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I'd say that one of two things may be true:
313. The Shining Pages
I once had a character playing a NE Cleric of Undeath in a Good/Neutral company, including a paladin. I made the other characters take the evil one as a prisoner and force him to accompany them in their quest, since he was the only one who could give them the informations they needed to defeat their enemies. The cleric gave informations only sparely and insisted to talk only with the paladin, whom he had known from childhood and knew was true to his word. The paladin wished to redeem the evil one, and anyways had given his word to protect the old friend, so he prevented his allies to kill him, even if he didn't like him so much. That seemed to work.
I already posted it in the boards, so here's my own one. Maybe not too original. Source: Orson Scott Card's "Wyrms" novel.
Dwelf (Dwarf/Elf Hybrid)
Dwelves are shorter than both elves and dwarves, much like a tigone's littler than a male tiger and a lioness- differently from Muls, that grow higher than both dwarves and humans. They're often mistaken for gnomes or halflings. They appear as shorter, thinner and jolly dwarves with no beards, pointy ears and a loud laugh. Dwelves are highly resistant to magic, as a result of the mixing of a magic race and a magic-resistant race, but they tend to be not very smart, due to the contrasting mindsets of their parent races. Some of them are raised among dwarves or elves, not discriminated but viewed as strange and unfitting; most are children of travelling parents, and travellers on their own right for a whole life, in search of a place to settle and integrate.
Dwelves love a good meal and drink, and a good story before a fire; many become bards, fascinated from ancient racial lore, maybe because they haven't a racial lore of their own.
+2 Dex, +2 Cha, -2 Int (0): Dwelf characters are swift in their moves and surprisingly nice, but somehow forgetful and distracted due to the contrasting mindsets of their parent races.
Favored Class Alternatives
Alchemist: Add 1/4 minute to the effect time of mutagens created by the dwelf.
According to Plato, there actually were TWO goddesses called Aphrodite: 1) "the motherless daughter of Uranos", goddess of spiritual love, and 2) the daughter of Zeus and Dione, goddess of physical love. In the same way, there were two Eros or Cupids.And yes, Eros is a great example of a male love god. Another one is the Hindu Kama (but the tantric aspect of Shiva is pretty sexual too).
I look forward to read it. My prestige class is a conversion from Al-Qadim too (but different not to be sued) ^^
A promise is a promise...
The Repentant God:
There are archfiends, and there are empyreal lords. And then there is something in between.
Neutral quasi–deities are sometimes members of neutral outsider races which grew in power, similar to their good or evil counterparts; sometimes, they’re angels not enough fallen to be accepted in the fiends’ ranks, or demons searching to become better than they were begotten. The mysterious Darklands power, the Repentant God, seems to belong to this latter species, though no one can tell to have seen his real semblance or learned his real name, up until today.
Rumors has it that he was born a tiefling, from one of the underground races (it isn’t known which one), and lived an outcast’s life craving revenge against his family and fellows, who kept on spiting him even after he devised and used on himself the Improved half–blood extraction spell to purge the devil blood from his being. The only ray of hope in his life was the love of a pure elven maiden, traveling in the subterranean regions, who died to save him, holding to her persuasion that there was something good in him.
After his death he was chosen as an herald of an evil deity (again, it isn’t known which one), inciting terror as the embodiment of loss and death, and the patron of those who got drown in subterranean lakes. One day, he fought his greatest battle with an angel and was defeated, only to discover that the celestial being was actually his beloved one, returned to save him from his own darkness. From that day, he strives to change his ways in order to be one day received in heaven and see her again. As such, he’s become a protector of underground travelers and reformed evil creatures. For some reason, he began to protect mongrelmen, maybe seeing them as miserable outcasts just like he was in his life. The Repentant God’s clergy is still little known and sparse; his priests are mostly adepts and oracles, with a smattering of witches, inquisitors and underground rangers devoted to search and save pilgrims in danger in the Darklands. Clerics and druids (Blight and Cave druids) are the less represented.
The current highest–level worshiper of the Repentant God is Minos Bonifar, a repented undead lord in charge of an unnamed mongrelmen village built half on the surface. Minos used to be a Plague witch commanding an army of zombie bandits, but with his attempts to reform the Repentant God became his new patron. The dhampir has been driven a little schizoid by his efforts to change alignment, and doesn’t know that his quasit familiar has been secretly replaced by a nosoi in disguise, which reports every progress he makes to his new god.
