Twowolves' Scarred Lands PrCs

Twowolves

Explorer
Here is a copy of the Scarred Lands Exemplar PrC made for my campaign long before the official version made its debut in the Player's Guide to Monks and Paladins. Hope everyone enjoys it!

Exemplar

Hedrada’s chosen take many forms.
Some select few that Hedrada has plucked from among his faithful, to be paragons of human achievement, are true Exemplars. These ascetic monks largely operate across the Blood Sea and are rarely seen on Ghelspad. They maintain a few monasteries in the Desert of Onn, where they live and train under the watchful eyes of their god. Rather than keep the souls of dead exemplars with him, Hedrada allows the souls to reincarnate on the physical plane in a human form to continue their pursuit of the ideal state of physical perfection. Only those Exemplars who attain their perfect self (10 levels in the prestige class) remain with Hedrada in the afterworld when they die.
Exemplars venture forth from their temples to find the new incarnations of their deceased comrades wherever these souls appear in the world. The reborn exemplars are brought back to the monasteries and are awakened to their true natures through meditation so that they may return to training and perhaps one day achieve perfection.
Exemplars also serve rotating four year tours as bodyguards to the high priests in mighty Hedrad, and they may be found guarding the temples in the city, traveling with the priests or journeying back and forth from Onn then their tours begin or end.
Exemplars live an ascetic lifestyle. They sleep on stone floors, eat the simplest raw foods, wear plain clothing and forgo all sexual activity. They eschew the use of all weapons except their own bodies. They are reserved in manner and peaceful unless threatened or they learn the location of an enemy of Hedrada.
More commonly in Ghelspad, the title “exemplar” is bestowed in conjunction with some select craft or skill that a follower of Hedrada has chosen to pursue to perfection within his mortal lifetime, such as blacksmithing or pottery.
Some few of these faithful choose a martial focus as their route to sainthood. For example, Sword Exemplars of Hedrad are those select swordmasters for whom practice with the blade is a spiritual pursuit more than a purely martial one. Every practice cut with their blade is a prayer to Hedrada; every flawless slash and thrust, a building block to canonization. These Exemplars are not content to spend their years cutting the air in the courtyards of Hedrad’s temples. More often, they take to the roads of Ghelspad, pursuing opportunities to hone their skill in battle and put their weapon mastery to the ultimate test, thus bringing bandit kings to justice and otherwise restoring their vision of order to the world.
Dwarven followers of Hedrada often concentrate their studies on the deity’s own chosen weapon, the double-headed two-handed hammer. These are known as Hammer Exemplars. The monk exemplars (Exemplars, as opposed to Carpentry Exemplars or Sword Exemplars) are a new prestige class, described below.



Hit Dice: 1d10


Requirements

To qualify to become an Exemplar, a character must fulfill all the following criteria.

Alignment: Lawful Neutral
Religion: Hedrada
Feats/Abilities: Improved Unarmed Strike, Stunning Fist, Deflect Arrows, Evasion, Toughness, immunity to natural diseases
Skills: Concentration: 5 ranks, Tumble: 5 ranks, Balance: 5 ranks​
Class Skills

The Exemplar’s class skills are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Chr), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier per level​

Class Features

All of the following are class features of the Exemplar prestige class.

Weapon and Armor Proficiencies: Characters gain no new weapon or armor proficiencies upon taking the Exemplar prestige class, and no Exemplar ability will function in conjunction with armor of any sort. In addition, Exemplars refuse to wield a weapon of any sort under any circumstances ever.

Monk Abilities: Exemplar characters add their monk levels to levels in this prestige class to determine the level at which the following monk abilities operate: Unarmed Combat Damage, AC bonus, Stunning Attacks per day, Unarmored Speed, and Flurry of Blows. If the character had no levels as a monk, he gains these abilities at a level equal to their Exemplar level. Monks and Exemplars can freely multiclass between these two classes with no restriction.

