (above) except it summons forth either 1d6+1 flumph or 1d3 celestial or infernal flumph. This ability can be used twice per day at level 3, and an additional time per day at level 5.
Mass Control Flumph (Su): This ability is identical to the control flumph ability (above), except that it affects all flumph within 60 feet of the caster and can only be used twice per day.
Leader Among Flumph (Ex): At level 5, the lord of the flumph gains an ability similar to the leadership feat, but which only applies to flumph. Calculate the lord of the flumph’s leadership score as normal (including the +1 bonus for “special power” – after all, he IS a level 5 lord of the flumph!) to determine the level of the character’s flumph cohort. Ignore the column for 1st level followers, but all other followers are replaced with flumph (level 2 followers are typical flumph, level 3 followers are flumph with a single class level, etc).