Author Topic: Candysmith (3.5 martial adept prc)  (Read 4354 times)

Offline sirpercival

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Candysmith (3.5 martial adept prc)
« on: May 19, 2013, 03:45:09 PM »
Originally written for the GitP PrC Contest XL: Based on a Bestseller

CANDYSMITH

Inspired by Willy Wonka.




Invention, my dear friends, is 93% perspiration, 6% electricity, 4% evaporation, and 2% butterscotch ripple.

You are an extraordinary person, who has discovered all there is to know about chocolate and other fine candies.  You know so much about them that you can wreak havoc on your opponents with your delectable delicacies.

BECOMING A CANDYSMITH
A Candysmith begins life learning how to concoct brews of various types, usually as a Warcrafter (though other means of entry are possible).  When he is ready, he begins to delve into the world of chocolate and sugar.

ENTRY REQUIREMENTS
Skills: Bluff 4 ranks, Craft (Alchemy) 8 ranks, Profession (Chocolatier) 5 ranks
Feats: Brew Potion
Maneuvers: 3 Mystic Brew maneuvers, one of which must be 3rd level or higher
Special: Craft Construct feat or Craft homunculus class feature

Class Skills
The Candysmith's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (arcana, architecture & engineering, the planes) (Int), Martial Lore (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Hit Dice: d10


LevelBABFortRefWillSpecialM.KnownM.ReadiedStances
1st +0+0+2+2Chocolatecraft, Oompa Loompa (1)100
2nd +1+0+3+3The Inventing Room000
3rd +2+1+3+3Oompa Loompa (2), Sweet Talk100
4th +3+1+4+4Chocolatecraft, Loompasong001
5th +3+1+4+4Oompa Loompa (3), Wonka-vite010
6th +4+2+5+5Everything is Eatable, Slugworth100
7th +5+2+5+5Chocolatecraft, Oompa Loompa (4)000
8th +6+2+6+6Improved Loompasong, Mint & Licorice001
9th +6+3+6+6Oompa Loompa (5), Vita-wonk100
10th+7+3+7+7Chocolatecraft, The Candyman Can010

Weapon and Armor Proficiencies: A Candysmith gains no new weapon or armor proficiencies.

Maneuvers: At 1st, 3rd, 6th, and 9th level, you gain one new maneuver known from the Glass Elevator or Mystic Brew disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Candysmith levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 5th level and 10th level, you gain an additional maneuver readied per day.

Stances Known: At 4th and 8th level, you learn a new martial stance from the Glass Elevator or Mystic Brew disciplines. You must meet a stance’s prerequisite to learn it.

Chocolatecraft (Ex): At 1st level, and again at 4th, 7th, and 10th levels, you may choose to exchange one maneuver you know of any discipline for a Glass Elevator maneuver of the same level, provided you meet the prerequisites.  If you do not, you instead gain a cumulative +2 competence bonus to Craft (Alchemy) and Profession (Chocolatier) checks.

Oompa-Loompa (Ex): You learn to call upon the services of a tiny little man from a far-off land.  Functionally, you gain the ability to create an Oompa-Loompa, a special kind of homunculus (see below).  At 1st level, you may have 1 Oompa-Loompa in your service at any given time; you may have an additional Oompa-Loompa in your service at every odd level (i.e., 2 at 3rd level, 3 at 5th, and so on).

Oompa-Loompae
(click to show/hide)

The Inventing Room (Ex): As a candysmith, it is important that you stay at the bleeding edge of your field, concocting new and strange confections for your customers to swoon over. Beginning at 2nd level, you gain the Item Creation ability of a Warcrafter.  If you already had this ability, instead you add half your Candysmith level (rounded down, minimum 1) to your Warcrafter or Artificer level (if any) to determine your Craft Reserve (which only resets when you gain a full effective level in Warcrafter or Artificer, instead of on half-levels).

Sweet Talk (Su): You have the gift of gab, clouding your meaning among flowery phrases and apt quotations. When you reach 3rd level, you can roll twice whenever you make a Bluff check, and take the better result.

Loompasong (Su): Starting at 4th level, your Oompa-Loompae begin to realize their musical talents (for all know that Oompa-Loompae are consummate performers). Once per day per two class levels, as long as there are at least 2 Oompa-Loompae present, you may expend a readied (and unexpended) maneuver as an immediate action during the Oompa-Loompae's turn. If you do so, the Oompa-Loompae initiate a bardic music ability chosen from the list below, with an effective bard level (and ranks in Perform) equal to the number of Oompa-Loompae present plus the level of the expended maneuver.
  • Counter Fear (RoS 147)
  • Fascinate (SRD)
  • Inspire Competence (SRD)
  • Inspire Courage (SRD)
  • Inspire Defiance (RoS 147)
  • Healing Hymn (CC 47)

Wonka-Vite (Su): At 5th level, you concoct a formula which allows you to perceive creatures as their younger selves -- guileless and without forethought or responsibility. Any creature that attempts a Charisma check or Charisma-based skill check against you suffers a penalty equal to your class level to its roll.

