The Midget's Deity-A-Week Thread!


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KaeYoss said:
Use CODE (the "#" Symbol up in the Scripting Bar or just use the word in the usual [] brackets

dang, why didn't I think of that (prolly cause I am sick and head feels like a 90 ton weight). Thanks!

Any ideas on posting an HTML table (When the HTML code seems turned off)?

-W.
 


Well, 2 PrCs in two days... I must be feeling a bit better ;).

Here is the next installment, the Dolphin Paladin of Deep Sashelas!

Dolphin Paladin

The Dolphin Paladin is the ultimate defender of Dolphins and the tenants of Deep Sashelas. The Dolphin Paladin is a stalwart defender of the aquatic elven realms who develops a special bond with the elven undersea allies, the dolphins. Similar to the traditional paladin, Dolphin Paladins are a bit less rigid than their traditional counterparts, owing to the more chaotic outlook on life that most elves hold. Dolphin Paladins work tirelessly to rid the see of evil wherever they can.
Hit Die: d10
Requirements

To qualify to become a Dolphin Paladin, a character must fulfil all the following criteria.

Alignment: Chaotic Good
Base Attack Bonus: +5
Race: Elven or Half-Elven
Feats: Weapon Focus (Trident),
Skills: Knowledge (Religion) 5 ranks, Perform (Sing) 4 ranks, Survival 3 ranks, Swim 6 ranks,
Patron: Deep Sashelas must be the patron of anyone wishing to become a Dolphin Paladin


Code:
Lvl.   BAB  Fort  Ref  Will      Special                                             Spells/day
                                                                                             L1  L2 L3
1st    +1    +2   +0   +0      Dolphin Mount, Smite Evil, Lay on Hands   0   –   –
2nd   +2    +3    +0   +0     Favoured Enemy, Dolphin Affinity             1   –   –
3rd    +3    +3   +1   +1      Sashelas’ Blessing                                 1   0   –
4th    +4    +4   +1   +1      Favoured Enemy,  Smite Evil (2/day)        1   1   –
5th    +5    +4   +1   +1      Wrath of the Seas                                1   1   0

Class Skills

The Dolphin Paladin class skills (and the Key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (religion), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str)

Skill points at Each Level: 2 + Int Modifier.

Class Features

All of the following are class features of the Dolphin Paladin prestige class.
Weapon & Armour Proficiency: A Dolphin Paladin is proficient with all simple and martial weapons, as well as all types of armour, and with shields.
Spells per Day: Beginning at 1st level the Dolphin Paladin gains the ability to cast a small number of divine spells. The Dolphin Paladin’s ability to cast these spells works exactly like a Cleric’s ability to cast spells. The Dolphin Paladin must choose and prepare spells as a Cleric choosing from the normal Paladin Spell List.
Dolphin Mount (Su): At 1st level a Dolphin Paladin gains the ability to summon a special dolphin mount, similar to the 5th level Paladin ability. This Dolphin is a Large, 5 HD Porpoise which is treated as below.
Smite Evil (Su): Once per day the Dolphin Paladin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals an additional point of damage per Dolphin Paladin level. If the Dolphin Paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is used up for that day. At 4th level, the Dolphin Paladin may smite evil one additional time per day.
Lay on Hands (Sp): As a defender of Deep Sashelas’ virtues, a Dolphin Paladin may lay on hands to heal himself, dolphins, or any other creature following the faith of Deep Sashelas. The ability works like a paladin’s ability to lay on hands, except the Dolphin Paladin may head 1 point of damage per Dolphin Paladin level plus his Charisma bonus. If the Dolphin Paladin has any other lay on hands ability from another class he may combine this healing with it.
Favoured Enemy (Ex): At 2nd Level the Dolphin Paladin gains a favoured enemy in the same manner as the Ranger Ability. This ability progresses at 4th level in the same fashion as the Ranger ability as well. The only difference is that the Dolphin Paladin Favoured enemy list is more specific. The Dolphin Paladin can choose between having a favoured enemy vs. Sharks, or Sahuagin.
Dolphin Affinity (Ex): At 2nd Level, the Dolphin Paladin develops a very close affinity with all Dolphins. He gains a +4 bonus to all Handle Animal checks involving Dolphins. In addition he also gains the ability to converse with Dolphins fluently.
Sashelas’ Blessing (Su): At 3rd level the Dolphin Paladin gains immunity to all diseases, including supernatural and magical diseases. In addition he gains a +2 divine bonus on all saves vs. undersea poisons, such as a poisonous sting from an anemone or fish.
Wrath of the Seas (Su): The Dolphin Paladin can channel the destructive powers of the seas and a portion of Deep Sashelas’ power into a wrath terrible to behold. The Dolphin Paladin crackles with undersea energy like an electric eel, his eyes glowing an eerie white glow and his hair flowing back and forth like seaweed swaying in the undersea currents. The Dolphin Paladin gains a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to his Charisma bonus. The Dolphin Paladin also gains a damage reduction of 5/-. The Dolphin Paladin can invoke this ability once per day as a free action.
Code of Conduct: A Dolphin Paladin must be of Chaotic Good alignment and loses all class abilities if he ever willingly commits an evil act or a damaging act against Dolphins. Additionally, a Dolphin Paladin’s code requires that he respect the authority of his elven undersea superiors, remains vigilant against, and wages war with the Sahuagin, Sharks, and their allies, and punish those who harm or threaten the undersea realm.


