Chapter 6: Prestige Classes
Sorn: Here is a list of PrC's that are almost done. Most of them still need some revisions, pending the final core mechanics. At the bottom are a few that need some major work.
The beguiler is a spellcaster that specializes in brewing potions and philters that alter the mind and emotions of those that drink them. A master of persuasion and mysticism, beguilers often play the role of the mysterious witch doctor that has a brew for everything. Of course, finding the beguiler is often more trouble than it is worth, as she tends to hide herself in nature’s most remote places.
Druids and rangers with their affection for nature are drawn to the beguiler class, often drawing upon it when their desire to meddle in matters grows strong. Some wizards, sorcerers, and clerics have also been known to take up this role, allowing their fascination with chemical alterations of the mind to guide their career.
NPC beguilers normally dwell far from settled lands, maintaining an odd laboratory with any number of brews and charms available to those that seek them out. They offer their services without regards for the outcome - it is up to those brave enough to use their methods to deal with the results.
Hit Dice: d6
Skill Points at Each Level: 2 + Int modifier.
To qualify to become a bequiler, a character must fulfill all the following criteria.
Alchemy 10 ranks, Spellcraft 5 ranks, Wilderness Lore 5 ranks.
Weapon and Armor Proficiency: Beguilers gain no proficiency in any weapon or armor.
Spells per Day: When a new beguiler level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a beguiler, she must decide to which class she adds the new level for the purposes of determining spells per day.
Natural Wiles (Su): A beguiler is an unusual and mystical individual, known to live a life off the beaten path. Those that come to her find it hard to resist her charms. At 1st level, a beguiler can speak persuasively on a single subject once per day per target. Targets who hear and understand the beguiler must make a successful Will save (DC 10 + beguiler level + Cha modifier) or be compelled to believe what the beguiler has said and/or take any action she suggests. This is a mind-affecting ability, and uses to force an action also have a compulsion effect.
Brew 2/day: The beguiler has perfected the art of brewing potions. As such, she can brew two potions or special brews (totaling no more than 1,000 gp market value) in one day instead of one.
Friendship Brew: At 3rd level, the beguiler discovers the natural recipe for a special type of brew. Beguilers often call this a philter of friendship. Those that drink the brew must make a Will save (DC 15) or become friends with the next individual they see as if under the effects of a charm person spell. Unlike charm person, the friendship brew is permanent, though actions taken by either the drinker or the person they befriend can bring about a natural end to the friendship. Brewing a philter of friendship counts against the beguiler’s daily limit of potions they can brew.
Greater Potion I: The 4th level beguiler can brew potions as if she had access to all the 0- and 1st-level sorcerer/wizard spells, even if they are not normally part of her spell list. She need not have prepared the spell to brew the potion; instead, she must leave one spell slot of the appropriate level open when brewing a potion of a spell not on her list. She must provide the necessary material components or focuses for the spell.
Lust Brew: At 5th level, the beguiler discovers the natural recipe for another special brew. Beguilers often call this a philter of arousal. Those that drink the brew must make a Will save (DC 17) or begin to lust after the next person of the proper gender for their sexual preference that they see. The imbiber will feel an uncontrollable compulsion to engage in sexual acts with that person, as if commanded to do so by a suggestion spell. Unlike suggestion, the effects of the brew are permanent, though actions taken by the one the imbiber lusts after may cause the sexual attraction to fade naturally. Brewing a philter of arousal counts against the beguiler’s daily limit of potions they can brew.
Brew 3/day: As Brew 2/day, except the beguiler may brew three potions or special brews in one day.
Obsession Brew: At 7th level, the beguiler discovers the natural recipe for a third special brew. Beguilers often call this the philter of dedication. Those that drink the brew must make a Will save (DC 19) or become totally obsessed with the next person of the proper gender for their sexual preference that they see. The obsession is an unhealthy one, causing the target to want nothing more than to possess the person they are smitten with. They desire their friendship, love, and, most importantly, sexual contact. The effects of the brew are permanent, but other mind-altering magic or special counseling can help the target overcome their unhealthy obsession. Brewing a philter of dedication counts against the beguiler’s daily limit of potions they can brew. Beguilers often give this brew to those they feel are untrue in their desire for another, or those that deserve to have their needs twisted to teach them a lesson.
Greater Potion II: As greater potion I, except that the beguiler can brew potions as if she had access to all 2nd-level sorcerer/wizard spells.
Brew 4/day: As Brew 2/day, except that the beguiler may brew four potions or special brews in one day.
Eternal Brew: The ultimate of special brews that a beguiler can discover, the eternal brew is often called a philter of true love (or sometimes, in a tongue-in-cheek manner, love potion number nine). Those that drink this brew must make a Will save (DC 21) or fall deeply in love with the next person of the proper gender for their sexual preference that they see. The love effect of the brew is permanent, no matter what sort of abuse or neglect the relationship suffers thereafter. Brewing a philter of true love counts against the beguiler’s daily limit of potions they can brew. Beguilers will normally only provide this potion to those they feel are truly deserving of its power.
Table: The Beguiler
Controllers are psionically gifted individuals that have turned their powers to the task of personal pleasure. They have no qualms about dominating the thoughts and actions of others, twisting their emotions and even their body into a form more pleasing to the controller. For the controller, it is all about power; the consequences of their actions are easily removed.
Psions most often become controllers, as their broad range of psionic powers naturally complement the desire to control the urges of others. Psychic warriors normally do not have the outlook or desire to become controllers, though the occasional psychic warrior will feel the fastest route to victory in battle is to own the will of one’s opponent.
NPC controllers often surround themselves with members of the opposite sex, convinced of their power over others. Sometimes a controller will place himself in a position of authority, using a more conventional application of his powers to gain the respect and following of others.
