Fangbringer (3.5e Prestige Class)
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|“||Die zombie scum!||”|
|—Gothaug, Human Fangbringer, Anecdotal reports|
Fangbringers worship Modroben as a hyena-god, separating themselves from other sects of the otherwise pacific Church with a focus on violent and aggressive behavior. Like the hyenas whose look and demeanor they imitate, Fangbringers are prone to sudden and uncontrollable rages, most often at the sight of undead. They regard the existence of undeath as a great and contemptible evil, and join the sect for the purpose of stamping it out. Many Fangbringers have personal reasons for joining, such as having lost a loved one to undeath, that contribute to their rages.
Becoming a Fangbringer
Strength and Constitution are the most important Abilities for Fangbringers. They must be able to fight against myriad foes and survive brutal attacks, and so they must specialize in abilities that allow them to survive such harsh conditions. Fangbringers are the most likely priestly class of Modroben to martyr themselves by refusing to flee in hopeless situations - it is not required of them, however.
|Base Attack Bonus:||+7.|
|Skills:||Survival 4, Knowledge (necrology) 4.|
|1st||+1||+2||+2||+0||Frenzy of the Hyena, Tongue of the Hyena|
|2nd||+2||+3||+3||+0||Claws of the Hyena, Nose of the Hyena|
|3rd||+3||+3||+3||+1||Laugh of the Hyena|
|4th||+4||+4||+4||+1||Fangs of the Hyena|
|5th||+5||+4||+4||+1||Shape of the Hyena|
|6th||+6||+5||+5||+2||Strength of the Hyena, Endurance of the Hyena|
|7th||+7||+5||+5||+2||Spirit of the Hyena|
|10th||+10||+7||+7||+3||Heart of the Hyena|
Class Skills (2 + Int modifier per level)
Like all members of the Church of Modroben, Fangbringers 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 Fangbringer powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Fangbringer.
Frenzy of the Hyena: At level 1, the Fangbringer goes into a wild, uncontrollable frenzy at the sight of undead. While frenzied, he is under the effects of Haste and his unarmed and armed attacks are treated as good for the purpose of damage reduction and Holy. While frenzied, a Fangbringer will attack the nearest undead creatures until they are all dead, even against overwhelming odds and risk of death. He may make a Will Save (DC 18) to postpone the rage for one round. Each Will save after the gains a cummulative -1 modifier.
Tongue of the Hyena: At first level, the Fangbringer may speak with hyenas at will as if under the effects of Speak with Animals.
Claws of the Hyena: At second level, the Fangbringer's fingers grow into hyena-like claws, giving him two natural attack claws dealing 1d6 damage each.
Nose of the Hyena: At second level, the Fangbringer gains the hyena sense of smell to sniff out undeath. He gains the Scent ability out to 100 ft.
Laugh of the Hyena: At third level, the Fangbringer gains a +10 to his Intimidate skill due to facial and body tattoos that make the priest look hyena-like.
Fangs of the Hyena: At fourth level, the Fangbringer gains hyena fangs that deal 2d8 piercing, slashing, and bludgeoning damage.
Grand Hyena: At fifth level, 3/day the Fangbringer may Polymorph into a Grand Hyena for up to one hour at a time. Grand Hyena Form stats: Large Animal, AC 18. Abilities: 20 Str, 15 Dex, 15 Con. Claw +1d8, Bite +2d12. Trip.
Strength of the Hyena: At sixth level, the Fangbringer receives an ability boost of +2 Strength and +2 Constitution.
Endurance of the Hyena: At sixth level, when Fangbringer is within 100 ft of the undead, he gains Damage Reduction 10/-.
Spirit of the Hyena: At seventh level, while the Fangbringer is in his hyena shape, it gains the Celestial template.
Quick Shape: At ninth level, the Fangbringer can switch back and forth between humanoid and Grand Hyena shape at will as a swift action.
Heart of the Hyena: At tenth level, during Frenzy of the Hyena, all natural attacks count as +5 magical weapons.