trav_laney
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Prestige Class - Scarecrow
This prestige class is based on my favorite Batman villain, Dr. Jonathan Crane, a.k.a. The Scarecrow. It is a prestige class for spellcasters who specialize in fear. I still need a 5th level ability (or not; I don't have a problem with dead levels--but a lot of players do), but other than that I think it is on pretty good track.
This class is chock-full of new stuff (a new weapon, a new spell domain, crafting as a class ability, etc), so there is a lot of room for me to screw up. I'd like some feedback and "power checks" before I unleash this class upon my game world.
Prerequisites:
Alignment: any nongood
Base Will Save: +5 or higher
Skills: Intimidate 5 ranks
Feats: Spell Focus (Necromancy or Enchantment)
Spells: must be able to cast cause fear at least 5 times per day.
Hit Dice: d6
Class Skills: the scarecrow's class skills (and the key ability for each) are Bluff (Cha), Craft (Int), Concentration (Con), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier
Class Features:
The following are the class features of the Scarecrow prestige class.
Weapon and Armor Proficiencies: the scarecrow is proficient with the sickle, scythe, and pitchfork. They gain no new armor or shield proficiencies by virtue of this class.
Spells per Day: When a new scarecrow level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not gain any other benefit a character of that class would ahve gained (such as improved chances of turning the undead), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a scarecrow, he must decide to which class he adds the new level for the purpose of determining spells per day.
Aura of Courage (Su): Scarecrows have a deeper understanding and appreciation of fear than most people, and can suppress it more easily. A scarecrow is immune to fear, and allies who remain within 10 feet of the scarecrow automatically gain a +4 morale bonus on save throws against fear. The scarecrow may suppress and activate this ability at will as a free action.
Spontaneous Fear (Ex): Scarecrows relish their use of fear, and always keep its powers at the ready. The scarecrow gains the Spontaneous Casting ability to substitute any [Fear] spell of equal or lesser level for any other previously prepared spell.
Characters who already have the Spontaneous Casting ability from a previous class (such as a scarecrow with previous levels of cleric) may use both abilities without penalty. Scarecrows who do not prepare their spells each day (such as a scarecrow with previous levels of bard) gain no benefit from this ability.
Trickery (Sp): The scarecrow enjoys frightening his opponents (and sometimes even his allies), and has developed a knack for throwing his voice, creating illusions, and performing other minor tricks to serve this end. Scarecrows with Charisma scores of 10 or higher may cast the 0-level spells dancing lights, ghost sound, and prestidigitation, each once per day.
Frightful Presence (Su): Scarecrows project a sense of dread and uneasiness, and can sometimes frighten away animals and weaker attackers on sight. At 2nd level, all creatures within 30 feet of the scarecrow must make a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier). Creatures of 4 HD or less who fail this save become panicked for 4d6 rounds, and creatures of 5 HD or more become shaken for 2d6 rounds. Creatures who pass this save throw are immune to that particular scarecrow's frightful presence ability for 24 hours.
The scarecrow may suppress and activate this ability at will as a free action. Since allies and enemies alike are affected by this supernatural ability, the scarecrow would be wise to take his comrades into consideration before using his frightful presence.
This ability may only be used against creatures of equal or fewer Hit Dice than the scarecrow's total character level. For example, a sorcerer10/scarecrow2 could affect creatures of up to 12 Hit Dice with his frightful presence ability. Creatures immune to fear or mind-influencing effects are also immune to this ability.
Spur (Su): Not all of the effects of fear are negative. People have been known to perform amazing feats of strength or speed while frightened, and by 3rd level, the scarecrow has mastered this side effect. Once per day per scarecrow level, the scarecrow may use a special Spur ability on himself or any creature touched as a standard action. The subject touched gains a temporary enhancement bonus of +4 to either its Strength or Dexterity score (chosen at the time the ability is used.) The effects of this ability last for one minute.
If another Spur effect is administered while a subject creature is still under the effects of a previous one, both enhancements end immediately and the subject creature instead becomes panicked for 1 minute (no save throw.)
Creatures who are immune to fear or mind-influencing effects cannot be enhanced with this ability, and unwilling creatures are allowed a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier) to resist it. use of this ability on an unwilling subject requires a melee touch attack; the scarecrow must state that he intends to use this ability before making the attack roll (thus, a missed attack roll ruins the attempt). Note that the scarecrow must suppress his Aura of Courage ability to use this ability on himself.