Hit Dice: d4
Skill Points at Each Level: 2 + Int modifier
Ability to manifest two different Telepathy powers, one of which
must be 2nd level or higher.
Weapon and Armor Proficiency: Controllers gain no additional proficiency in any weapons or armor.
Powers per Day: At 1st, 3rd, 5th, 6th, 7th, and 9th level gained in the controller class, the character gains new powers per day as if he had also gained a level in a power-manifesting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (such as additional psionic attack modes), except for an increased effective level of manifesting. If the character had more than one power-manifesting class before becoming a controller, he must decide to which class he adds the new level for purposes of determining powers per day.
Mind Probe (Su): At 1st level, the controller learns how to read the surface thoughts and memories of others. This is a supernatural, mind-affecting ability that targets a single living creature within 100 feet. The target is allowed a Will save (DC 17) to avoid the effects (a successful Will save does not allow the intended victim to detect the attempt). A mind probe is a standard action and lasts as long as the controller concentrates; concentration does not provoke attacks of opportunity. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Sense Probe (Su): At 2nd level, the controller's ability to probe the mind of living creatures deepens, allowing him to experience the sensations of others. The controller can use this ability to experience a single sensation of the target at a time or to experience an emotion the target is currently experiencing. This is a supernatural, mind-affecting ability that targets a single living creaturw within 100 feet. The target is allowed a Will save (DC 17) to avoid the effects (a successful Will save does not allow the intended victim to detect the attempt). A sense probe is a standard action and lasts as long as the controller concentrates; concentration does not provoke attacks of opportunity. The controller may switch senses or emotions each round without the need for an additional use of sense probe. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Suggestion (Su): At 3rd level, the controller learns how to control and influence the actions of a living creature of size Large or smaller three times per day. This is a supernatural, mind-affecting ability. A controller can suggest a course of action (limited to a sentence or two). A target within 100 feet must succeed at a Will save (DC 17) to resist the effect. The effect lasts until the target has accomplishes what it was asked to do or after 6 hours, whichever occurs first. It is otherwise identical to the suggestion spell.
Emotion (Su): At 4th level, the controller's grasp on the senses and emotions of others tightens. Three times per day, the controller can implant an emotion in the minds of another living creature within 100 feet. This is a supernatural, mind-affecting ability with a compulsion effect, and the target is entitled to a Will save (DC 18) to avoid the effects. The effects remain for a day, though they can be dispelled. This ability otherwise functions identically to the emotion spell.
Mind Leech (Su): At 5th level, the controller learns how to drawn on the memories of another. Once per day the controller can leech the ranks a victim of his mind probe has in a single skill, adding them to his own (if any) as effective skill ranks for 10 minutes per level. A controller can use this ability to gain ranks in a skill he does not have any in, gaining the ability to use that skill trained instead of untrained, or the controller can gain ranks in and the use of a skill he is normally barred from. During the duration of this ability, the target functions as if they had no ranks in the affected skill.
Sense Leech (Su): At 6th level, the controller can draw on the senses of another to sharpen his own. Once per day the controller gains a +5 bonus to his Balance, Listen, and Spot skills by leeching off of the senses of a victim of his sense probe ability. Bonuses to his skills gained in this manner last for 10 minutes per level. During the duration of this ability, the target has a -5 penalty to their Balance, Listen, and Spot skills.
Alter Form (Su): At 7th level, the controller's growing mastery over the mind allows him to use it to reshape the bodies of others. Twice per day the controller can change the physical form of a victim of his mind probe or sense probe abilities. The amount of changes he can make are equivalent to those that can be made with an alter self spell, though each specific change requires a new use of the power. For example, a controller wishing to make a target's eyes blue and increase the size of their chest would need one use of the ability to change the eye color and another to change the chest size. Targets are allowed a Fortitude save (DC 18) to resist the alterations. Alterations made by this ability are permanent and not illusory like those made with alter self.
Lesser Control (Su): At 8th level, the controller begins to combine his mental mastery into a more cohesive unit. This is a supernatural, mind-affecting ability with a compulsion effect that can target any living creature within 100 feet. Targets of lesser control perceive the controller as someone they are strongle attracted to (if of the gender of the controller's sexual preference) or as a good close friend (if of the opposite gender of the controller's sexual preference). Targets are entitled to a Will save (DC 18) to resist the charm. Lesser control lasts until the controller dismisses the effects, though it can be permanently broken by a successful dispel magic against caster level 17, and actions that provide additional saves under the spell charm person do so for lesser control as well. A controller can only have a single creature under the effects of lesser control at a time.
Control (Su): At 9th level, the controller strengthens his grasp over the minds of others. This is a supernatural, mind-affecting ability with a compulsion effect that can target any living creature within 100 feet. Targets of control fall under the sway of the controller, affected as if under the spell dominate person. Targets are entitled to a Will save (DC 18) to resist the domination. A controller can target a creature he already has under the lesser control ability, and though that creature still gets a Will save to resist the deeper control, that save has a -5 penalty. Should they fail their save, the control ability supercedes the lesser control ability. Control lasts until the controller dismisses the effects, though it can be permanently broken by a successful dispel magic against caster level 18. A controller can only have a single creature under the effects of control at a time.
Greater Control (Su): At 10th level, the controller reaches the pinnacle of mastery over the thoughts, feelings, and actions of others. Any creature that he has under his control power (see above) becomes his permanent thrall. A controller can only have one thrall at a time. A protection from evil spell does not interrupt this influence, but it can be permanently broken by a successful dispel magic against caster level 19. Promoting a creature from control to greater control supercedes the control ability. Controllers normally reserve this power for sex slaves that they have become very fond of.