Everything is Eatable (Ex): By 6th level, you have discovered how to make a delicious and refreshing version of just about everything -- including magic.  As an immediate action, you can expend a readied (and unexpended) maneuver to attempt to counter a spell that you've identified with Spellcraft, as long as the maneuver is of the same level or higher as the spell.  You counter the spell as though using greater dispel magic as a caster of your initiator level.  If the counterspell attempt is successful, you gain temporary hit points equal to twice the caster level of the spell.

Slugworth (Ex): You have been often imitated, but never duplicated. Your competitors try so hard to recreate the special blend of magic and madness that comes naturally to you, but they always come just short.  Starting at 6th level, you gain a measure of resistance against martial maneuvers.  Whenever you are targeted by a maneuver which does not come from the Mystic Brew or Glass Elevator disciplines, the initiator of that maneuver must make an Initiator level check (DC 11 + your Initiator level) or fail to affect you with that maneuver.  You take no damage from any successful attacks made as part of initiating the maneuver, and suffer none of the additional effects of the maneuver.  You may activate or deactivate this ability as a free action.

Improved Loompasong (Su): Beginning at 8th level, your Oompa-Loompae have grown more skilled at spinning their dulcet voices into tapestries of song.  Add the following Bardic Music effects that the Oompa-Loompae can create with your Loompasong ability:
  • Inspire Arcana (RotD 110)
  • Inspire Greatness (SRD)
  • Phantasmal Song (RoS 147)
  • Spellbreaker Song (CM 35)
  • Suggestion (SRD)

Mint & Licorice (Su): Soothing mint and fortifying licorice form a potent combo in your hands. Starting at 8th level, allies within 30 feet of you receive a bonus to saves vs ability damage, death effects, disease, energy drain, exhaustion, fatigue, poison, nausea, and sickness equal to your Charisma modifier.

Vita-Wonk (Ex): By the time you reach 9th level, your mastery of the age of your customers has grown significantly. You have created a concoction which enables you to perceive creatures as they will be in their twilight years. Creatures that attack you in melee combat suffer a -6 penalty to Strength, Dexterity, and Constitution for the duration of their attacks against you. Creatures which are explicitly immune to penalties due to aging are immune to this ability.

The Candyman Can (Ex): Who can take tomorrow, dip it in a dream, separate the sorrow and collect up all the cream? That's right, you can -- the world tastes good because you think it should. At 10th level, you have learned to impose your (often warped) will on your surroundings. You continuously project an aura which duplicates the effects of the mirage arcana spell, to a radius of 20 feet. The DC to disbelieve the illusion is equal to 10 + 1/2 Initiator level + Cha modifier. 

In addition, you can expend a readied (and unexpended) maneuver as a swift action at any time to lend chocolatey substance to your delusions.  When you do so, you can create up to 20 cubic feet of material in any configuration within the range of your aura, which lasts for a number of rounds equal to the level of the expended maneuver.  The substance makes some portion of your aura solid, causing the created material to count as a Shadow effect instead of a Glamer effect.

PLAYING A CANDYSMITH
The primary goal of every Candysmith is to bring joy, merriment, and a healthy helping of sweetness and chocolate to every boy, girl, kobold, and ogre. The secondary goal of every Candysmith is to teach those boys, girls, kobolds, and ogres something about themselves in the process.

(Occasionally, yes, such teaching may cause the death of the learner. But hey, they learned that they weren't nearly tough enough to interfere with your schemes!)

Combat: As with other Mystic Brew warcrafters, you specialize in the offensive uses of your brews, and have added another dimension to your combat abilities with Glass Elevator maneuvers. Behold the power of candy!
Advancement: A Candysmith might learn to concoct even more bizarre creations by entering Master Alchemist or Alchemist Savant, or he might take more levels in Warcrafter to perfect his martial prowess; the most demented and inspired Candysmiths enter the Gadgeteer Genius class and build fantastic contraptions to distribute chocolate at high velocities towards their enemies.
Resources: With your exceptional Profession (Chocolatier) skill bonus, aided by your team of Oompa-Loompae, you can sell confections anywhere in the world! You should never want for employment. The Landlord feat is highly recommended for the construction of your personal candy factory.

CANDYSMITH IN THE WORLD
Snozzberries? Who ever heard of a snozzberry?