Fear Domain (Su): At 4th level, the scarecrow gains access to the Fear domain (below), allowing him to use his Fear spells more effectively.
Nonclerics who gain access to the Fear domain gain the granted power immediately, but do not gain any extra spells per day. The bonus spells from the Fear domain are added to the scarecrow's list of spells known (either scribed into a wizard's spellbook or added to a bard's list of spells known), but these characters do not gain bonus spells per day like a cleric.
Costume (Ex): scarecrows often create and wear their own creepy costumes. By 5th level, however, these costumes take on a whole new meaning of the word. The scarecrow has leared to create the most frightening and morbid costumes, and may use them to enhance his abilities. When the scarecrow is wearing his homemade costume, he gains a +2 competence bonus to Disguise and Intimidate checks, and a +2 competence bonus to the difficulty class of his Frightful Presence ability.
Creating a costume requires a successful Craft (sewing) or Craft (leatherwork) check, and incurs normal costs as if the character were creating an entertainer's outfit (see Clothing, from the Goods and Services table in the SRD.)
Weaken (Su): at 7th level the scarecrow can infuse an opponent with a magical toxin that causes an overwhelming, debilitating amount of fear. A living foe hit by the scarecrow's touch attack must make a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier) or suffer 1d10 points of initial and secondary Strength damage.
The scarecrow may use this ability once per day as a standard action. To use this ability, the scarecrow must state that he intends to use this ability before making the touch attack (thus, a missed touch attack ruins the attempt). Kist fear returns at the rate of 1 point per hour. Creatures reduced to zero or less Strength fall unconscious until their Strength score is 1 or more. Creatures that are immune to fear or mind-influencing effects, as well as creatures who do not have Strength scores (such as incorporeal creatures) are immune to this ability.
Grim Ward (Su): by 8th level, the scarecrow has gained the supernatural ability to ward an area with a residue of fear. To use this ability, there must be plenty of spare materials (old clothing, straw or leaves, wooden sticks, etc.) handy. The scarecrow creates an effigy and places it in an outdoor area, spending at least one hour constructing and enchanting it.
Once completed, the entire area within 300 feet of the scarecrow is warded by an unexplainable, intense aura of fear. All living creatures who enter this area must make a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier) each round or flee the area as quickly as possible. Please note that living creatures already in the warded area when the effigy is built are not affected until they leave the area and later attempt to re-enter it.
This effect is permanent until the grim ward is destroyed. Creatures that are immune to fear or mind-influencing effects are not affected by a grim ward.
Eerie Whisper (Sp): scarecrows eventually learn to cause intense fear and panic with just the sound of their voices. At 9th level, the scarecrow may use a speical sonic attack that has one of the following spell-like effects on all creatures within 30 feet: cause fear, doom, hold person,or scare.
The scarecrow may only use this ability once per day. Using this ability is a full-round action that does not provoke attacks of opportunity, and the save DC for this ability is (10 + scarecrow level + scarecrow's Charisma modifier). Creatures that are immune to sonic effects, fear effects, or mind-influencing effects are not affected by this ability.
Scare to Death (Su): At 10th level, the scarecrow has mastered fear, and can channel lethal amounts of pure fear into an opponent. To use this ability, the scarecrow must succeed with a melee touch attack against a living creature. The creature touched must make a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier) or die immediately. Even if the save throw is successful, the unnerving touch of pure fear still inflicts 3d6+10 points of damage from shock.
This ability may be used once per day as a standard action. The scarecrow must state that he intends to use this ability before making his attack roll, and a failed attack roll ruins the attempt. Creatures who are immune to fear or mind-influencing effects are not affected by this ability.
Table: The Scarecrow
This prestige class is based on my favorite Batman villain, Dr. Jonathan Crane, a.k.a. The Scarecrow. It is a prestige class for spellcasters who specialize in fear. I still need a 5th level ability (or not; I don't have a problem with dead levels--but a lot of players do), but other than that I think it is on pretty good track.
This class is chock-full of new stuff (a new weapon, a new spell domain, crafting as a class ability, etc), so there is a lot of room for me to screw up. I'd like some feedback and "power checks" before I unleash this class upon my game world.
Prerequisites:
Alignment: any nongood
Base Will Save: +5 or higher
Skills: Intimidate 5 ranks
Feats: Spell Focus (Necromancy or Enchantment)
Spells: must be able to cast cause fear at least 5 times per day.