Table: The Controller
The chaste virgin is the antithesis of all that is erotic and perverse in the multiverse. Dedicated to purity of all things, the chaste virgin denies herself the pleasures of the flesh in order to grow closer to the god she worships. Often the chaste virgin is the spoil-sport of the group, inflicting her beliefs on others and seeing to it that those under her watchful eye are unable to enjoy those side-trips to the brothels.
Clerics and druids often become chaste virgins, dedicating themselves to an all-consuming relationship with the force they hold as their patron. Rangers are less likely to take the virginal path, but it is not unheard of to find communities of chaste virgin rangers and fighters. Rogues and bards are not well suited to this class, preferring to live in the world of the flesh, not of the spirit.
NPC chaste virgins occupy many roles in society. Often religious orders will be full of them, serving to keep the faithful dedicated on the task of enlightenment. Families often employ chaste virgins to watch over their children when they reach the dawn of their sexual interest.
Hit Dice: d6
Skill Points at Each Level: 2 + Int modifier.
Intimidate 4 ranks, Sense Motive 4 ranks.
Weapon and Armor Proficiency: A chaste virgin gains no additional proficiencies in any weapon or armor.
Spells per Day: When a new chaste virgin level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a chaste virgin, she must decide to which class she adds the new level for the purposes of determining spells per day.
Iron Celibacy: At 1st level, the chaste virgin gains the bonus feat Iron Celibacy regardless of whether she meets the prerequisites.
Prudishness (Ex): At 2nd level, the chaste virgin’s distaste for the erotic grows to near-fanatical levels. She receives a +10 bonus to Sense Motive checks to determine any sexual intent, including opposed skill checks against Bluff attempts to seduce her.
Prestige Domain: At 3rd level, and again at 7th level, the chaste virgin gains access to a prestige domain of her choice. She can choose between the Innocence and Purity domains, gaining whichever one she does not choose at 3rd level when she advances to 7th level.
Purity of Mind (Ex): At 4th level, the chaste virgin’s self control becomes awe-inspiring. She can function normally even when excited or aroused, suffering no penalties to her skill checks.
Slow to Climax (Ex): At 5th level, the chaste virgin becomes more resistant to the process of sexual stimulation. Should she find herself faced in such a damning situation, she gains a +5 bonus to any Will saves to resist such effects, and she gains Will saves against those effects that have normally have none.
Purity of Body (Ex): At 6th level, the chaste virgin’s fanatical shunning of erotica gives her even greater self control. She has a +2 bonus against all mind-affecting and compulsion affects regardless of whether they relate to sex or not.
Coitus Interruptus (Su): At 8th level, the chaste virgin turns her efforts into enlightening others to the joys of abstinence. Twice per day she can make a touch attack against a sexually excited individual or a couple engaged in sex. Success negates their arousal, returning them to a normal state with no current interest in continuing their sexual contact.
Influential Celibacy (Su): At 9th level, the chaste virgin becomes an example to others who wish to live up to her iron-clad standards. Twice per day she can make a touch attack against another person. Success grants them the effects of having the Iron Celibacy feat for the remainder of the day. Those unwilling can attempt a Reflex save (DC 17) to avoid the effects.
Transcend Arousal: At 10th level, the chaste virgin’s dedication to shunning all things carnal reaches the ultimate stage of enlightenment. She sheds her gender, becoming effectively “sexless” (though she retains the cosmetic signs of her previous gender). She can no longer be aroused through sexual contact and is incapable of engaging in sex or orgasming. She is immune to spells and abilities that rely on ones sex drive to be effective. Her type changes to outsider, which means (among other things) that she is no longer affected by spells the specifically target humanoids, such as charm person, but she can be hedged out by a magic circle spell against her alignment. Additionally, she gains damage reduction 5/+1.
Table: The Chaste Virgin
The Dominatrix (Male: Dominator) is a warrior who uses pain and tyranny to achieve her on ends. In battle, those of weak will or strength bow down to her might or run away in fear. The Dominatrix can use her whip to cause pain and to compel her victims to obey her every whim.
Fighters are the usual candidates for this prestige class, although the more Lawful Clerics or rangers might also reap the benefits. Fallen Paladins, ex-barbarians, bards and rogues who become Dominators are not unknown.
The Dominatrix could be a slave-master, a cruel general, fiendish warrior or a servant of a tyrannical Deity.
Hit die: d10
Skill Points at Each Level: 2+Int Mod/level
Weapon and Armor Proficiency: A Dominatrix gains no additional proficiencies in any weapon or armor.
Bloody Whip (Ex): At 1st level, a Dominatrix can use a whip to inflict regular damage against unarmored opponents instead of subdual damage.
Commanding whip (Ex) : The Dominatrix is especially good at getting her way when using her whip. The use of this ability must be announced before a normal attack roll, if the Dominatrix hits, the victim is affected as with the Command spell unless they make a Will save (DC 11 + Cha mod). The Dominatrix must speak the command.
Close Whip (Ex): At 2nd level, a Dominatrix can attack an opponent in a threatened square with a whip without suffering an attack of opportunity.
Leadership bonus: The Dominatrix receives a bonus to Leadership based on the table.
Whip of Fear (Ex): As a standard action which does not draw an attack of opportunity, the Dominatrix may crack her whip around to induce Fear in surrounding enemies, who must make a Will save (DC 10 + Class level + Cha Mod) or flee for 2 rounds per class level. The ability is an area effect which has a 10' radius per level.
Suggestive Whip (Ex): As Commanding whip, except the Victim must make a Will save of DC 13 + Cha Mod or be affected as Suggestion. The Dominatrix must speak the suggestion. The duration is 1 hour per class level or until completed, whichever is shorter.