Candysmiths are regarded with awe and joy by children of every race, and with wonder (and often, resentment and fear) by adults. Purveyors of the finest whipped marshmallow, dark chocolate, and fruit jellies, a Candysmith is welcome in every town, and leaves behind bellies full of spoiled appetites... and maybe a little wisdom, or a few nightmares to help unruly children toward obedience.
Daily Life: As a Candysmith, you'll rise well before dawn, when it's time to make the donuts. Once that's complete, you'll prep other confections for the day, readying your Glass Elevator maneuvers, and then continue on your adventures, distributing chocolate and sugar by the morsel (and occasionally whoopass by the can).
Notables: The most famous Candysmith of all was Charles P.O. Bucket, heir to the Wonka Factory and all its amazing inventions. While Wonka himself was known worldwide as an eccentric genius, Bucket surpassed his benefactor and friend, becoming the first to codify and truly master the Glass Elevator. Bucket's accomplishments also include the Chocolate Rights Movement, the taming and settling of Loompaland, and the creation of the Ultimate Candy, which currently resides in a private collection.
Organizations: Most Candysmiths don't like to work with others of their kind, instead jealously guarding their recipes and inventions from prying eyes. However, they're happy to work with party members of other occupations, and keep said allies well-supplied with delicious desserts.

NPC Reaction
"Mom! Dad! The Candy Man is here! Can I get something, please? PLEASE PLEASE PLEASE PLEASE PLE -- YAY!!!!!"

CANDYSMITH IN THE GAME
In play, a Candysmith is a gimmicky martial adept who can specialize in any of offense, defense, or (especially) support. The particular party role depends entirely on which maneuvers the Candysmith learns.
Adaptation: While the fluff of this class has been designed heavily to represent the inspiration (as is appropriate for the contest), it can be refluffed with a little effort. In a gritty cyberpunk game, the Candysmith could be peddling drugs with fanciful names, which have beneficial or detrimental effects on the consumer. In a fantasy campaign rife with primitive cultures, the Candysmith could be a tribal witch doctor creating strange concoctions. In a spacefaring sci-fi adventure, a Candysmith could be a member of an alien race, creating genetically engineered nano-organisms to create effects in his enemies and allies.
Encounters: An NPC Candysmith is likely to be a somewhat benevolent, entirely demented force of nature, pulling strings through manipulation of public opinion and distribution of obsessively delicious candies.

Sample Encounter
EL 12: The public image of Count Chocula is of a benevolent breakfast merchant, making delicious cereals for children everywhere to enjoy when they wake. However, this alimentary empire is a front for more sinister dealings: hidden in the proprietary chocolate formula of every cereal box produced by Chocula's hidden army of Oompa-Loompa drones is a psychotropic drug. This agent is designed to create restlessness and wanderlust in youngsters, pushing them toward the adventuring life, and leading them on a long and winding road, to find themselves prostrated on the cocoa-dusted floor of Chocula's Palace of Rich Delight. There Chocula feasts on the souls of these poor misguided fools, giving him strength to brew new batches of his "medicine".

Count Chocula
LE Male Vampire Elf Warcrafter 6/Candysmith 4
Init +5, Senses: Listen +9, Spot +9,
Languages Common, Elven, Dwarven, Gnome, Infernal
------------------------------------------------
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 55 (10d10 HD)
Fort +6, Ref +11, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Slam +13 melee (1d6+4 bludgeoning plus energy drain)
Base Atk +9, Grp +13
Atk Options Energy drain, blood drain, Mystic Brew & Glass Elevator maneuvers
Combat Gear A large selection of potions & elixirs
Maneuvers Readied Alchemical Capsule, Candy-Coated Pencils, Has-Beans, Honeycombs and Brushes, Incompetent Fools, Mixed Brew, Splash Brew, Wild Alchemy
Stances Defer Brew, Eatable Marshmallow Pillows, Shotgun Brew
Supernatural Abilities Children of the Night, Dominate, Create Spawn, Loompasong
-----------------------------------------------
Abilities Str 18, Dex 20, Con –, Int 18, Wis 12, Cha 18
SQ Alternate Form, Damage Reduction 10/silver and magic, Fast Healing 5, Gaseous Form, Cold and Electricity Resistance 10, Spider Climb, Turn Resistance +4, Undead Traits, Elf Traits, Oompa-Loompa (2), The Inventing Room, Sweet Talk, Item Creation, Craft Reserve, Quick Fingers, Retain Essence
Feats Blade Meditation, Brew Potion, Craft Construct, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Disturbing Confection, Scribe Scroll, Upgraded Alchemy
Skills Craft (Alchemy) +17, Profession (Chocolatier) +17, Bluff +25
Possessions Lots of potions & elixirs, lots of breakfast cereal

« Last Edit: May 19, 2013, 03:51:52 PM by sirpercival »
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Offline sirpercival

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Re: Candysmith (3.5 martial adept prc)
« Reply #1 on: May 19, 2013, 03:50:41 PM »
Glass Elevator

Key Skill: Profession (Chocolatier).
Discipline Weapons: Club, quarterstaff, spear, sword-cane.

Feats
(click to show/hide)

Maneuver and Stance list
(click to show/hide)

Maneuver Descriptions
(click to show/hide)

Items
(click to show/hide)
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.