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[3.5 PrC]The Red Sisters [HoZ]

Game design for the d20 system

[3.5 PrC]The Red Sisters [HoZ]

Postby Lord_Gareth » Mon Feb 28, 2011 11:58 am

OOC Note
This prestige class is a work in progress; this post is currently a placeholder for my ideas. It is in no way a sanctioned or approved part of the Hourglass of Zihaja, and has not been reviewed or approved by its build team.

Red Sister

"Nothing is true. Everything is permitted."
Jasmine Thorne, a Red Sister

The Red Sisters are a sect of warrior-assassins devoted to Maqur, notable for only recruiting and training women. Nominally, organizations dedicated to the Red Poison don't last long in their specific incarnations, and it is true that the Red Sisters are a fairly recent phenomenon, having only come into existence some scant thirty years ago. Nonetheless, they

Becoming a Red Sister
How you would normally become a member of this prestige class.

Alignment: Chaotic Neutral, Chaotic Evil, or Neutral Evil
Base Attack Bonus: +5
Gender: Female
Patron Deity: Maqur
Skills: Intimidate 9 ranks, Knowledge (Local [Any City]) 6 ranks
Special: Sneak Attack +2d6
Special: The character must betray a close friend or family member for selfish gain or offer a close friend or loved one in fiery sacrifice to Maqur.

Class Skills
The Red Sister's class skills (and the key ability for each skill) are:
Skills Points at Each Level: x + int

Hit Dice: D8
LevelBase Attack
1st+1+2+2+0Sense the Unrighteous, Treachery's Sting 1/Encounter
2nd+2+3+3+0Sneak Attack +1d6, Poison Use
3rd+3+3+3+1Maqur's Guile
4th+4+4+4+1Treachery's Sting 2/encounter
5th+5+4+4+1Coward's Glory, Sneak Attack +2d6
6th+6+5+5+2Armor of Lies
7th+7+5+5+2Treachery's Sting 3/encounter
8th+8+6+6+2Traitor's Roar, Sneak Attack +3d6
10th+10+7+7+3Treachery's Sting 4/encounter, Heartbreak's Blow

Weapon Proficiencies: A place to put the different proficiencies.

Sense the Unrighteous (Su): The first blessing of Maqur permits the Red Sisters to discern her workings in others. When a souled creature enters a fifteen foot radius of her, it must succeed at a reflexive (read: involuntary and automatic) Will save (DC 10 + the Sister's class level + the Sister's charisma modifier) or the Sister in question becomes immediately aware of their presence, if not their precise location (mechanically, the creature cannot surprise the Sister, but still benefits from concealment, cover, et cetera). The next round, if they are still within fifteen feet of the Sister, they must succeed at another reflexive Will save; failure indicates that the Sister knows if they harbor envy, hatred, or anger at one of their companions or loved ones. Failure at a third reflexive Will save the following round indicates that the Sister knows the full details of their malice, including at whom it is directed, its intensity, the reasons behind it, and how long it has festered within the creature's soul. The Sister's perception of any creature and its emotions ends immediately if it leaves a fifteen foot radius of her; a creature re-entering the radius is entitled to new saving throws.

Sidebar: When Not to Roll
Sense the Unrighteous easily has the potential to bog down the game with multiple saving throws. It is recommended that Dungeon Masters save the secondary rolls for NPCs that actually have something to hide or for cases where the player characters are being especially paranoid or investigative in order to maintain the smooth running of the game. Dungeon Masters that wish to are, of course, free to roll however so many times they like.

Treachery's Sting (Ex):

Sneak Attack (Ex): At second level, the Red Sister's sneak attack damage increases by 1d6. It increases by an additional 1d6 at fifth level, then again at eighth level. See the Rogue class feature.

Poison Use (Ex): At second level, the Red Sister becomes trained in the use of poisons, and never risks accidentally poisoning herself when applying poison to a weapon.

Maqur's Guile (Su): A Red Sister of third level or higher gains a measure of Maqur's Guile, allowing her to add her Intelligence modifier as a competence bonus on Bluff, Intimidate, and Sense Motive checks. Additionally, she can get a feel for an urban center simply by feeling the pulse of its crowds and society; she can apply her Knowledge (Local) to any city that she's spent at least three consecutive days within.

Brief description on how to play the class you are designing.
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