Greater Commanding Whip (Ex): As Commanding whip, except the Victim must make a Will save of DC 15 + Cha Mod or be affected as Greater Command. The Dominatrix must speak the command. This lasts one round per Class level.
Dominating whip: As Commanding whip, except the Victim must make a Will save of DC 19 + Cha Mod or be affected as Dominate Monster. The duration is 1 day per class level.
Table: The Dominatrix
The Houri is a Nymph of paradise, voluptuous and sensual. She was most likely born in poverty amongst the seedier members of society, living in misery and destitution but dreaming of a better future. With hope comes power, and unlike others she will not stoop to a life of thievery and scavenging, instead using her intelligence and charm to lead a life of magic. Her spells of enchantment are used to augment her skills of charm and seduction.
She is often despised by others as a whore or corrupt individual who leads a life of debauchery, although others view her as the most alluring of fantasies.
The Houri is often found in the poorer parts of the city, looking for those who could rescue her out of the way of life she so detests. It is said that to spend a night with a Houri is pure ecstasy, and each kiss a new experience.
Hit die: d4
Skill Points at Each Level: 2+Int Mod/level
Weapon and Armor Proficiency: A Houri gains no additional proficiencies in any weapon or armor.
Spells per Day: When a new Houri level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a Houri, she must decide to which class she adds the new level for the purposes of determining spells per day.
vs. Disease (Ex): Due to her somewhat seedy lifestyle, the
Houri receives a bonus to fortitude saving throws against disease,
starting from +1 and increasing by one every odd level. This bonus
applies to all diseases, including magical afflictions such as Mummy
rot or Lycanthropy.
trick: The Houri receives a bonus sex trick, although the rank
requirements must still be met.
Bewitch (Sp): Once per day per level, the Houri can use her alluring charms to captivate any male creature who can conceivably be attracted to her. This is treated as a gaze attack, if the victim looks into the Houri's eyes, he must make a Will save (DC 13 + Cha Mod) or be fascinated as the Hypnotic Pattern spell. A kiss does not count as a threatening action. The range is 10' per class level.
Improved kiss (Su): When using a spell augmented by the Kiss Spell feat, the Houri may add metamagic feats by making the kiss longer and more passionate (always on the lips, and always male victims). Every full extra round spent on kissing the victim adds one to the spell level for the purposes of adding extra metamagic feats, which may be added spontaneously when using this ability (Even if spells are prepared as wizard). For example, if a Houri wanted empower her Vampiric Touch kiss, she would spend an extra two rounds kissing the victim. The spell will take effect when the Houri stops the kiss. This kind of kiss is difficult to perform in combat, so only Helpless or willing targets (such as those that are fascinated) can usually be affected. This has been known to be used in conjunction with Bewitch to cast an empowered Delayed blast fireball to spectacular effect.
Enamor (Sp): At 5th level, the Houri can use her Bewitch power to fascinate all males around her. By using 2 of her daily Bewitch abilities, she can fascinate all those within 5' per class level. The DC however is now 15 + Cha mod.
Lust (Sp) : At 7th level, a Houri has learned how to use her charms to drive men mad with lust. This is treated as a Gaze attack, any man meeting her eyes must make a Will save (DC 15 + Cha Mod) or be affected by a potion of love. The victim will try to gain the sexual favor of the Houri, but if married or Chaste may make another saving throw. The victim will not do anything against his nature.
Dark Desires (Sp): At 9th level, a Houri can use her allure to great effect, three times per day, she may make a gaze attack on a male victim, who must make a Will save (DC 17 + Cha Mod) or become completely obsessed with her. In game terms, the Victim will stop at nothing to gain her sexual favor and love, becoming Chaotic Evil for those that stand in his way. He will not be so infatuated as to stop eating or so foolhardy to the point of being suicidal, but the Houri is his first priority. While this does not give the Houri any actual control over the victim, she gains a +4 circumstance bonus on all Cha based checks to influence him.
Table: The Houri
The pimp considers himself a typical businessman - the fact that his business is the buying and selling of sex makes no difference to him. The pimp is a master of prostitutes, peddling them to both the high class and commoners. Sometimes a pimp was himself a prostitute before rising to power, though often those that never were are the most crafty, and violent, of them all.
Bards and rogues are drawn to the pimp because of the class’s need for interpersonal skills and the opportunity to exploit the position for great personal wealth. Other classes are not as often drawn to becoming pimps, though any individual that desires personal power over others, regardless of individual class, can easily undertake the path of the pimp.
NPC pimps normally run the brothels and smaller prostitution rings in established settlements. Pimps found outside of the city are usually there due to legal pressures or acts of rivals.
Hit Dice: d6
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiency: Pimps are proficient with all simple weapons. In addition, they are proficient with the greatclub, hand crossbow, rapier, sap, and shortsword. They are proficient with light armor.
Favor (Ex): The occupation of a pimp brings him in contact
with all sorts of individuals. Sometimes he renders services for
nobles, the wealthy, or otherwise prestigious individuals. In exchange
for keeping such services unknown, the pimp often accumulates favors
he can call in when needed. At 1st, 4th, 7th, and 10th levels, the
pimp gains the ability to call in a single favor. By using this
favor, the pimp can call upon contacts and resources that most don’t
have. This allows the pimp to gain important information without
going through the time and trouble of a Gather Information check,
or to requisition resources without paying for them.
Bitch Slap (Ex): The pimp is especially skilled at landing humiliating or intimidating blows without seriously wounding the target of his anger. Whenever the pimp deals subdual damage, the extra damage listed for this ability is added to the total damage. The extra damage is +1d6 starting at 2nd level and increasing every third level thereafter (5th and 8th levels). Should the pimp score a critical hit with a subdual attack, this extra damage is not multiplied.
