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[edit] Foolsmen
| “
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They shall never see us coming!
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”
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| —Ellesheira Haberdoon, elven Foolswoman
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Foolsmen are the elite class of sorcerers within the Church of Modroben, specializing in spells of illusion, which they use to fool undead into walking into unwitting traps. They have a reputation for a frenetic and chaotic character, in stark contrast to the normally staid Claine classes. They are prone to bouts of sexual mania and aggressive but brief forays into commerce and politics, gambling binges and public drunkenness, behavior that is uncommon among other Claine despite the psychism common to them all.
[edit] Becoming a Foolsman
It is colloquially said within the Church that Foolsmen gain their mood swings and wild behavior as a result of repeatedly fooling undead - that they must think like the vile beasts they are tricking, and the consequences permanently shatter their mind.
Entry Requirements
| Alignment:
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Neutral Good.
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| Base Attack Bonus:
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+2.
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| Race:
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Any.
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| Skills:
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Knowledge (Necrology) 11.
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| Patron:
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Modroben.
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| Spellcasting
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Spellclaine 7
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Table: The Foolsman
Hit Die: d10
| Level
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Base Attack Bonus
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Saving Throws
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Special
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Spellcasting
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| Fort |
Ref |
Will
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| 1st |
+1 |
+2 |
+0 |
+2
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Imitate Undead 1
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+1 of existing spellcasting
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| 2nd |
+2 |
+3 |
+0 |
+3
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Invisibility to Undead
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+1 of existing spellcasting
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| 3rd |
+3 |
+3 |
+1 |
+3
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Imitate Undead 2
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+1 of existing spellcasting
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| 4th |
+4 |
+4 |
+1 |
+4
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Undead-Targeting
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+1 of existing spellcasting
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| 5th |
+5 |
+4 |
+1 |
+4
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Imitate Undead 3
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+1 of existing spellcasting
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| 6th |
+6 |
+5 |
+2 |
+5
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Persistent Image
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+1 of existing spellcasting
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| 7th |
+7 |
+5 |
+2 |
+5
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Imitate Undead 4
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+1 of existing spellcasting
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| 8th |
+8 |
+6 |
+2 |
+6
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Mass Invisibility to Undead
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+1 of existing spellcasting
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| 9th |
+9 |
+6 |
+3 |
+6
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Imitate Undead 5, Suggest Weakness
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+1 of existing spellcasting
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| 10th |
+10 |
+7 |
+3 |
+7
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Gaze of Life
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+1 of existing spellcasting
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Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).
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[edit] Class Features
Like all members of the Church of Modroben, Foolsmen are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Foolsman powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Foolsman:
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. Foolsmen are illusion specialists and gain an extra spell per day per level as other specialists do.
Spells: To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level. Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).
Imitate Undead: Foolsmen can cast Imitate Undead a number of times per day equal to their Foolsman level + Intelligence modifier.
- At third level, Imitate Undead has a duration of one day whenever cast by a Foolsman.
- At fifth level, Imitate Undead has a duration of one week whenever cast by a Foolsman.
- At seventh level, Imitate Undead has a duration of one month whenever cast by a Foolsman.
- At ninth level, Imitate Undead can be enacted at will.
Invisibility to Undead: At second level, Foolsmen can cast Invisiblity to Undead at will.
Undead-Targeting: At fourth level, Foolsmen come to understand how to target their illusions at undead. Spells that can not fool undead because of the spell description (not because the undead has mind protection or lacks the eyes to see the illusion) can affect undead when cast by a Foolsman with this power.
Persistent Image: At sixth level, Foolsmen can cast Persistent Image one time per day. This version affects only undead but can produce any sensation necessary to fool them - a vampire will be able to taste the illusionary blood and will think they have turned the illusionary person into a vampire, for example.
Mass Invisibility to Undead: At eighth level, Foolsmen can cast Mass Invisibility to Undead a number of times per day equal to their Intelligence modifier.
Suggest Weakness: At ninth level, Foolsmen can convince undead that they have a particular vulnerability - such as to running water - that they don't actually have. The target receives a Will save. The Foolsmen can use this power on a number of undead per day equal to their character level.
