The Sign of One has a simple philosophy, but one that leads to complicated
affects, and many cutters thinking their stuck-up egoists. Signers
believe that one of them is the true center of the multiverse, and that
person's imagination is responsable for all existance. The problems
come up in that each Signer believes that he or she is that center of the
multiverse. Only one could be right, but it continues to work somehow.
They believe that they can make things happen, and strangely, reality does
seem to prove them right more often than not. To make it to this
level of membership (the Signer prestige class), a cutter must make predictions,
register them at Hall of Speakers, and have them come true. Their
egos are huge, but when the planes could bend to your beck and call, wouldn't
you be?
Hit Dice: d4
Requirements:
* Alignment: Any except Lawful Good or Lawful Neutral
* Base Will Save: +6
* Concentration Skill: 10 Ranks
* Must be able to cast arcane or divine spells
Class
Skills:
The class skills of the Signer (with key attribute) are: Bluff (Cha), Concentration
(Con), Craft (Int), Intuit Direction (Wis), Knowledge [local] (Int),
Knowledge [planes] (Int), Perform (Cha), Profession (Wis), Scry (Int),
Sense Motive (Wis), and Spellcraft. Signers get 4 + Int Modifier
per level.
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Class
Features:
All the following of the Signer prestige class:
Weapon and Armor Proficiency: Characters who take a level
of Signer gain no special proficiency with weapons, armor, or shields.
Reality Perception: Because of a Signer's close relationship
with the Truth, all Signers gain a +2 competance bonus to will saves against
illusions. Also, when a Signer first interacts with an illusion,
she gets an automatic will save to detect its true existance. (Ex)
Imagining: This unique power harnesses the Signer's innate
control of the multiverse. A signer may use this power to imitate
any spell from any spell list the Signer has access to of the Signer's
class level minus one (ie. First level Signers can imagine 0-level effects,
while 6th level Signers can imagine 0 level to 5th level effects).
This spell-like ability takes effect as if cast by a caster equal to the
Signer's character level. To use the power, a Signer must make a
full round action and pass a Concentration check with a DC equal to 16
+ spell effect level . The DC raises for each successful previous
use of Imagining in the day by 5. Thus imitating mage hand
(level 0) at the beginning of the day require a DC=16, then imagining a
prestidigitation (level 0) requires a DC=21, etc. A failure indicates
that nothing happens. Imagining is not without its risks however.
A critical failure (natural 1 rolled) indicates doubting one's own existance.
If the spell being imagined is level 4 or less, the Signer becomes a shadow
conjuration (as the spell) of themselves, going to 20% of their proper
hit points, among other effects. They may try once per day, starting
with the next day, to Imagine themselves back to existance (DC=16).
If the critical failure occures when imitating a spell 5th level or higher,
the Signer is so effective in her imagination that she imagines herself
out of existance completely. The only way to return to existance
if this happens is with a wish or miracle spell, or being
imagined back into existance by another Signer of equal or higher class
level.
Augury: Signers of at least 3rd level can, as a full
round action, activate this spell-like ability as if she had cast augury
from the Player's Handbook. The effect is as if cast by a cleric
of the Signer's class level. This augury doesn't go to a diety specifically,
but taps the inner reality of the Signer.
Divination: A 5th level or greater Signer can, as a
full round action, activate this spell-like ability as if she had cast
divination from the Player's Handbook. The effect is as if
cast by a cleric of the Signer's class level. This divination doesn't
go to a diety specifically, but taps the inner reality of the Signer.
Speaker's Key Award: At 7th level, the next time the Signer
returns to the Hall of Speakers, she is awards a speaker's key by the faction.
Speaker's Key: This magic item is an ornate choker of silver
and pearls. It gives the wearer a +4 initive in verbal situations,
and all creatures can clearly hear and understand (as the tongues
spell) the speaker up to 1,000 feet away. Also, all listeners must
make a Will save (DC=13) or find their thoughts agreeing with the speaker,
as if charmed by a charm person spell.
Scrying: At 9th level, a Signer gains the ability,
as a full round action, to activate this spell-like power as if she had
cast scrying from the Player's Handbook. The effect is as
if cast by a cleric of the Signer's character level.
Any comments on the above would be appreciated: DUgorek@hotmail.com