Pumpkin King (3.5e Prestige Class)

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Pumpkin King
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A pumpkin king after acquiring the Cornucopia of Death.

Pumpkin King

"Rise my children, and taste the fruits of our enemies."

The sight of the ghostly green pumpkin fires has haunted many a soul. The light it casts reveals not the world beneath the cloak of shadows, but a world of nightmares and terror. The children of the vine are called into service by it. The light calls to them, and they rise to obey their Pumpkin King.

Becoming a Pumpkin King

Entry Requirements
Feats: Body Assemblage.
Spellcasting: Able to cast 3rd level spells and cast necromancy spells from every spell level available.

Table: The Pumpkin King

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Children of the Vine, Grow Pumpkin Plants +1 Spellcaster Level
2nd +1 +0 +0 +3 Pumpkin Bomb, Plant Spells +1 Spellcaster Level
3rd +1 +1 +1 +3 Pluck the Ripe, Soul of the Harvest +1 Spellcaster Level
4th +2 +1 +1 +4 Pumpkin Men +1 Spellcaster Level
5th +2 +1 +1 +4 Reap the Unworthy, Soul of the Pumpkin +1 Spellcaster Level
6th +3 +2 +2 +5 Patch of Doom +1 Spellcaster Level
7th +3 +2 +2 +5 Dark Harvest +1 Spellcaster Level
8th +4 +2 +2 +6 Cornucopia of Death +1 Spellcaster Level

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Pumpkin Kings gain proficiency in the scythe, but otherwise gain no proficiency with any weapons or armor.

Spellcasting: Every level, the Pumpkin King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Children of the Vine (Sp): At first level, the Pumpkin King has learned to create the Children of the Vine. This spell-like ability is at will, you may cast a special version of animate dead which can only create skeletons. This ability shares a control pool with animate dead. To use this ability, you must put both onyx and pumpkin seeds into its mouth or eyes. The value of the onyx is half of the normal cost required, but this cost reduction does not stack with any other. Vines grow and wrap themselves around the newly created skeleton’s bones.

Grow Pumpkin Plants (Sp): In a natural setting, a Pumpkin King can grow pumpkin seeds into lush vines with fully ripened fruit in an area composed of 5ft square per caster level as a move action. All squares must be adjacent to each other. 3/day

Also at this level, dark green leaves and small vines start to grow out of the Pumpkin King's hair. If he is an undead creature, these vines and leaves appear brown and dried.

Pumpkin Bomb (Su): A 2nd level Pumpkin King can channel stored spell energy to create a pumpkin bomb. As a full round action, the pumpkin king can "lose" any prepared spell or "lose" a spontaneous spell in order to create and throw a Pumpkin Bomb. He conjures a pumpkin blazing with sickly greenish-yellow flames that detonates with unholy energy when it reaches its target. The pumpkin has a range of 50ft and a 15ft blast radius and inflicts 1d6 Unholy Damage per caster level to a maximum of the spell level times 3. Reflex save DC 10 + spell level "lost" + relevant spellcasting modifier. A successful Reflex save halves the damage.

Plant Spells: At 2nd level, the spells entangle, command plants, control plants, plant growth, and wall of thorns are added to the Pumpkin King's spells known. The spells are known at the level they appear on the Druid spell list.

Pluck the Ripe (Ex): At 3rd level, any undead the Pumpkin King creates with spells, class features, or feats have vines and leaves protruding from their bodies. Undead he creates gain a bonus to natural armor equal to half his class level and they gain immunity to unholy damage.

Soul of the Harvest: At 3rd level, the Pumpkin King's irises become orange and seem to glow with an inner light like a lantern. He gains immunity to unholy damage.

Pumpkin Men (Sp): At 4th level, the Pumpkin King may replace the heads of existing skeletons or Children of the Vine with specially carved pumpkins, creating Pumpkin Men. Pumpkin Men are equal to normal skeletons that have had the awaken undead spell used on them, that have a minimum natural armor bonus equal to half his class level, immunity to unholy damage and the Woodland Stride ability of a 2nd level Druid. The holes in the pumpkins that are their eyes and mouths glow with the sickly fires of a Pumpkin Bomb. You may simultaneously control up to your Pumpkin King level in Pumpkin Men. If you try to convert another skeleton or corpse into a Pumpkin Man beyond your control limit, the Pumpkin Man you have controlled the longest is destroyed. This is an at-will spell-like ability, but properly carving such a pumpkin takes 10 minutes.

Reap the Unworthy (Ex): At 5th level, any creature damaged by one of the Pumpkin King's Pumpkin Bombs also must make a Will save or become frightened.

Soul of the Pumpkin: At 5th level, the Pumpkin King's form becomes gaunt and stick-like. He gains immunity to energy drain, negative levels, ability damage, and ability drain.

Patch of Doom (Sp): At 6th level, a Pumpkin King may create a Patch of Doom once per day as a standard action. A Patch of Doom is a necromancy-charged pumpkin patch. He creates a 10’ by 10 area covered in vines, leaves, and pumpkins, and he and his undead in this area gain Fast Healing 1 and immunity to Turning (but not Rebuking). A Patch of Doom is a permanent effect until it is burned clean and the area has a consecrate effect cast on it. Several uses of this ability can create a single and contiguous Patch of Doom covering a large area. The area of the patch is considered desecrated. Anyone eating these pumpkins is poisoned as if he had eaten Black Lotus. A Patch of Doom radiates moderate evil, and does not need light, water, soil, or nutrients to survive, but its effects are suppressed if it is covered in ice or snow. The Patch appears within 100 feet of the Pumpkin King, and he must have a line of sight to the Patch.

Dark Harvest (Su): At 7th level, any creature killed in a Patch of Doom created by the Pumpkin King becomes a Pumpkin Man that is not under his control (and does not count towards his control pool). This Pumpkin Man will not attack the creator of his Patch of Doom, but will attack any other living creature entering any Patch of Doom contiguous to his own Patch of Doom.

Cornucopia of Death (Su): At 8th level, the Pumpkin King will return to life if killed. On the next full moon, a body will be created for him in a Patch of Doom of his choice that he has created. He loses a level as normal for returning from the dead, unless there is already one or more Pumpkin Men in that patch, in which case one of the Pumpkin Men is destroyed to create the new body and the Pumpkin King loses no levels. Once he has used this ability, his head will have been replaced with a pumpkin with eyes and mouth glowing with sickly greenish-yellow flames. This has no game effect.


Tome of Necromancy (DnD Other)

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