The Repentant God
I was making an attempt with a class I'm not too much familiar with, even if I like it. I'll try to fix it.^^
Little Red Goblin Games wrote:
One traditional image of the invoker sees him as a dabbler in matters of the afterlife- as a grim undead lord, a fleshwarping researcher, or a twisted creature warping and corrupting his own body in order to discover the secrets of eternal life. Powerful, quasi-divine liches and demiliches may grant power to a mortal being for their own twisted ends, as may do bored noble vampires or lord necromancers. But the boldest grave pact invokers are said to have dealt a pact with Death itself, and maybe these rumors are not far from truth.
Alignment: Any nongood
Bonus Skills: Grave pact invokers gain Stealth as a class skill and as a class skill and gain a +2 bonus to Knowledge (planes) checks.
Damage Type: Negative energy
Blast Bonus: Creatures struck by a grave pact invoker’s mystic blast take a -2 penalty to saves against diseases, death effects and stunning for 1 minute.
–Channel: A grave pact invoker channels negative energy like a cleric of his invoker level, though he doesn’t need a holy symbol to do so. His effective cleric level for the purposes of this ability is equal to his invoker level. The invoker may freely apply any channeling feat to this ability. This ability may be used a number of times per day equal to 3 + his Charisma modifier.
–Death Game: Whenever the invoker or one of his allies dies, he may attempt to play a game with Death to win back the dead’s soul. An illusory avatar of Death appears, and the invoker gets the choice of the game to play. Winning the game requires making three successful Will saves in a row with DC 30; if the invoker fails three saves in a row, Death wins. The game goes on until the invoker or Death wins, attempting one save per hour of gaming. If the invoker wins, the dead creature is resurrected (as per True resurrection), but the invoker takes 1 temporary point of Constitution damage for 24 hours; if the invoker loses, the dead creature stays dead and the Constitution damage is permanent (if he didn’t play for himself).
–Ghost Walker: Once per day, the invoker can make himself incorporeal (assuming the Incorporeal template) for 1 minute a day per invoker level he possesses.
–Spirit Lore: A grave pact invoker can summon a dead spirit once a week, asking questions on the current situation. The summoning ritual requires rare herbs and gems for a value of 100 gp per invoker level. The GM decides what the spirit does and does not know based on its past life and history. Unlike the spell, the spirit never attempts to deceive the invoker, but its answers can be unclear and imprecise.
–Touch of Malady: With a touch, a grave pact invoker may curse an individual with a rotting disease. He may use sickening strikes as a spell-like ability with a caster level equal to his class level a number of times each day equal to his Charisma modifier. At 6th level, he may use his daily uses of this ability to cast contagion instead. At 12th level, he may expend two uses of this ability to cast greater contagion. At 16th level, he may expend two uses of this ability to cast epidemic. In order to continue benefitting from this ability, the invoker must constantly avoid washing, bathing and cleaning himself in any way. If he does, he loses access to his arcane blast class feature for a week.
–Corrupt Nature: The invoker can be turned or commanded as though he were an intelligent undead creature.
–Deadly Allergy: Some mundane substance, like garlic or rose petals, strongly repels the invoker. The invoker may not enter areas where the substance is present.
–Unnatural Body: Magical or mundane cures have less effect on the invoker. The invoker receives –1 point of healing for each die rolled.
–Unreflective: The invoker’s image can’t be reflected in mirrors, water or other shiny surfaces.
–Unwholesome Craving: The invoker must consume the flesh or blood of a living creature of his same type every day (inflicting 1d4 points of damage at least) or suffer from withdrawal just like a vampire.
Grave Pact Mastery: At 20th level, the invoker becomes immune to death, disease, poison and sleep spells and effects, and may use a phylactery to store his soul like a lich. Even if he’s reduced to negative hit points, he automatically stabilizes and recovers in time until the phylactery’s destroyed.
MIKI (RIP), black & white CG quasi-Siamese Barbarian/Rogue
179. The Master of the Circlets. A collection of halfling adventure stories, some imaginary, some actually based on the deeds of the greatest halfling heroes of all time (and their human, elven, dwarvish and aasimar "henchmen"). Whoever possesses this book has better initial attitude from halflings (+1 degree), but can't help to be drawn in endless chattings about the greatness of said heroes.
161. (Insert your name)'s Vindication
136: The Tale That Never Ends
And, as for the baby vs. world argument:
Under request from a player, I reworked the Sentinel a little in order to make it: 1) less "fiend-fighting"-oriented, 2) less similar to the Empyreal Knight, 3) a little more similar to the 2E Myrikhan, which was rather "druidical", 4) correct some inconsistencies (bonus vs. acid/cold/electricity and then immunity to fire/cold/electricity at 20th level?)
The Sentinel (paladin archetype)