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Goblin Funky Prestige Class

Originally posted as a Live Journal Entry by mrteapot

Requirements:


Race: Any monstrous humanoid with a CR of less than 1. Base Reflex Save: 3 Skills: Alchemy 6 ranks or Knowledge (Arcana) 6 ranks Use Magic Device 6 ranks Feats: (Spellcaster Support or Alertness), Failed Apprenticeship, Evasion

Details:

Hit die: d6

Class Skills The Goblin Flunky’s class skills are Alchemy(Int), Balance(Dex), Begging (Cha), Climb(Str), Craft(Int), Decipher Script(Int), Disable Device(Int), Escape Artist(Dex), Gaming (Wis), Hide(Dex), Jump(Str), Knowledge(Arcana)(Int), Knowledge (Goetia) (Int), Listen (Wis), Perform(Cha), Profession(Wis), Read/Write (Int), Ride(Dex), Run (Str/Con), Sense Motive(Wis), Spellcraft(Int), Swim(Str), Use Magic Device(Cha)

Skill Points per Level: 6 Int modifier

Class Features The following are class features of the goblin flunky.

Weapon and Armor Proficiencies: The goblin flunky does not gain any new weapon or armor proficiencies.

At 1st level, if the Goblin Flunky does not have it, he gains the Spellcaster Support feat.

Yes, Master: Upon achieving 1st level, the Goblin Flunky must choose an arcane spellcaster to be the flunky to. The Goblin Flunky receives a penalty to saving throws against Enchantments cast by that spellcaster, dubbed the Master. This penalty is equal to the Goblin Flunky’s levels in Goblin Flunky. At 3rd level, and every other level thereafter (5th, 7th, 9th) the Master chooses an additional school of magic the penalty applies to. At 10th level, the penalty from Yes Master applies to all spells cast by the Master on the Flunky.

The Goblin Flunky is true to his Master. The Goblin Flunky cannot change Masters unless the first should die. In that case, the Goblin Flunky must find another Master. Until they locate a new Master, the Goblin Flunky is unable to use any of their class abilities granted by Goblin Flunky levels. A Goblin Flunky who chooses to leave their Master can never gain any more levels in Goblin Flunky and loses all abilities granted by this class. They still retain the penalty on saving throws versus spells cast by their former Master, though.

Familiar Abilities: If the Master does not have a familiar, and is eligible to take one (from having lost one or just having taken the Find Familiar ability), the Goblin Flunky can take its place. The Goblin Flunky gains the Special Abilities (but not the Armor Bonus or Intelligence) that a Familiar would, based on the Master’s level. The only exceptions are Speak with Master and Speak with Animals of its kind, which the Goblin Flunky does not receive.

No Thought: The Goblin Flunky follows orders without any thought. As long as the Goblin Flunky is following direct orders from the Master, they receive spell resistance equal to 10 their Goblin Flunky level minus their Wisdom modifier (thus, a negative ability modifier improves your spell resistance total) against divination spells attempting to find out what the Goblin flunky is thinking or doing (such as Detect Thoughts). The Goblin Flunky also applies their Goblin Flunky level as a negative modifier to any Sense Motive checks directed at them while they are following direct orders.

Aid Master: At 2nd level, the Goblin Flunky can use her own personal energy to empower their Master’s spell. The spell is treated as if the Master had used the Empower Spell metamagic feat, including the longer casting time. The Goblin Flunky can use this ability once per day at 2nd level, twice per day at 4th level, three times per day at 6th level and four times per day at 8th level. He must make a Spellcraft check (DC 15) to enhance the spell. A failed check does not count as a use of the ability. Empowering a spell like this is a standard action.

At 8th level and above, the Goblin Flunky can apply the Maximize Spell Feat to spells cast by the Master instead. The Spellcraft DC is 20, and is likewise a standard action. He can both Maximize and Empower a spell cast by the Master, with a Spellcraft DC of 30, but this is a full-round action. She must decide before any applicable dice are rolled whether she wishes to maximize or empower a spell. The Goblin Flunky cannot empower an already empowered spell, nor maximize an already maximized spell.

You Get Used To It: Beginning at 3rd level, the Goblin Flunky gains a bonus on all saving throws against spells and spell-like effects not cast by their Master. This bonus is 2 at 3rd level, 4 at 5th level and 6 at 7th level.

Quick! The Boss is Coming!: Three times per day, the Goblin Flunky of 6th level or higher can become a burst of speed, allowing them to perform actions quickly with more clarity. For a single round, the Goblin Flunky can act as if under the effects of a haste spell.

Magical Tolerance: At 9th level, the spell resistance the Goblin Flunky gains from No Thought is expanded to protect against all spells not cast by the Master.

As Helpful As Possible: A Goblin Flunky of 10th level or greater learns to cover his own ass. She can use her highest ability score when making a skill check, attack roll, damage roll, or saving throw, in place of the ability modifier she would normally use. Thus, she could add her Dex modifier to a Will Save, or add Charisma modifier to her damage roll. The Goblin Flunky can use this ability a number of times per day equal to her highest ability score modifier.

The Goblin Flunky

LevelBABFortRefWillSpecial
1 0 2 2 0 Yes, Master, No Thought, Familiar Abilities
2 1 3 3 0 Aid Master 1/day
3 1 3 3 1 You Get Used To It 2
4 2 4 4 1 Aid Master 2/day
5 2 4 4 1 You Get Used To It 4
6 3 5 5 2 Quick! The Boss is Coming!, Aid Master 3/day
7 3 5 5 2 You Get Used To It 6
8 4 6 6 2 Aid Master 4/day
9 4 6 6 2 Magical Tolerance
10 5 7 7 3 As Helpful as Possible, Aid Master unlimited


Created by blacksol. Last Modification: Sunday 01 of February, 2009 04:40:40 EST by blacksol.

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