Meditation: Exemplars spend hours focused in intense concentration and meditation. As they rise in levels, they achieve higher and higher levels of perfection and mastery over their own bodies. An exemplar can at any time meditate instead of sleep, at a ratio of one hour of meditation instead of 2 hours of sleep. If the character is also a spellcaster, this ability does not negate the need to get a full 8 hours of rest in order to memorize spells (for wizards or clerics) or regain spell slots (for bards or sorcerers).
At 1st level, an Exemplar who meditates instead of sleeping for a night heals hit point and temporary ability score damage at twice the normal rate.
At 3rd level, the Exemplar can enter a catatonic state, slowing metabolism, breathing and heart rate to nearly undetectable levels. In this state, the Exemplar appears to be dead. A Heal check (DC 30) can distinguish this state from true death. It takes a full round action to initiate this ability, and an Exemplar can remain in this state for up to 1 day per class level. The character sets this time before going into the state, as he is denied access to his senses entirely. Even the character’s thoughts are unreachable. A coup de grace still will truly slay the Exemplar, but any physical damage done will be halved upon coming out of the catatonic state. Because the character’s metabolism slows to almost a halt, no natural healing will occur at all, and neither will poisons or diseases progress. Healing magic (but not the Heal skill) still works on a character in this state. Anyone who recognizes this ruse for what it is can attempt to awaken the Exemplar prematurely by making a Heal check (DC 30).
At 5th level, the Exemplar can slow his breathing almost to a halt while remaining alert and active. This allows the character to hold his breath for 5 times his Constitution in rounds, instead of twice his Con as normal. This ability also grants the Exemplar a +2 to saves versus any respiratory effect.
At 7th level, the Exemplar can sustain his bodily functions without food or water for short periods of time, and can greatly reduce his need for sleep. For up to 1 day per Exemplar level, the character behaves as if under the influence of a Ring of Sustenance. Combined with the Exemplar’s normal meditation ability, this means he need only meditate one hour per day to gain the benefits of a full night’s rest. After using this ability, the Exemplar must wait a number of days equal to the number of days spent under this effect before using it again.

Ironbone: Through a series of brutal exercises and herbal treatments, the bones of the Exemplar become reinforced to near unbreakable levels. At 1st level, this grants the character a +1 natural bonus to AC and to unarmed combat damage.

Ki Strike: The Exemplar is capable of causing damage to creatures with the Damage Reduction ability. At 1st level, the Exemplar’s unarmed attacks are treated as Magic weapons for purposes of overcoming damage reduction only. At 5th level, they are considered Lawful weapons, and at level 9, Adamantine.

Damage Reduction: The conditioning and herbal baths the Exemplars subject themselves to also grants the ability to ignore small amounts of damage as they progress toward perfection At 2nd level, this ability is expressed as a Damage Reduction of 1/-. At 7th level, this ability increases again to 2/-.

Bonus Feat: At 2nd level and at every even level thereafter, the Exemplar gains a bonus feat from the following list. The character still must meet all the qualifications for that feat (except for the Fighter level requirement for Weapon Specialization). These feats are: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Choke Hold*, Defensive Strike*, Defensive Throw*, Diehard, Dodge, Eagle Claw*, Earth’s Embrace*, Endurance, Extra Stunning*, Fists of Iron*, Flying Kick*, Great Fortitude, Improved Combat Expertise*, Improved Critical (unarmed attacks), Improved Grapple, Improved Stunning Attack (DMG p210, this feat is not considered “epic” for Exemplars), Improved Toughness*, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Prone Attack*, Roundabout Kick*, Run, Snatch Arrows, Spring Attack, Toughness, Weapon Specialization (unarmed attacks), Whirlwind Attack. Feats marked with an * are from the Complete Warrior book.

Ironskin: At 3rd level, the same treatments used to enhance the Exemplar’s bone strength further enhance their skin, making it resilient to damaging effects. The Exemplar is granted another +1 natural bonus to AC (that stacks with the bonus from Ironbone) and a +1 bonus to Fortitude saves.

Ki Critical: At 4th level, the Exemplar’s unarmed strikes gain +2 to their critical threat range. If the character already has an increased critical threat range (from the Improved Critical Feat, for example) this bonus is added last.