Minions (Ex): Beginning at 3rd level, a pimp can add his pimp levels to his leadership score. A pimp’s cohorts and followers will always be prostitutes, though they may be of any class.
Access (Ex): Beginning at 6th level, the pimp has made enough
contacts and is entrenched enough in his occupation that he has
access to an array of resources. Once per game session, the pimp
may make a Diplomacy check to use those resources during the game
Exceptional Minions (Ex): Beginning at 9th level, the level limit of the pimp’s cohorts is increased by 5, even if this brings their level above his.
Table: The Pimp
The ravager loves sex, plain and simple. Sex with anything. It does not matter the species. Hell, they will even hump corpses and inanimate objects! All that matters is that they are getting some, and getting some now!
Barbarians make the best ravagers, as all ravagers have a certain wildness and lack of control about them. In fact, most other classes find the typical activities and the total lack of selectiveness a ravager exhibits to be abhorrent.
NPC ravagers normally live on the fringes of society, launching raids into settled regions to satisfy their urges. The most common appearance of a ravager is chasing some poor maiden until she cannot resist any longer.
Hit Dice: d10
Skill Points at Each Level: 4 + Int modifier.
Attack Bonus: +5.
Weapon and Armor Proficiency: The ravager gains no additional weapon or armor proficiency.
Rage (Ex): A ravager can use their natural ability to fly into
a screaming bloody frenzy to their benefit while having sex. During
sex, a raging ravager gains a +4 bonus to all Sexual Prowess checks
and a +2 moral bonus to Will saves, but their Sexual Threshold is
reduced by 2 (limit 1). Sexual rage is otherwise identical to the
barbarian’s rage ability. In addition, a ravager’s sexual
rage ability stacks with his previous rage ability, granting him
one additional use of his rage ability per day at 1st, 5th, and
10th levels. Raging, whether inside or outside of sex, counts against
the daily total of rages.
Negative Energy Resistance (Ex): Ravagers gain a +5 inherent bonus to saves to resist negative levels. In addition, a ravager whose negative levels are equal to his character levels does not die, he only passes out until the first opportunity to save against a negative level occurs; should he fail all of his saves, he dies. A ravager develops this natural resistance from his necrophilia - he has considerably greater contact with undead.
Forceful Sexuality (Ex): A ravager can add his ranks in Intimidate to his ranks of Sexual Prowess when making Sexual Prowess checks.
Increased Speed (Ex): A ravager is used to having to chase down targets of his sexual advances, and over time he becomes better at it. At 4th, 6th, and 8th levels his speed increases by 10.
Improved Grapple (Ex): If the ravager hits with an unarmed strike, he deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Great for grabbing fleeing wenches!
Overruner (Ex): A ravager is skilled at overrunning larger
creatures (as you usually need to knock them down before you can
get it on with them). They gain a +5 bonus to their trip attempt
when trying to overrun.
Table: The Ravager
The seductress (male: seducer) has learned that sex can be a powerful force of persuasion when used the right way. A seductress will stop at nothing to get what she wants, manipulating the emotions and desires of the rich and powerful along the way. Others may revel in sex for pure pleasure, but the seductress is all business when it comes to this.
Rogues and bards are naturally drawn to the occupation of the seductress, taking advantage of their broad range of skills and personal magnetism to wear away the inhibitions of others. Certain cleric of sex deities may feel a strong kinship to this class as well. Fighters, paladins, rangers, and monks have attitudes directly opposed to the seductress, making it rare to see any members of those classes among its ranks.
NPC seductresses can often be found where the rich and lonely are. A new romance or a wild fling by a noble usually is a sign that a seductress is operating in the area. Seductresses look unkindly on others of their profession - no one likes competition.
Hit Dice: d6
Skill Points at Each Level: 6 + Int modifier.
Weapon and Armor Proficiency: The Seductress is proficient with simple weapons and light armor. She also gains proficiency in the War Fan.
Seduction (Ex): Seductresses excel at using their natural endowments to get their way with others. As their prowess increases, they become increasingly harder to resist and increasingly more proficient at “getting the job done.” At 1st, 5th, and 9th levels, the seductress gains a bonus to her Bluff, Innuendo, Sexual Prowess, and Use Rope skills. The number listed is added to all skill checks used for the following: Bluff - seduction; Innuendo - sexual innuendo; Sexual Prowess - actively engaging in sex; Use Rope - binding others for sexual or post-sexual means.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage deal increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If the seductress gets a sneak attack modifier from another source (such as rogue levels), the bonuses to the damage stack. Seductresses often use this if the ultimate goal of their seduction is murder.
Kill(Ex): At 4rd level the seductress learns how to truly use
sex as a weapon, subtly restricting air and blood flow on others
so that they do not notice her actions until too late. When making
Sexual Prowess checks, any time the seductress rolls above the DC,
she may choose to deal the difference between her roll and the DC
to her sexual partner as subdual damage. This ability is normally
used to wear out a victim to make a much less pleasant act easier,
usually robbery or murder.
Table: The Seductress
The use of Ki is not limited only to combat and mobility, there are those who would seek harmony between body and spirit through other means. Tantric masters are individuals who endeavour to become beings of perfection through the application of tantric lore and sheer willpower to lovemaking. By using Ki and internal energies, the Tantric master can prolong his and his partner's sexual performance and pleasure.
Most Tantric masters are Monks who have devoted themselves to a more mystical way of training and improving themselves, but anyone who learns to channel Ki and use tantric lore can eventually qualify.
