| CluelessPlanewalker |
I've updated the prestige class for my group, though I reduced some of the requirements to make it available for the groups fighter (who was totally thrilled that he would be able to cast spells!). Otherwise (considering how late in the campaign it was introduced) no one would have been able to take it until around level 15.
I'm uncertain if I can post this here (not being open content), but feel free to email me at cluelessplanewalker [insert] gmx [insert] net and I'll send it over (after I get home from work).
Charlie Bell
RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16
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I didn't write it up, but I told my player who's playing a totemic demonslayer to make the following changes:
Skill rank prereqs all drop by 3.
Favored enemy uses PFRPG ranger favored enemy rules and stacks with ranger favored enemy (evil outsiders).
Class skills use PFRPG skills (drop Concentration, Hide, Jump, Listen, Move Silently, Spot; add Acrobatics, Perception, Stealth).
Use PFRPG prestige class base saving throw progressions (same as arcane archer).
No changes necessary to spells.
Badger lesser tattoo lasts 4+Con modifier rounds (same as 1st-level barbarian, but usable only 1/day).
Giant Wasp greater tattoo poison is (Su), injury, Fort DC 14, 1d2 Dex, 1/round for 6 rounds, cure 1 save, special ignores demon poison immunity.
| Kain Darkwind |
Totemic Demonslayer
BAB: Good
Saves: Good Fort, Ref
Affiliation Church of Whirling Fury, Olmans +2 (1st), +4 (5th), +6 (10th)
PREREQUISITES
To become a totemic demonslayer, a character must fulfill the following criteria.
Alignment: Nonevil
Skills: Knowledge (nature) 5 ranks, Knowledge (the planes) 2 ranks, Survival 2 ranks.
Base Attack: +4
Special: Recipient must undergo a ritual conducted by an Olman holy man and the Church of the Whirling Fury
CLASS SKILLS
The totemic demonslayer’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Knowledge (geography) (Int), Knowledge (nature), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), Swim (Str)
Skill Points at Each Additional Level: 6 + Int modifier.
CLASS FEATURES
Weapon and Armor Proficiency: Totemic demonslayers gain proficiency with Olman weapons and all hide armor.
Level Special
1st Favored enemy, totem tattoo
2nd Detect demons, rancor +1d6, resist treachery +2
3rd Totem tattoo
4th rancor +2d6
5th improved favored enemy, totem tattoo
6th Rancor +3d6, resist treachery +4
7th totem tattoo
8th Augmented detect demons, rancor +4d6
9th Greater favored enemy, totem tatoo
10th Rancor +5d6, resist treachery (immune), tattoo mastery
Previous class abilities: A totemic demonslayer advances in its previous weak spellcasting every level. Previous normal spellcasting is advanced every level but first, fourth and seventh, but the totemic demonslayer uses its full level to determine caster level.
A totemic demonslayer must choose which spellcasting it advances in at first level, once chosen, this cannot be changed. A totemic demonslayer who does not advance spellcasting gains a bonus combat feat at 2nd level and every 3rd level thereafter.
Favored Enemy A totemic demonslayer gains a +2 favored enemy bonus against evil outsiders and a +1 caster level bonus when casting spells against evil outsiders. These bonuses increase to +4 and +2 at 5th and +6 and +3 at 9th level.
Totem Tattoo Every odd level, a totemic demonslayer gains a tattoo. These are described below.
Detect Demons: at will, a totemic demonslayer can detect evil outsiders as per the spell detect evil. This ability does not function against ethereal, possessing or mind shielded demons.
Rancor A totemic demonslayer deals bonus damage to evil outsiders the first time he damages them in the round with a melee weapon, ranged weapon, or spell.
Resist Treachery At 2nd level, a totemic demonslayer gains a +2 bonus against charm and compulsion effects. At 6th level, the bonus increases to +4. At 10th level, the totemic demonslayer becomes immune to charm and compulsion.
Augmented Detect Demons at 8th level, a totemic demonslayer can detect ethereal, possessing or mind shielded evil outsiders, as well as anyone currently under the control of a charm or compulsion effect from an evil outsider.
Tattoo Mastery At 10th level, a totemic demonslayer can activate two tattoos as a swift action. In addition, his tattoos can be activated three times per day rather than once.