Improved Evasion: At 5th level, the Exemplar’s Evasion ability is upgraded to the Improved Evasion ability as per the monk and rogue special ability. If the Exemplar succeeds in a Reflex save against an effect that causes half damage, the character suffers no damage at all, and still suffers only half damage on a failed save.

Perfection: Upon reaching 10th level in the Exemplar prestige class, the character is considered to achieved mortal perfection in Hedrada’s eyes. This has the effects of the Celestial Template (replacing “Chaos” for any instance of “Evil”, and “Law” in place of “Good”), but with the additional side effect that the character can no longer be raised from the dead, resurrected, nor reincarnated. Upon death, the character travels to Hedrada’s side, becoming one of that deity’s chosen. Until such time, the character is treated as an outsider rather than a humanoid. The character gains the following abilities:​
Smite Chaos (Su): Once per day the character can make a melee attack to deal additional damage equal to his character level (maximum +20) against a chaotic foe.
Darkvision: 60 feet
Acid, Cold, and Electricity Resistance: 20
Damage Reduction: 10/magic
Spell Resistance: equal to character level + 5 (max of 25)

Code:
Level		BAB*		Fort	Ref	Will		Special

1		+1		+2	+2	+2	Meditate (2x heal rate), Ironbone, Ki Strike: Magic
2		+2		+3	+3	+3	Damage Reduction: 1/-, Bonus Feat
3		+3		+3	+3	+3	Meditate (catatonic state), Ironskin
4		+4		+4	+4	+4	Bonus Feat, Ki Critical
5		+5		+4	+4	+4	Meditate (Long Breath), Improved Evasion, Ki Strike:Lawful
6		+6		+5	+5	+5	Bonus Feat
7		+7		+5	+5	+5	Meditate (Sustenance), Damage Reduction 2/-
8		+8		+6	+6	+6	Bonus Feat
9		+9		+6	+6	+6	Ki Strike: Adamantine
10		+10		+7	+7	+7	Bonus Feat, Perfection


*The Exemplar gains additional attacks equal to a monk of a level equal to the character’s monk plus Exemplar levels.
 
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If the format of the post is less than pleasing, forgive me. I had a heck of a time getting the level progression table to be decipherable.

At any rate, enjoy!
 

Just use [ c o d e ] and [ / c o d e ] tags (minus the spaces) to make a text box where every character is the exact same width (it's the Courier New font). Here's how it looks:
Code:
Level  BAB*  Fort  Ref  Will   Special
1      +1     +2   +2   +2     Meditate (2x heal rate), Ironbone, Ki Strike: Magic
2      +2     +3   +3   +3     Damage Reduction: 1/-,Bonus Feat
3      +3     +3   +3   +3     Meditate (catatonic state), Ironskin
4      +4     +4   +4   +4     Bonus Feat, Ki Critical
5      +5     +4   +4   +4     Meditate (Long Breath), Improved Evasion, Ki Strike:Lawful
6      +6     +5   +5   +5     Bonus Feat
7      +5     +5   +5   +5     Meditate (Sustenance), Damage Reduction 2/-
8      +8     +6   +6   +6     Bonus Feat
9      +9     +6   +6   +6     Ki Strike: Adamantine
10     +10    +7   +7   +7     Bonus Feat, Perfection
Alternatively, you could skip the BAB and saves columns:

BAB: as Fighter
Saves: as Monk

1. Meditate
...etc...
 
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Machiavelli said:
Just use [ c o d e ] and [ / c o d e ] tags (minus the spaces) to make a text box where every character is the exact same width (it's the Courier New font). Here's how it looks:
Code:
Level  BAB*  Fort  Ref  Will   Special
1      +1     +2   +2   +2     Meditate (2x heal rate), Ironbone, Ki Strike: Magic
2      +2     +3   +3   +3     Damage Reduction: 1/-,Bonus Feat
3      +3     +3   +3   +3     Meditate (catatonic state), Ironskin
4      +4     +4   +4   +4     Bonus Feat, Ki Critical
5      +5     +4   +4   +4     Meditate (Long Breath), Improved Evasion, Ki Strike:Lawful
6      +6     +5   +5   +5     Bonus Feat
7      +5     +5   +5   +5     Meditate (Sustenance), Damage Reduction 2/-
8      +8     +6   +6   +6     Bonus Feat
9      +9     +6   +6   +6     Ki Strike: Adamantine
10     +10    +7   +7   +7     Bonus Feat, Perfection
Alternatively, you could skip the BAB and saves columns:

BAB: as Fighter
Saves: as Monk

1. Meditate
...etc...


You


are

a


GOD!!!



