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 squash my enemies
—Gourdon Phreeman, Formerly Human Cleric/Pumpkin King, Former bard's notes

Pumpkin Kings are necromancers with an affinity for pumpkin-based magic. Pumpkin Kings are slowly transformed from ordinary humanoids into the pumpkin-headed, bony stick-figures. The sight of the ghostly flames that leap from their terrible carven visages can terrify even the staunchest warrior. They bind the malevolent spirits that haunt the graveyard into the bodies of the skeletal Pumpkin Men they create.

Becoming a Pumpkin King

As the pumpkin king gains more levels, he progressively transforms into a pumpkin-headed stick-figure of a humanoid. His body begins growing leaves and vines. The pumpkin king's face becomes gaunt and sunken, his eyes glow orange with an inner light like a lantern.

Entry Requirements
Feats: Body Assemblage.
Spellcasting: Able to cast 3rd level spells and able to cast necromancy spells.

Table: The Pumpkin King

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Entangling Pumpkin Plants, Ghostly Stride
2nd +1 +0 +0 +3 Children of the Vine, Plant Spells +1 level of existing spellcasting
3rd +1 +1 +1 +3 +1 level of existing spellcasting
4th +2 +1 +1 +4 +1 level of existing spellcasting
5th +2 +1 +1 +4 Pumpkin Bomb +1 level of existing spellcasting
6th +3 +2 +2 +5 Patch of Doom +1 level of existing spellcasting
7th +3 +2 +2 +5 +1 level of existing spellcasting
8th +4 +2 +2 +6 +1 level of existing spellcasting
9th +4 +3 +3 +6 +1 level of existing spellcasting
10th +5 +3 +3 +7 Dark Harvest, Cornucopia of Death +1 level of existing spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all) (Int), Move Silently (Dex), 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.

Ghostly Stride (Ex): At first level, in natural environments, the Pumpkin King gain a bonus to their move silently and hide checks equal to their class level. He may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated will not impede, affect, or damage him.

Entangling Pumpkin Plants (Su): At first level, 3/day, within a 400 ft. + 40 ft./level range, a pumpkin king can cause an above-ground earthen 40ft radius area to spontaneously sprout thick and overgrown pumpkin vines with fully ripened pumpkins. The vines wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Reflex save DC 10 + 1/2 class level + relevant spellcasting modifier. Duration of 1 minute per caster level.

Children of the Vine (Su): At second level, the Pumpkin King has learned to create a special undead, the Children of the Vine. This spell-like ability is at will, you may cast a special version of animate dead. 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. Any undead the Pumpkin King creates with spells, class features, or feats have vines growing and wrapping themselves around the newly created creature's limbs. One round after an undead under his control is reduced to 0 or fewer hit points, it explodes in a burst of flames. Creatures adjacent to an exploding undead minion must succeed on a Reflex save DC 10 + ½ HD of the undead creature + relevant spellcasting modifier or take 1d6 fire Damage per 2 Hit Dice. A successful save halves the damage.

Plant Spells: At second level, the spells entangle, spike growth, speak with plants, snare command plants, control plants, plant growth, diminsh plants, command plants, Transport via Plants, 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.

Pumpkin Bomb (Su): At fifth level, as a full round action the Pumpkin King can cause one of the undead under his control to explode. The undead creature is destroyed and bursts into sickly green flames that inflicts 1d6 Unholy damage per Hit Dice to all creatures in a 10ft radius. Reflex save DC 10 + ½ HD of the undead creature + relevant spellcasting modifier. A successful Reflex save halves the damage. Any creature damaged by one of the Pumpkin King's Pumpkin Bombs also must make a Will save or become frightened for 2d6 rounds. This effect replaces all abilities that normally happen upon the death of the undead creature that exploded.

Patch of Doom (Sp): At sixth level, once per day a Pumpkin King may create a negatively imbued pumpkin patch of doom as a standard action within a range of 25 ft. + 5 ft./2 levels. He creates a 40ft square 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.

Dark Harvest (Su): At tenth level, any creature killed in a Patch of Doom created by the Pumpkin King becomes a Child of the Vine that guards the patch of doom it was created in though it is not under his control (and does not count towards his control pool). This Child of the Vine 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 tenth 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. The Pumpkin King gains immunity to unholy damage, energy drain, negative levels, ability damage, and ability drain.


Campaign Information

Playing a Pumpkin King

The root of all evil? That would be me.
—Gourdon Phreeman, Formerly Human Cleric/Pumpkin King, Former bard's notes

Combat: They are like all squishy spellcasters. Their legions of undead and punpkin men can create alot of havoc.

Advancement: After finishing the Pumpkin King class they often return to a former class or to another spellcasting-based prestige class like dread necromancer.

Resources: They are usually loners; a guild full of them would end up in a terrible bloodshed.

Pumpkin Kings in the World

Pumpkin Kings are never seen in cities or other well populated areas unless in disguise. They often lurk in the shadowy woods, waiting for prey so they can expand their legions of pumpkin men.

NPC Reactions: Pumpkin Kings are given a wide berth. Their mere appearance brings terror and a bad omen.

Pumpkin King Lore

Characters with ranks in Knowledge (Local) can research undefeated to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
16 Pumpkin Kings haunt agricultural areas.
21 Once a Pumpkin King completes their transformation, they are less than humanoid.

The progress in becoming a Pumpkin King is extremely painful as they transform through various stages. If one comes across your path, run. If one is with you, be thankful they are in a less the destruction mood.

Pumpkin Kings in the Game

Lets see Nidhoggr bite these roots.
—Gourdon Phreeman, Formerly Human Cleric/Pumpkin King, Former bard's notes

Adaptation: COMING SOON

Sample Encounter: COMING SOON

EL whatever: COMING SOON

Source

Tome of Necromancy (DnD Other)

External Links


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