The majority of Tantric masters are wanderers who travel the lands, teaching others of his arts and practising them himself. Evil Tantric masters are rare, but tend to be cruel lovers who could care little for their partner's pleasure.
Hit die: d8
Skill Points at Each Level: 4 + Int Modifier
Weapon and Armor Proficiency: A Tantric Master gains no additional proficiencies in any weapon or armor.
Student of Perfection (Ex): Tantric masters are Monks, although they meditate on alternative methods of achieving physical and spiritual enlightenment. As such, a Tantric master gains the unarmed attack bonus, unarmed damage, AC bonus, and unarmored speed as if he were a monk of whose level equalled his monk level + Tantric master level. Those who manage to meet the requirements for this class who are not Monks gain these abilities as if a Monk equal to only their Tantric master level.
The Tantric Master fights best when fighting with no armor, and
adds his Charisma modifier to his AC as a Deflection bonus when
he or she is wearing as little clothing as possible. This represents
the Tantric Masters aura of solipsistic confidence.
touch (Ex): As a Monk uses Ki and Pressure points to Stun his
foes, the Tantric master can use the same principles to induce pleasure.
Once per day per level, a Tantric master can make a Pleasure touch
against a victim (but no more than once per round). This is a melee
attack that ignores natural armor bonuses and causes 2d6 points
of SRP damage. The use must be announced before any attack rolls
are made, and if all attacks in a round miss, the Pleasure touch
Sexual Disease immunity (Ex): Through his sexual practices and his use of Ki, the Tantric master becomes immune to all sexually transmitted diseases, magical and mundane.
Sensual healing (Su): While having sex, the Tantric master may use his sexual energies to cure himself or his partner of wounds. Every 5 SRP damage converted can cure 1 hit point. The healing occurs at the rate of 1 hit point per round.
Sexual Purification (Su): Similar to Sensual Healing, the Tantric master can now cure many different ailments using his sexual energies. By spending 30 SRP damage, he may use a Remove Disease or Remove Curse effect on his partner, cast as though he were a Cleric of the same level.
Sexual organ improvement (Ex): The Tantric master has harnessed his Sexual energies and Ki so well that his Sexual organ improves by one size sub category (Larger member for males, females may choose to shrink their orifices by one size sub at will). Females also gain an orifice tolerance increase of one size sub category.
Improved Tantric lore (Ex): The Saving throw bonus improves to +4, which supersedes the Tantric lore Bonus technique.
Orgasmic Stroke (Ex): At 8t level, the Tantric master has such mastery of Ki and Pressure points he can bring someone to Orgasm with a mere touch. Once per day, he may make a Touch attack which if successful, forces the recipient to make a Will saving throw (DC 10 + Class level + Wis Modifier). If this save is failed, then the victim's SRPs are reduced immediately to 0, and Orgasm occurs automatically.
Control fertility (Su): At 9th level the Tantric master has such control over his bodily functions that he can suppress the production and release of his reproductive cells (sperm for males, Eggs for females). The Tantric master must spend a day in meditation to initiate this, and until he Meditates again to resume his reproductive processes, he cannot cause pregnancy (or become pregnant if female).
Body (Su): At 10th level, the Tantric Master has reached the
pinnacle of sexual excellence. He/she gains a +4 Inherent bonus
to Charisma and the Monk ability Timeless Body. Additionally, he/she
can control the size of their sexual organs or orifices, altering
them as a Standard Action once per round. Their size can be anywhere
from three size sub categories smaller to three size sub categories
larger than normal, and all orifice tolerance levels increase by
Multiclass note: Monks may freely multi-class as Tantric masters.
Table: The Tantric Master
Sorn: Needs flavor text. Also, there was talk at one point to put this class into a hentai web enhancement. Do we stil want to do this?
Hit die: d4
Skill Points at Each Level: 2 + Int Modifier
Feats: Augment Summoning, Extend Spell
Weapon and Armor: The Tentacled Master gains no additional weapon or armor proficiencies.
Spells per Day: When a new Tenatacle Master level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Tentacle Master, he must decide to which class he adds the new level for the purposes of determining spells per day.
Summon Tentacled monster (Su): Whenever the Tenatacle Master casts a Summon Monster spell, a tentacled version of the monster is summoned instead. If the creature would normally be a Fiendish or Celestial creature, the Tentacled template replaces that template.
Apply Technique (Ex): At 3rd level, the Tentacle Master can use any sexual techniques he knows with his tentacles without incurring a penalty.
Slimy body (Ex): If the Master of tentacles has any limbs or extremities in tentacle form, then he may secrete a slippery ooze from them. This gives the Character a +10 circumstance bonus to Escape Artist checks.
Regeneration (Ex): Emulating many slimy and disgusting creatures, the Master of tentacles can now regenerate at the rate of 1 per round. Damage from fire, cold and acid needs to be healed with normal means.
Summon recondite (Sp): Associating with the most vile of perverted creatures, the Tentacle master may summon a Recondite once per day.
I (Su): At 2nd level, the Tentacle master gains the ability
to sprout a number of tentacles from his body once per day per two
levels. He may grow up to one tentacle per caster level. This acts
as an Evard's Black Tentacles spell cast at the Tentacle master's
level, except for the following:
As the Tentacle master gains levels, the tentacles gain new abilities:
Tentacles II: The tentacles grow suckers, sticky warts and nubs which give a +2 Circumstance bonus to their grapple checks. The Tentacle master may now change any limb or extremity (including the tongue, tail and penis) into a tentacle. These do not count against the number of tentacles available by level. If any of these are cut off or destroyed, the limb or extremity reappears unharmed. If arms are in tentacle form, the Tentacle master cannot cast any spell with a somatic component, if legs are in tentacle form, movement is halved.