(well, sorta. Thanks!)
 

You... are... a... GOD!!!

(well, sorta. Thanks!)
Um, you're welcome? I didn't invent this, I just learned how to use it after a few hundred posts.

Well, with a thank you like that, I probably should at least lend my opinions...

This prestige class looks like a Monk++ (a bad thing balance-wise). You miss out on the assorted class abilities of the monk by switching to the Exemplar, but you retain full advancement in the core class abilities that really give the Monk some "punch". That's fine, and generally a pretty good way to handle the "cost" of taking a prestige class. You even added a list of feats and abilities as some non-optimized but still useful prerequisites. Kudos on the good design!

The trouble is that the assorted abilities gained are VERY significantly higher-powered than the monk abilities lost. Full BAB progression is a huge addition to the monk's core abilities. The natural armor bonus and damage reduction synergizes very nicely with the monk's AC progression (which the Examplar retains). The Meditation abilities are all very cool and quite useful, and are on par with the base Monk abilities, but there are four of them (which isn't bad by itself, by any means, but adds a decent amount of power to the already over-powered prestige class). The improved evasion is compressed into fewer levels. The bonus feats are as frequent as a Fighter, and the list of available feats is very generous (in fact, it includes an epic feat at non-epic levels!).

I would drop the BAB to 3/4, for starters. Drop the Flurry of Blows progression ("frantic flailing of limbs" doesn't sound like it matches your description of an Exemplar, anyway). Drop either the natural armor (Ironbone doesn't make sense for natural armor, anyway, unless you're growing lithoderms like a Goliath) or the AC progression, or just the damage reduction. Reduce the bonus feats to every 3rd level, and drop that epic feat deal.

If you think I've gone too far, maybe only take a little of my advice for changes, but I really do think changes need to be made to tone this down a bit.


Thanks for listening!
 

Thanks for the input! Yes the class is a monk on crack, so to speak, but that's the intention, sorta. I'll go over some of the rationalizations below.

The Fighter BAB: I thought long and hard on this one, and I went with it for one main reason: no weapons. Members of the PrC cannot use weapons of any kind, ever. At higher levels, I felt the class needed the slight boost (which is only 4 points over 10 levels) to be able to stay competitive. They won't be able to have any weapon special abilities (bane, flaming, etc) either, which also played into my thought process.

Ironbone and Ironskin: This class evolved from some Scarred Lands source material, in which these abilities were espressly laid out. I figured they were worth keeping. Once the "official" version of these came out (as bonus feats instead of class abilities) they were beyond worthless, granting the bonus only to nonlethal damage. Monk AC bonus is slow and not that great (4 points over 20 levels), and the Wis bonus to AC (the real boon) is retained in any case.

Meditation: Yes there are four abilities, but only two are of any real benefit.

Bonus feats: This is one area I was a tad bit worried about being too much. As for the epic feat, I suppose including it here is my own little bias showing through, since I never felt that the feat should have been epic in the first place! Again, as with the Fighter BAB, I originally thought this would help with the lack of magical weapons and abilties.

Improved Evasion: The class gets it at 5th level, so the earliest a character can get it via this class is 10th character level. That's actually 1 level after it's available to a single-classed monk.