The Dolphin Paladin’s Mount

A Dolphin paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Code:
Level   HD   Nat. AC     Str.   Int.       Special
=====================================================
1–3     +2      +4         +1      6       Empathic link, improved evasion,
                                                  share spells, share saving throws
4-5     +4      +6         +2      7        Improved speed

Dolphin Paladin’s Mount Basics: Use the base statistics for a Porpoise as per the Monster Manual and advance the creature to a Large 5HD version, in addition make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
 

It is interesting that even with the CODE tag it doesn't seem to keep the way it appears in the editing box. :( :mad:

-W.

P.S. Next up is the disgusting Unclean Disciple of Laogzed!!
 
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I've had a really wierd crossbreed of the concepts of these two prcs of yours in my Acrozatarim campaign for a while (not that the PC's have encountered 'em yet). Basically I run Sekolah as a non-evil deity, with the sahuagin being bloodthirsty and with tendencies towards evil yet not innately so. As such, Sekolah has some sahuagin paladins, who have their special mount ability replaced with the ability to shapeshift into a dolphin (would be a shark but the sahuagin paladins are more keen on the less savage side of their species characteristics and generally try and discipline themselves to fight such vicious tendencies).
 

Carnifex said:
I've had a really wierd crossbreed of the concepts of these two prcs of yours in my Acrozatarim campaign for a while (not that the PC's have encountered 'em yet). Basically I run Sekolah as a non-evil deity, with the sahuagin being bloodthirsty and with tendencies towards evil yet not innately so. As such, Sekolah has some sahuagin paladins, who have their special mount ability replaced with the ability to shapeshift into a dolphin (would be a shark but the sahuagin paladins are more keen on the less savage side of their species characteristics and generally try and discipline themselves to fight such vicious tendencies).


I guess it all goes back to "It's a small plane, but I wouldn't want to paint it" ;).

-W.
 

Here he is finally! First of all a word, much like KM's earlier when outlining certain Gods who were "distasteful" in some ways... since this PrC is one of them Those with sensative sensibilities please stay clear. I tried my best to keep the language and description within acceptable realms without being gratuitous. I found writing parts of it difficult enough without squirming, so careful! Comments as always welcome.

Without further ado, I present you the:


Unclean Disciple

The Unclean Disciple is one of the most disgusting worshippers of any god. In their quest to bring base behaviour to a new low the Unclean Disciple makes a fetish of anything his body excretes. The Unclean Disciple revels in the squalor of his existence, gorging itself often and with excess, eating whatever is to hand. Unclean Disciples save their excretions or smear them on their bodies during foul rites to Laogzed. The Unclean Disciple makes no effort to keep any standard of cleanliness. Although they respect and fear the path of intensely worshipping Laogzed, troglodytes are unsure of what to make of an Unclean Disciple and often steer clear of him unless there is a need for a consultation.
Hit Die: d6
Requirements

To qualify to become an Unclean Discipline, a character must fulfil all the following criteria.
Alignment: Chaotic Evil
Spellcasting: Ability to cast 2nd-level divine spells.
Feats: Weapon Focus (Javelin)
Skills: Knowledge (religion) 8 ranks, Survival 4 ranks, Intimidate or Diplomacy 5 ranks
Patron: An unclean disciple must have Laogzed as their divine patron.
Special: In order to qualify for this prestige class the character must take levels of personal hygiene to a new low. The character must have stopped bathing for at least 3 months as well as have a collection of its own various excrements for use in rituals. The character must have also covered himself in his various excrements during this time during a special ritual to Laogzed.