Tentacles III: The tentacles grow heads which can ejaculate. The emitted liquid can either be the slippery ooze or a powerful acid which is treated as a 60' line which does 1d4 acid damage per class level (Reflex Save half DC 10 + Class level + Con Modifier). This can be used only once per day per class level, and a maximum of once per 1d4 rounds.
Tentacles IV: The damage of the Tentacles increases to 1d8 and they are now considered to have 21 strength, Dexterity 19 and Constitution 19. Reach increases to 15'.
Tentacles V: The tentacles can now ejaculate in a spectacular manner, spurting in a large 60' cone doing 1d6 damage per class level (Reflex Save half DC 10 + Class level + Con Modifier). This supersedes the Tentacles III ability, and all number of uses and time between uses still count, although the line may still be used if wished.
Table: The Tentacle Master
No side is stronger, no element supreme, no gender greater. In order to attain true understanding and power, both sides of the coin must be viewed, both arguments heard. In duality there is power, by combining the advantages of each side or element, harmony can be achieved.
In some tribal or primitive cultures, some shamans choose to become members of the opposite sex, wearing their clothes and observing their rituals in order to improve the potency and versatility of their magic, even being treated by other members of the tribe as the gender they have become.
Some eastern cultures will have similar practices, as the priests hope to attain harmony through balancing forces known to them as the Yin and Yang.
Most Transgender shamans come from the ranks of Clerics and Druids, although anyone who can cast divine spells will eventually qualify. Paladin Transgender shamans are unheard of though, due to the questioning of their alignment.
Transgender shamans are usually found as well respected members of a tribe or temple, who are sought by others for their advice which is given from different perspectives.
Hit Die: d6
Skill Points at Each Level: 2 + Int modifier
Weapon and Armor: The Transgender Shaman gains no additional weapon or armor proficiencies.
Spells per Day: When a new Transgender Shaman level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Transgender Shaman, he must decide to which class he adds the new level for the purposes of determining spells per day.
I (Ex): As the Transgender shaman advances in level, physical
and mental changes will occur, resulting in traits normally found
in the opposite sex. At first level, a Transgender shaman will acquire
a change in voice, becoming deeper if female and higher if male.
In either case, the voice will be recognisable as neither male nor
female. The character gains a +2 bonus on Disguise checks to impersonate
the opposite sex.
II (Ex): The physical changes become even more prominent, males
will gain enlarged breasts and hips, while females will gain facial
hair. The Transgender shaman gains a +2 bonus to disguise checks
when impersonating the opposite sex.
III (Ex): The Transgender shaman is now a true hermaphrodite,
something almost unheard of in nature, looking neither wholly female
nor male, but treated by all onlookers as the gender they are attracted
to. The sexual organs now become fully functional reproductively.
The Transgender shaman is now affected by any extraordinary, supernatural,
spell or spell-like abilities as both sexes. Any spell or power
useable by the Transgender shaman which only affects one sex will
now work on the opposite with no penalty.
Channel opposite energy (Su): The Transgender shaman can now channel energy in the opposite fashion to what he did before i.e. a good cleric who takes this class can now rebuke/command undead and channel negative energy and vice versa for evil clerics. The act of channelling will not change the alignment of the character, but the reason of use may.
Greater understanding (Su): By tapping into their first hand knowledge of the opposite sex, the Transgender shaman can cast any spell with the [charm] or [compulsion] descriptor at +1 caster level and +1 DC against them.
Opposite descriptor (Su): The Transgender shaman may now cast spells from his or her spell list which are normally restricted by alignment, such as spells with the Good, Evil, Chaos and Law descriptors. The act of casting the spells does not change the Transgender shaman's alignment, but the application of the spells may.
Opposite Domain (Su): Complementing their powers, the Transgender shaman receives a bonus domain which is opposite in philosophy to one of their existing domains. This domain is bestowed even if the Transgender shaman's deity does not grant it, and casting spells from the domain will not incur the deity's wrath or displeasure. If an opposite domain does not exist or the character was not a cleric, work with the DM to come up with an appropriate choice.
Energy substitution (Su): The Transgender shaman gains the Energy substitution metamagic feat for free even if the prerequisites are not met.
Spontaneous substitution (Su): The Transgender shaman can spontaneously cast any spell prepared that has an energy type as if it was prepared with the Energy substitution feat. The Transgender shaman chooses the new energy type upon casting the spell, which takes no longer than usual.
Table: Transgender Shaman
They say that pain and pleasure are just two side of the same coin. They say that to feel pain is to know that you are alive. They say that the sweetest of things can only be appreciated if you know of the other side of things...
A born masochist knows that all of these things are true, knows that they are correct on a deep and intimate level. While some people might enjoy some mild pain mixed with their pleasure to give it 'spice', a born masochist has embraced this tendency within themselves wholeheartedly. Pain becomes for them not something to be feared an avoided, but something which can be as enjoyable as any pleasure.
Surprising, for a point of view that requires intense mental focus, there are not many spell casters who become born masochists. Most of the members of this prestige class are fighters, with a leavening of barbarians, monks and rangers in the mix.
Grappling or brawling barehanded with a born masochist can be an exercise in futility when they simply grin while being beaten black and blue, relaxing into submission holds and painful contortions with a lazy smile before reaching out to return such things in kind.
Hit Die: d12
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: A born masochist one gains no additional proficiencies in any weapon or armor.
Love of Pain (Ex): If a born masochist suffers pain or subdual damage, anyone using Sexual Prowess on them that round gains a bonus equal to twice the subdual damage suffered with a minimum bonus of +1. This bonus does not stack with that from the Masochist kink.
Pain to Pleasure (Ex): A born masochist may add a bonus equal to their number of ranks in Concentration to any checks involving resisting or enduring pain. Conversely, any check to torture them has it's DC increased by that same amount.