Taking all 10 levels in this class, a monk would give up Diamond Body (immunity to poisons), Diamond Soul (Spell Resistance), Timeless Body (doesn't age), Abundant Step (Dim Door 1/day), Quivering Palm (Ouch!), Tongue of the Sun and Moon (meh), Empty Body (Etherealness? ouch!), and Perfect Body. In return, he will regain the spell resistance (at 5 points lower rating), can go without food and water for long periods, hold his breath longer, 5 bonus martial arts feats, and becomes essentially a Lawful Outsider (Darkvision 60', some energy resistances 10, Smite Chaos, and the aforementioned spell resistance). However, note that once reaching 10th level and gaining the Axiomatic-ish template and the 5th bonus feat, he can't be raised, reincarnated, or reserructed! I'm still on the fence on this one too, but it does give the PC something to think about.

Thanks for looking it over, and for the helpful advice and input!
 

That pinnacle ability sounds like a real nerf, actually. I don't like campaigns where resurrections and raises are anything less than a DM plot tool, but based on standard D&D, you probably DON'T want to lose that.

I missed the significance of that detail the first time through, and also the NO weapons EVER detail. The weapons could be a definite limiting factor. What are the consequences of wielding a weapon?

Assuming that wielding a weapon means a temporary loss of all Exemplar abilities (or something similarly impractical to put up with on a regular basis), then maybe drop Flurry progression, figure out some sort of work-around for the loss of resurrection, and scale back the feats to levels 1, 4, 7, and 10. As for the epic feat, I honestly don't know anything about the feat in question, or its power level. I'm just thinking that getting an epic feat pre-epic is generally a bad idea.

Oh, and you may want to change Ironskin and Ironbone a bit, for the sake of making sense. Increased unarmed strike damage and natural armor actually sounds more like solidified skin than hardened bone. A bonus to Fortitude and natural armor... I don't even know why those two would be related.
How about just saying that a skin-toughening regimen grants +1 natural armor at levels 1 and 3, and a body-strengthening diet and exercises grant an increase in unarmed strike damage at level 1, and +2 Fortitude at level 3? How's that sound?
 

Honestly, I never worked out the exact consequences of weilding a weapon. Fortunately, the group I run for understands the concept that the class represents and the player in question just won't try to push it. Ergo, I'm not in a big hurry to write up the consequences.

The epic feat just increases the save DC for the Stunning Fist by +2. Big whoop, right? It must not be that great, because it ranks pretty low on the player's list of feat priorities.

Ever read any comics? Wolverine with his adamantium skeleton is often portrayed as hitting much harder with his bare fists due to his heavier and more reinforced skeleton. Likewise, if your bones are unbreakable (or nearly so), it should provide some degree of armor protection, since lots of your vital organs are encased in them. As for Ironskin giving +1 to fortitude saves.... I dunno. I got nothin'. That's just how it was first described in the Creature Collection I (pre-revised version), so I didn't mess with it. But it's just flavor text, really. The in-game rationalle is that whole doing-situps-while-flunkies-pound-our-abs-with-bamboo thing, as well as taking herbal baths, application of strange ointments (and unguents!) and constant skin toughening exercises.

I haven't really thought much on the high level consequences, and I actually thought the trade off of not being able to be returned from the dead to be a bit of a balancing factor for reaching level 10 in the class. But if I were to redo this class, I'd probably reduce the bonus feats by one or two. But so far, we have a 5th level monk/5th level exemplar in the party, and he certainly isn't a combat machine. Maybe the player just can't roll very well, but he does exactly what monks do typically, get into the enemy's rear ranks and occupy the spellcasters. Or just run really fast. The archer and the paladin run rings around his damage output.

And I couldn't take away the flurry progression, because his favorite phrase is "FLURRY....of blows". :D
 

Oh, so the Improved Stunning Attack is just Ability Focus twice, for your stuns? Well, I'm not impressed. Applied to a death effect, sure, but stuns? Meh. Good call making it sub-epic.

Sounds like you've got everything under control. Thanks for posting your prestige class, Twowolves!
 

Hey, thank YOU for looking and leaving feedback!

This thread, and the other one posted a few days ago in here, are in response to requests from Nightfall and some others in a Scarred Lands thread in the main forum. Over the next week or so, I intend to add a couple more PrCs and races. Hopefully they will be well received.
 

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