Tattoos
Activating a totemic tattoo is a swift action that does not provoke attacks of opportunity. The effects of the tattoos are spell-like abilities that have a caster level of 10 plus the totemic demonslayer's class level for the purposes of dispelling. Should a tattoo be lost through amputation, burning or other forced removal, the tattoo reappears on the bearer's body a few days later. A tattoo can be activated once per day. (Or three times per day upon gaining Tattoo Mastery) A tattoo can be taken more than once to gain its benefits more often.
Lesser Tattoos
At 1st level, the demonslayer can begin taking lesser tattoos as his totems.
Allosaur (Tazarinth/razortooth): Activating this tattoo gives the bearer the grab ability and a rake attack that deals 1d8 + Str modifier damage. The effects of the tattoo last for one round per class level.
Ape (Mangani): Activating this tattoo gives the bearer the rend special attack. If the bearer strikes its foe with two different melee attacks, it deals an additional 2d6 + 2 times the bearer's Strength modifier damage. The effects of the tattoo last for one round per class level. The bearer needs to have two separate attacks to use this ability, such as two weapon fighting, unarmed strikes, or natural attacks.
Baboon: Activating this tattoo gives the bearer a climb speed equal to his base land speed. The effects of the tattoo last for one hour per class level.
Badger: Activating this tattoo allows the demonslayer to rage as the first level barbarian ability. The effects of this tattoo last for one round per class level. A demonslayer with actual levels in a class that grants rage adds his demonslayer levels to determine the number of rounds of rage per day and potency of his rage.
Boar: Activating this tattoo allows the demonslayer to fight on when reduced below 0 hit points without penalty. The demonslayer dies when reduced to negative hit points equal to his Constitution score plus his demonslayer level, or when the effects of this tattoo end. The effects of the tattoo last for one round per class level. This tattoo can be activated as an immediate action upon being reduced below 0 hit points.
Crocodile: Activating this tattoo allows the demonslayer to hold his breath a number of rounds equal to 4 x his Constitution score. The effects of the tattoo last for one hour per class level.
Deinonychus (clawfoot): Activating this tattoo grants the demonslayer the pounce special ability. The effects of the tattoo last for one round per class level.
Dimetrodon (sailback): Activating this tattoo grants the demonslayer a burst of speed. His land speed increases +50 ft. and he gains a +2 dodge bonus to AC. The effects of the tattoo last one round per class level, but the demonslayer can only use the benefits every other round.
Phanaton: Activating this tattoo grants the demonslayer a glide ability. He can travel 20 ft. horizontally for every 5 ft. of descent with average mobility. The effects of this tattoo last for one hour per class level.
Sea Turtle: Activating this tattoo grants the demonslayer DR 2/-. The effects of the tattoo last for one round per class level. This tattoo stacks with other types of DR x/-, but not with the Ankylosaurus tattoo.
Snake: Activating this tattoo grants the demonslayer the grab ability and a constrict attack that deals 1d8 + 2x Str modifier damage. The effects of the tattoo last for one round per class level.
Greater Tattoos
Upon reaching 7th level, a demonslayer can begin taking greater tattoos for their totems.
Ankylosaurus (rocktail/caligar): Activating this tattoo grants the demonslayer DR 5/-. The effects of the tattoo last for one round per class level. This tattoo stacks with other types of DR x/-, but not with the Sea Turtle tattoo.
Giant Wasp: Activating this tattoo coats the demonslayer's piercing and slashing weapons with a ravage. Injury DC (10 + 1/2 character level + Con modifier), 1d3 Dex (5 rounds). The effects of the tattoo last one round per class level.
Rakasta: Activating this tattoo grants the demonslayer's weapons (including natural weapons) the ability to strike as if they were forged of cold iron. The effects of this tattoo last for one round per class level.
Triceratops (gyor): Activating this tattoo grants the demonslayer an additional 4d6 + 4x Str modifier damage on a charge. The effects of this tattoo last for one round per two class levels. This additional damage is applied only once per charge, regardless of how many attacks are made in the charge.
Tyrannosaurus (razortooth/zarinth): Activating this tattoo grants the demonslayer a bite attack that deals 3d6 + 3x Str modifier damage. This is a primary natural attack. The effects of this tattoo last one round per two class levels.
Whirlwind: Activating this tattoo grants the demonslayer a fly speed of 60 ft. and perfect maneuverability. In addition, while active, any critical threat made against an evil outsider is automatically confirmed. The effects of this tattoo last for one minute per class level.