Code:
Level	BAB	FORT	REF	WILL	Special
1st	+0	+2	+0	+2	Guiding Vomit, Crippling Stench
2nd	+1	+3	+0	+3	Diseased Touch	    
3rd	+2	+3	+1	+3	Excrement Divination, Acid Cloud	    
4th	+3	+4	+1	+4	Crippling Stench +1, Filthy Desecration	    
5th	+3	+4	+1	+4	Filth Frenzy, Crippling Stench [Advanced]

Class Skills

The Unclean Disciple’s class skills (and the Key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Listen (Wis), Spellcraft (Int), and Survival (Wis).

Skill points at Each Level: 4 + Int Modifier.
Class Features

All of the following are class features of the Unclean Disciple prestige class.
Weapon & Armour Proficiency: An Unclean Discipline is proficient with all simple weapons and light armour.
Spells per Day: An Unclean Disciple is ultimately a devout worshipper of Laogzed. When an Unclean Disciple gains a new level the character gains new spells per day as if he had gained one level in a divine spellcasting class (his choice) he belonged to before becoming an Unclean Disciple. The Unclean Disciple does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead for example). This essentially means that the he adds his level in Unclean Disciple to whatever other divine spellcasting class the character has and then determines spells per day and caster level accordingly.
Guiding Vomit (Sp): Once per day the Unclean Disciple can perform the guiding vomit rite common amongst Laogzed. The Unclean Disciple gorges himself on whatever he can get his hands on to eat, Humanoid parts are common, and then takes a ritualistic poison that results in him vomiting. When performed by the Unclean Disciple this rite functions exactly as an Augury spell cast at the equivalent divine spell caster level of the Unclean Disciple.
Crippling Stench (Ex): When angry, or frightened, the character is able to excrete an oily, musk-like chemical that is offensive to almost all living creatures. Any creature (except troglodytes) within 30’ of an Unclean Disciple must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is constitution based. Creatures that successfully save can not be affected by the same Unclean Disciple’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison gain their normal bonus on their saving throw. If the Unclean Disciple already possesses the Stench attribute of a normal Troglodyte then due to their unclean, filthy lifestyle and rites they are able to affect other Troglodytes as normal with their stench. In addition, against non-troglodytes the save DC of their stench is increased by 2 and the range of their stench is increased to 40’. At 4th level the Unclean Disciple gains an additional +1 to the DC of the Fortitude save. At 5th level the Crippling Stench of the Unclean Disciple has reached an advanced stage where anyone failing the initial Fortitude save must then make an additional Fortitude save against the original DC, or the stench is so overpowering that they fall unconscious for 5 rounds. After the 5 rounds they are still sickened for 5 remaining rounds.
Diseased Touch (SP): The Unclean Disciple is able to invoke the Contagion spell once per day.
Excrement Divination (Sp): Similar to the guiding vomit ability, the Unclean Disciple gorges himself on a disgusting combination of its own excrement instead of normal food. The horrible Excrement Divination is useable once per day and acts exactly as a Divination spell cast at the equivalent divine spell caster level of the Unclean Disciple.
Acid Cloud (Ex): At 3rd level the Unclean Disciple has become so noxious that 1/day he is able to generate an acidic cloud. Anyone within 10’ of the Unclean Disciple takes 2d6 points of acid damage/round. This effect lasts for 1 round/unclean disciple level and the radius is centred on the Unclean Disciple.
Filthy Desecration (Sp): Once per day the Unclean Disciple is able to desecrate and area with its filth and excrement as if casting Desecrate.
Filth Frenzy (Sp): Taking its previous divination abilities beyond all levels of decency the Unclean Disciple is able to enter a Filth Frenzy. The Unclean Disciple goes into a frenzied trance in which it covers itself in its own excretions, rolling around in a mess of its own filth combined with flesh and gore of other living beings. The Unclean Disciple will ingest parts of what it is covered or rolling in as it seeks divine wisdom from Laogzed through the basest of behaviours. Once per day the Unclean Disciple is able to perform a Filth Frenzy in order to produce the equivalent effect of a Commune spell. This is cast at the same divine spell caster level of the Unclean Disciple.
 

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