Mandingueiro PrC

Whiskey Jack

First Post
New member, new PrC that I'd appreciate the esteemed readership here to rip apart for me :D It's a
(very) rough draft and needs a lot of polish, but I'm too close to it to be objective enough.

Please let me know what you folks think, even if it's just a "cool" or "meh"
-----------------------
Code:
Mandingueiro

Mandingueiros are the great masters and teachers of the monks in the Brotherhood of the Long Grass.
They have an almost bardic connection to music, and so have some limited spellcasting ability.  
Although many who study the way of the Brotherhood of the Long Grass progress far in the 
organization, there are relatively few accepted into the ranks of the Mandingueiros.  It is not 
simply a matter of understanding the physical techniques the Brothers teach, but rather of 
understanding the underlying philosophy, a concept called [i]malicia[/i] by the Brotherhood.  
Malicia is a word in the patois spoken by the lower classes in Salvation, and bears some relation 
to the common word "malice," but has a deeper and more profound meaning.  It is the art of 
understanding the rhythms and patterns of the world and of people, and turning that understanding 
to your own advantage.  The concept of malicia stands apart from traditional morals, embraced as 
it is by both the Brotherhood of the Long Grass and by the Brotherhood of the Rooster, but carries 
with it a strong ethical code.  It is a philosophy of the oppressed.

Monks of the Brotherhood of the Long Grass are the most common Mandingueiros, although it 
is not unknown for bards, rogues and talented fighters to aspire to their ranks.  One 
legendary Mandingueiro, Oshossi, was a well-known ranger before joining this elite brotherhood.  

Hit Die: d8

Requirements:
To qualify to become a Mandingueiro, a character must fulfill all the following criteria.
Skills: Tumble: 7 ranks
        Perform: 4 ranks (indicating proficiency in the basic instruments of the Brotherhoods, 
                           the Berimbau, Pandeiro, and Atabaque, as well as the traditional chants)
        Bluff: 5 ranks
Feats:  Improved Unarmed Strike
        Prone Fighting
Saves:  Reflex 5
        Will: 3
Other:  The would-be Mandingueiro must be accepted into the ranks by the current membership 
of Mandingueiros.  Methods for doing this vary, but often require the applicant to show an 
understanding of the philosophy of malicia, and usually include a requirement that the applicant 
has tutored others in the way of the Brotherhood.

Class Skills
Balance, Bluff, Concentration, Escape Artist, Jump, Listen, Perform, Sense Motive, Tumble
Skill Points at each level: 4 + Int modifier