Hit Dice: d6
Class Skills: the scarecrow's class skills (and the key ability for each) are Bluff (Cha), Craft (Int), Concentration (Con), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier
Class Features:
The following are the class features of the Scarecrow prestige class.
Weapon and Armor Proficiencies: the scarecrow is proficient with the sickle, scythe, and pitchfork. They gain no new armor or shield proficiencies by virtue of this class.
Code:
Pitchfork (2-handed simple weapon)
Cost: 2gp, Dmg (s): 1d6, Dmg (m): 1d8, Crit: 19-20/x2, Range: melee,
Weight: 6 lbs., Type: Piercing. When using a pitchfork, you get a +2 bonus
on opposed attack rolls made to disarm an opponent (including the roll to
keep from being disarmed if the attack fails).
Spells per Day: When a new scarecrow level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not gain any other benefit a character of that class would ahve gained (such as improved chances of turning the undead), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a scarecrow, he must decide to which class he adds the new level for the purpose of determining spells per day.
Aura of Courage (Su): Scarecrows have a deeper understanding and appreciation of fear than most people, and can suppress it more easily. A scarecrow is immune to fear, and allies who remain within 10 feet of the scarecrow automatically gain a +4 morale bonus on save throws against fear. The scarecrow may suppress and activate this ability at will as a free action.
Spontaneous Fear (Ex): Scarecrows relish their use of fear, and always keep its powers at the ready. The scarecrow gains the Spontaneous Casting ability to substitute any [Fear] spell of equal or lesser level for any other previously prepared spell.
Characters who already have the Spontaneous Casting ability from a previous class (such as a scarecrow with previous levels of cleric) may use both abilities without penalty. Scarecrows who do not prepare their spells each day (such as a scarecrow with previous levels of bard) gain no benefit from this ability.
Trickery (Sp): The scarecrow enjoys frightening his opponents (and sometimes even his allies), and has developed a knack for throwing his voice, creating illusions, and performing other minor tricks to serve this end. Scarecrows with Charisma scores of 10 or higher may cast the 0-level spells dancing lights, ghost sound, and prestidigitation, each once per day.
Frightful Presence (Su): Scarecrows project a sense of dread and uneasiness, and can sometimes frighten away animals and weaker attackers on sight. At 2nd level, all creatures within 30 feet of the scarecrow must make a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier). Creatures of 4 HD or less who fail this save become panicked for 4d6 rounds, and creatures of 5 HD or more become shaken for 2d6 rounds. Creatures who pass this save throw are immune to that particular scarecrow's frightful presence ability for 24 hours.
The scarecrow may suppress and activate this ability at will as a free action. Since allies and enemies alike are affected by this supernatural ability, the scarecrow would be wise to take his comrades into consideration before using his frightful presence.
This ability may only be used against creatures of equal or fewer Hit Dice than the scarecrow's total character level. For example, a sorcerer10/scarecrow2 could affect creatures of up to 12 Hit Dice with his frightful presence ability. Creatures immune to fear or mind-influencing effects are also immune to this ability.
Spur (Su): Not all of the effects of fear are negative. People have been known to perform amazing feats of strength or speed while frightened, and by 3rd level, the scarecrow has mastered this side effect. Once per day per scarecrow level, the scarecrow may use a special Spur ability on himself or any creature touched as a standard action. The subject touched gains a temporary enhancement bonus of +4 to either its Strength or Dexterity score (chosen at the time the ability is used.) The effects of this ability last for one minute.
If another Spur effect is administered while a subject creature is still under the effects of a previous one, both enhancements end immediately and the subject creature instead becomes panicked for 1 minute (no save throw.)
Creatures who are immune to fear or mind-influencing effects cannot be enhanced with this ability, and unwilling creatures are allowed a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier) to resist it. use of this ability on an unwilling subject requires a melee touch attack; the scarecrow must state that he intends to use this ability before making the attack roll (thus, a missed attack roll ruins the attempt). Note that the scarecrow must suppress his Aura of Courage ability to use this ability on himself.
Fear Domain (Su): At 4th level, the scarecrow gains access to the Fear domain (below), allowing him to use his Fear spells more effectively.
Code:
Fear Domain
Deities: Nerull, Olidammara
Granted Power: You gain a +2 competence bonus to the save DCs of any spell
with the [Fear] descriptor.