Gaze of Life: At tenth level, Foolsmen gain a gaze attack, the Gaze of Life, which takes effect the first time a Foolsman makes eye contact with any undead individual. The target must make a Will save or be overcome with nostalgic emotion for their former life that they immediately seek to be cleaved or commit suicide.
| Pages related to Modroben, a god of the Theonosis setting (external)
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| Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
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| At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
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| Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
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| How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
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| At 7th level, qualified Claine may join one of the Claine Prestige Classes:
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- Autumneves are battle-sorcerers whose speciality in invocation allows them to blast undead hordes in great numbers.
- Blackshirts are ebony-clad wizards, specializing in arcane enchantment magic, especially in the creation of magical potions and objects to assist people in defense against the undead.
- Bonetamers are good necromancers who can take control of undead away from their nefarious counterparts and use their spells to protect the natural flow of life and death.
- Candlelords are studious and hermetic wizards whose powers focus on defending time from those who would undermine it and threaten reality itself.
- The Cathardigan are an order of gnomish paladins who seek out vile necromancers to slay them and their hordes, riding into combat on the backs of giant condors.
- Chrysanthemasters are elite elven nobles with enough grace and class to be royal cleavers, assigned to powerful households throughout the world.
- Combustioneers are clerical priests of Modroben, god of death, who serve him as masters of cremation and fire elementrics.
- Corpselights are shamanic druids who worship the spirits of all the scavenger species that are holy to Modroben, gaining their unique powers, attacks and abilities in the fight against undeath.
- Darkfeathers are archers with the eyes of their shared animal spirit, the buzzard, giving them incredible accuracy and precision.
- Deathwrights are the most common, well-known and highly-visible paladin orders of the Church of Modroben, and journey throughout righting the wrongs laid out by necromancers and other perverters of death.
- Drumblacks are powerful bards who specialize in percussion instruments whose tone can destroy the undead across miles.
- Edgerippers are sorcerers with a focus on spells of transmutation and metamorphosis, and are able spies, sneaking into undead encampments in disguise.
- Fangbringers are barbarians who fly into blind rages at the sight of undead, slaying them by the score with the strength of the patron spirit, the sacred hyena.
- The Fatemark are sages and scholars, wizards specializing in divination and the protection of the passage of fate.
- Foolsmen/Foolswomen are chaotic and unstable sorcerers who focus on developing skills in illusions and phantasms, especially in the distraction of large numbers of undead so they can be destroyed easily.
- The Ghostwyld are a mysterious and reclusive order of shamans who communicate with the spirits of the dead and protect them from those who would exploit their power.
- The Gravewire are stoic, isolated rangers who defend large cemeteries and tombs from anyone who would defile them or prey on the souls buried there.
- The Graylimm are dark-robed druids who utilize powerful mushroom spores, which they breed and grow, to attack their foes.
- Grinreapers are strong and dark rangers who use their sickles and black robes to teleport to disasters moments before they strike, especially undead attacks.
- The Hightombed are scholarly priests who serve Modroben as masters of mummification and the elementrics of air.
- Lightkeepers are defenders against spirits and demons, wizards who specialize in the art of abjuration and are known for protecting whole villages and tribes from onslaughts of the dead.
- Loregrimmers are the highest-ranking functionaries in the Church of Modroben, and are powerful clerics and healers with advanced spellcasting and cleaving abilities.
- Mireblacks are healing-focused, druid-like priests of Modroben with an affinity for leechmastery and a psionic bent.
- Nightsummoners are wizards who can summon a legion of allies when they find an undead horde, specializing in the art of conjuration.
- Orespringers are dwarven Claine who specialize in rescuing the souls of miners and others trapped in cave collapses underground.
- The Penumbraul are ascetic monks with the ability to sneak past undead and manipulate shadow to their advantage.
- Shadowgrippers are psychoportive psionicists who can teleport through shadows, giving them powerful abilities to strike at the heart of undead hordes.
- Shapeflayers are powerful elementricians, who use martial arts and dance to manipulate the flow of their chosen element, allowing them to affect undead in droves from afar.
- Silverslicers are stealthy assassins who specialize in finding elite undead liches and vampires, and the necromancers who create them, and killing them quietly.
- The Silentgreen are entirely mute druids with a specialty in attacking undead animals and plants in order to protect nature.
- Truthringers are psionic telepaths whose focus is on investigating crimes, especially necromantic acts, and punishing those responsible.
- Whipblacks are fighters with finely-honed warrior skills, specializing in an advanced type of whip.
- Winterskins are rainids, who fly, row or swim between ships and ports, specializing in protecting sailors and captains from necromancers, ghost ships and other sea-borne terrors.
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