Tolerate Abuse (Ex): Solely for determining how much subdual damage the born masochist can take before becoming staggered or unconscious, a born masochist adds their Fortitude save bonus to their current hit point total.
Toughness: At 3rd level the born masochist receives the Toughness feat an additional time as a bonus feat.
Withstand Abuse (Su): The born masochist gains a damage reduction of 1/~, which does not stack with any other source of damage reduction. For purposes of calculating the bonus from the Love of Pain class ability, the total damage is not reduced though. Additionally, any wounds suffered by the born masochist will heal without leaving scars.
Table: The Born Masochist
To some their hands or eyes are not the most important thing. No, there are those who in their heart of hearts believe that their mouth is their best asset even if they would not admit it out loud. After all, with but your lips and tongue you can speak of a thousand things, taste the salt of the sea, voice the words to warm someone's heart, or to bring them to the heights of pleasure...
A sweet tongue is one of these people who have focused on all these things, but most especially the last.
Most of those who are members of this prestige class are bards, although there are a number of rogues, experts and a smattering of individuals from other classes. This might be due to some inherent irony that some singers feel towards using their "best asset" in such a manner, or perhaps it could be a more pragmatic matter of how such dedicated practice of the mouth and tongue can improve ones singing voice...
Hit Die: d4
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: A sweet tongue gains no additional proficiencies in any weapon or armor.
Silver Tongue (Ex): The Sweet Tongue gains the listed bonus as a competence bonus to relevant checks when performing oral sex or kissing and to any Charisma or Charisma-based checks you make where your voice can be heard.
of Delight (Ex): You may always opt to take 10 on any checks
to pleasure someone using your mouth, even when time and circumstances
would not permit this.
Tongue (Ex): When performing oral sex, you may use the Teasing
Lover sex trick even if you do not know it. If you do know that
Sex Trick then your may perform it using oral sex a number of times
in a row equal to your ranks in Sexual Prowess plus twice your bonus
from the Oral Focus sex trick.
Beguiling Words (Ex): A sweet tongue may now apply their Silver Tongue bonus to the DC of saves made against and the effective caster level of any language based spell or spell-like abilities that you use.
Velvet Tongue (Ex): When performing oral sex or kissing, you may choose to apply your Silver Tongue bonus to either your partner's arousal check or the DC of that check.
Kiss (Su): You may always opt to take 20 on any checks to pleasure
someone using your mouth, even when time and circumstances would
not permit this.
Table: The Sweet Tongue
and pleasure," began Alrue, "Have a power all their own.
They can fuel happiness. They can create life. To some - like me
- they are magic. Learn to see the flow of love. Learn to breathe
it, and to live it. Make it yours. Love is all you need."
The eromancer is a mage who has tasted the flow of love and pleasure across the fabric of reality. A master of ritualistic sex magic, he can bestow great boons and heal horrible wounds with an intimate touch, creating magic through the sheer power of his erotic spirit. Frequently acting at odds with established authority, they're also blessed with skill for the roguish arts of running away, hiding, and looking good doing it. Although most eromancers were originally bards, who seem to have a natural affinity for the power of passion, wizards, sorcerors, clerics of the gods of pleasure, or powerful druids of certain primal sects also take this path occasionally.
As PC's, eromancers usually serve to "buff" other party
members before engaging in significant encounters using their sexual
ritual magic, as well as occasionally serving as the charismatic
"face" of the party. As NPC's, eromancers vary significantly
depending on their previous class.
Hit Die: d6
Balance, Bluff, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Knowledge (all skills, taken individually), Move Silently, Perform, Sexual Prowess, Speak Language, Spellcraft, Tumble
Skill Points: 4 + Int modifier
Weapons and Armor: The Eromancer does not receive any additional proficiency in wepaons and armor.
Spells per Day: When a new Eromancer level is gained (except level 3, 6 and 9), the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Eromancer, he must decide to which class he adds the new level for the purposes of determining spells per day.
Eros Focus (Ex): The Difficulty Class for all saving throws for spells with the Erotic descriptor cast by you increases by +2. This doesn't stack with Spell Focus, or any other "Focus" feat.
Master of Eromancy (Su): Because of your burning passion, you count as more than one participant for the purpose of Sexual Ritual Magic. Specifically, you count as your Master of Eromancy level +1. For example, a 4th level Eromancer counts as 3 participants for the purpose of Sexual Ritual Magic.
Enduring Sex: You can apply the Extend Spell feat to Sexual Ritual spells that you cast even if you don't have that feat, although it increases the spell slot required normally. If you have the Extend Spell feat, you can apply it to your Sexual Ritual spells without increasing the level of the spell slot the spell requires.
Perfect Sex (Su): You can apply the Maximize Spell feat to Sexual Ritual spells that you cast even if you don't have that feat, although it increases the spell slot required normally. If you have the Maximize Spell feat, you can apply it to your Sexual Ritual spells without increasing the level of the spell slot the spell requires.
Nexus of Passion (Su): The fire of your sexuality increasing to a glorious flame that inspires others to incredible new heights of love and desire. All participants in a Sexual Ritual spell that you cast are considered to have Master of Eromancy 1.
Table: The Eromancer
Sorn: I kinda like this class. Let's flesh that out.
Hit Die: d8
2 + Int Mod/level
Sorn: I kinda like this one... but could work for women as well (vs. males) The name is a little dorky, so how about 'Lady's Man'.
Base attack bonus Fort Ref Will SpecialSpells per day
Sorn: Has potential, but let's rework that as a more general PrC to go with the True Love feat.
Base attack bonus Fort Ref Will Special Spells