Bonus Spells
1. Doom
2. Scare
3. Confusion
4. Fear
5. Emotion
6. Nightmare
7. Repulsion
8. Insanity
9. Wail of the Banshee
Nonclerics who gain access to the Fear domain gain the granted power immediately, but do not gain any extra spells per day. The bonus spells from the Fear domain are added to the scarecrow's list of spells known (either scribed into a wizard's spellbook or added to a bard's list of spells known), but these characters do not gain bonus spells per day like a cleric.
Costume (Ex): scarecrows often create and wear their own creepy costumes. By 5th level, however, these costumes take on a whole new meaning of the word. The scarecrow has leared to create the most frightening and morbid costumes, and may use them to enhance his abilities. When the scarecrow is wearing his homemade costume, he gains a +2 competence bonus to Disguise and Intimidate checks, and a +2 competence bonus to the difficulty class of his Frightful Presence ability.
Creating a costume requires a successful Craft (sewing) or Craft (leatherwork) check, and incurs normal costs as if the character were creating an entertainer's outfit (see Clothing, from the Goods and Services table in the SRD.)
Weaken (Su): at 7th level the scarecrow can infuse an opponent with a magical toxin that causes an overwhelming, debilitating amount of fear. A living foe hit by the scarecrow's touch attack must make a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier) or suffer 1d10 points of initial and secondary Strength damage.
The scarecrow may use this ability once per day as a standard action. To use this ability, the scarecrow must state that he intends to use this ability before making the touch attack (thus, a missed touch attack ruins the attempt). Kist fear returns at the rate of 1 point per hour. Creatures reduced to zero or less Strength fall unconscious until their Strength score is 1 or more. Creatures that are immune to fear or mind-influencing effects, as well as creatures who do not have Strength scores (such as incorporeal creatures) are immune to this ability.
Grim Ward (Su): by 8th level, the scarecrow has gained the supernatural ability to ward an area with a residue of fear. To use this ability, there must be plenty of spare materials (old clothing, straw or leaves, wooden sticks, etc.) handy. The scarecrow creates an effigy and places it in an outdoor area, spending at least one hour constructing and enchanting it.
Once completed, the entire area within 300 feet of the scarecrow is warded by an unexplainable, intense aura of fear. All living creatures who enter this area must make a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier) each round or flee the area as quickly as possible. Please note that living creatures already in the warded area when the effigy is built are not affected until they leave the area and later attempt to re-enter it.
This effect is permanent until the grim ward is destroyed. Creatures that are immune to fear or mind-influencing effects are not affected by a grim ward.
Eerie Whisper (Sp): scarecrows eventually learn to cause intense fear and panic with just the sound of their voices. At 9th level, the scarecrow may use a speical sonic attack that has one of the following spell-like effects on all creatures within 30 feet: cause fear, doom, hold person,or scare.
The scarecrow may only use this ability once per day. Using this ability is a full-round action that does not provoke attacks of opportunity, and the save DC for this ability is (10 + scarecrow level + scarecrow's Charisma modifier). Creatures that are immune to sonic effects, fear effects, or mind-influencing effects are not affected by this ability.
Scare to Death (Su): At 10th level, the scarecrow has mastered fear, and can channel lethal amounts of pure fear into an opponent. To use this ability, the scarecrow must succeed with a melee touch attack against a living creature. The creature touched must make a Will save (DC = 10 + scarecrow level + scarecrow's Charisma modifier) or die immediately. Even if the save throw is successful, the unnerving touch of pure fear still inflicts 3d6+10 points of damage from shock.
This ability may be used once per day as a standard action. The scarecrow must state that he intends to use this ability before making his attack roll, and a failed attack roll ruins the attempt. Creatures who are immune to fear or mind-influencing effects are not affected by this ability.
Table: The Scarecrow
Code:
Level BAT Fort Ref Will Special Spells/day
-------------------------------------------------------------------------
1 +0 +0 +0 +2 Aura of Courage, Spontaneous --
Fear, Trickery
2 +1 +0 +0 +3 Frightful Presence +1 level
3 +2 +1 +1 +3 Spur +1 level
4 +3 +1 +1 +4 Fear Domain +1 level
5 +3 +1 +1 +4 Costume +1 level
6 +4 +2 +2 +5 --
7 +5 +2 +2 +5 Weaken +1 level
8 +6 +2 +2 +6 Scarecrow +1 level
9 +6 +3 +3 +6 Eerie Whisper +1 level
10 +7 +3 +3 +7 Scare to Death +1 level
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