[b]Class Features:[/b]
[b]Weapon and Armor Proficiency:[/b] Mandingueiros gain no proficiency in any weapon or armor.
[b]Spells:[/b] Beginning at 1st level, a Mandingueiro gains the ability to cast a small number of 
arcane spells.  To cast a spell, the Mandingueiro must have a Charisma score of at least 
10 + the spell's level.  When a Mandingueiro gets 0 spells of a given level, he gets only bonus 
spells.
[b]Monk Abilities:[/b] A Mandingueiro has the unarmed damage and AC bonus of a monk with as
many levels as his Mandingueiro plus his monk levels (if any.)    Add the Mandingueiro's Base 
Attack Bonus to his BAB from monk levels to determine his number of unarmed attacks per round.
If a Mandingueiro has no levels in monk, use the unarmed attacks, damage and AC bonus of a 
monk of equal level to his Mandingueiro level.
[b]Feign Weakness:[/b] At first level, the Mandingueiro gains the Feign Weakness feat, even if 
he would not normally meet the prerequisites for it.
[b]Ground-fighting:[/b] Because of the Brothers' unique fighting style, attackers gain no bonus to 
hit a prone Mandingueiro.
[b]Uncanny Dodge:[/b] A Mandingueiro, at 2nd level, retains his Dexterity bonus to AC regardless 
of being caught flat-footed or struck by an invisible attacker.  (He still loses any 
Dexterity bonus to AC if immobilized)  At 6th level he can no longer be flanked.
[b]Immunity to Exhaustion:[/b] The Mandingueiro gains an intimate understanding of the patterns 
of his own body.  He is immune to all forms of exhaustion.
[b]Malandragem:[/b] The Mandingueiro has become so familiar with the ways of deception and 
misleading that they gain a +2 bonus to saves vs. Enchantment and mind control.  If the 
Mandingueiro already has the Still Mind ability, the bonus offered by Malandragem stacks.
[b]Inspire Courage:[/b] The Mandingueiro may, through use of selected chants, inspire courage in his 
allies.  This functions as the Bardic ability of the same name and may be used 1 time per day at 
3rd level, and an additional time per day at levels 6 and 9.
[b]Dual Strike Feat:[/b] The Mandingueiro gains the Dual Strike Feat, even if he does not meet the 
prerequisites
[b]Countersong:[/b] As the bardic ability of the same name.  Usable 1 time/day at 4th level, with an 
additional time per day at levels 7 and 10. 
[b]Improved Malandragem:[/b] The Mandingueiro gains a +10 competence bonus to Bluff and 
Sense Motive
[b]Ladainha:[/b] At 7th level, a Mandingueiro may initiate his Inspire Courage or Countersong abilities
as a Free Action.  In addition, he may maintain spells that require concentration while performing 
other activities by making a successful Concentration check.
[b]Espírito Fechado:[/b] Literally "closed spirit."  The Mandingueiro gains SR equal to his level + 10.
[b]Mente Fechado:[/b] Literally "closed mind."  The Mandingueiro is immune to all mental attacks.  
Further, anyone who attempts to read the Mandingueiro's mind must make a Will save 
(DC 10+1/2 the Mandingueiro's level + Charisma Modifier) or immediately change alignments to 
match the Mandingueiro.
[b]Corpo Fechado:[/b] Literally "closed body."  The Mandingueiro at this level is immune to normal 
damage, gaining Damage Resistance 20/+1


                                                                                 Spells
Level     BAB     Fort     Ref     Will     Special                              1  2  3  4
1          0       2        2       2       Feign Weakness, Ground-Fighting      0
2          1       3        3       3       Immunity to Exhaustion, Malandragem, 1
                                            Uncanny Dodge (Dex Bonus to AC)      
3          2       3        3       3       Inspire Courage 1/day                1  0
4          3       4        4       4       Dual Strike, Countersong 1/day       1  1  
5          3       4        4       4       Improved Malandragem                 1  1  0
6          4       5        5       5       Inspire Courage 2/day, Uncanny       1  1  1  
                                            Dodge (can't be flanked)             
7          5       5        5       5       Ladainha, Countersong 2/day          2  1  1  0
8          6       6        6       6       Espirito Fechado                     2  1  1  1
9          6       6        6       6       Mente Fechado                        2  2  1  1
10         7       7        7       7       Corpo Fechado                        2  2  2  1

Spells Known:
1: [i]Charm Person, Feather Fall, Hypnotism, Jump, Magic Fang, Obscuring Mist, Ventriloquism[/i]
2: [i]Cat's Grace, Blur, Bull's Strength, Endurance, Mirror Image, Sound Burst, Undetectable Alignment[/i]
3: [i]Blink, Confusion, Greater Magic Fang, Haste, Suggestion[/i]
4: [i]Dimension Door, Enervation, Fire Shield, Rainbow Pattern, Stoneskin[/i]
 
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Just looking at it quickly, I think it is a little powerful. It seems like a monk/thief/bard/ with fighter like feats.

I would remove some of the free feats and just allow PCs to take them on their own.

I would also dump the uncanny dodge abilities.


And enervation, doesn't seem to fit to me.


Other than that, I like it. Very nice flavor.
 

Ok, I'm done playing with the formatting for now :D

Ok, I can see what you mean about Uncanny Dodge. Like I said, it's a rough draft and I was getting all my ideas down before they flew away.

The class is largely based on the Brazilian martial art of capoeira, which includes many movements intended to deceive and diminish your opponent. With Ennervate I was looking for a spell of around that level that would accomplish at least one of those goals. If you've a better suggestion I'm all ears.

And if you're interested in a more fleshed out history of the group, it's in pdf format at this location .

(edited to add link to document)
 
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