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> New Prestige Classes III, My feelings exactly.
Two Rivers Wolfbrother
Posted: Jun 7 2004, 12:26 PM
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QUESTIONER

The Children of the Light are perhaps the staunchest opponents of the Dark. They seek, more than any other organization, the darkfriends of the world to thwart, defeat, and punish them. The Questioners are called to detect these darkfriends. Known for their intimidating and even brutal methods, they manage to "find" many.
Many Questioners were once armsmen, but this is simply because of the fact that most Children of the Light are or were armsmen. Many Questioners were once nobles, wanderers, or dai'dore. Once in a very great while a scholar or woodsman will become a Questioner. Few mariners become Questioners. Wilders and initiates never do.
Questioners can often be found in Whitecloak encampments

Hit Die: d6.
Requirements
To qualify to become a Questioner, a character must fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Gather Information 8 ranks, Intimidate 8 ranks.
Feats: Investigator, Persuasive.
Special: Must belong to the Children of the Light organization.

Class Skills
The Questioner's class skills (and the key ability for each skill) are Bluff (Cha), Craft (any) (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (any) (Int), Ride (Dex), Search (Int), Sense Motive (Wis), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.


Table: The Questioner
Level Base
Attack
Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +2 +0 +2 Sense deceit, hatred
2nd +1 +3 +0 +3 Interrogator +2
3rd +2 +3 +1 +3 Sense truth
4th +3 +4 +1 +4 Interrogator +4
5th +3 +4 +1 +4 Sense darkness

Class Features
Weapon and Armor Proficiency: The Questioner is proficient with all simple and martial weapons, with all types of armor, and with shields.
Sense Deceit: The Questioner is very adept at detecting lies. When making a Sense Motive check, he gains a +4 circumstance bonus to oppose Bluff checks made during the duration of the use of this ability. This ability lasts a number of minutes equal to 1 + the Questioner's Charisma modifier. He may use this ability once per interrogation.
Hatred: The Questioner hates the Dark and anything he believes to be associated with the Dark. He gains a +1 bonus to all attack rolls, damage rolls, and saving throws made against Shadowspawn, suspected Darkfriends, and anyone who can use the One Power.
Interrogator: The Questioner gains this bonus to his Diplomacy, Intimidate, and Gather Information checks when interrogating a suspected darkfriend.
Sense Truth: The Questioner with this ability can now not only discern falshoods, but he can sense what the truth really is. Whenever the Questioner succeeds in a Sense Motive check that was made to oppose a Bluff check, he may make a Wisdom check (DC 10 + opponent's Charisma modifier). If the check succeeds, he gains a strong feeling of what the truth really is. If he fails, he gets a rather feeble, nonconclusive feeling that doesn't tell him anything. This ability may be used once per scene.
Sense Darkness: The Questioner with this ability can sense real darkness. When in the presence of a darkfriend, the GM makes a secret roll to determine if the Questioner feels the darkness of the dark creature or character. This is a Will save (DC 15 + the character's HD). Failure means nothing is fealt. Success means the Questioner knows, somehow, that the character is indeed a servant of the Dark One. This ability may be used once per encounter with the character in question.

SOVIN NAI

The Knife Hands are an Aiel Warrior society known for their hand-to-hand combat. Some warriors of this society gain abilities with fists and feet that make these fighters better without weapons than most combatants could ever hope to be with weapons.
Nearly all Sovin Nai are and were algai'd'siswai. The occasional dai'dore, woodsman, or armsman can become a Knife Hand, as can the rare noble or wanderer. Scholars rarely become sovin nai, while mariners rarely even see Aiel society let alone become a member of a warrior society. Wilders and initiates becoming Sovin Nai are unheard of.
Sovin Nai can be found among the rest of the Aiel in war parties, or even occasionally scouting if a Maiden of the Spear or a Brother of the Eagle isn't around to do it.

Hit Die: d10.
Requirements
To qualify to become a Sovin Nai, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Feats: Eyes in the Back of Your Head, Improved Unarmed Strike.

Class Skills
The Sovin Nai's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.


Table: The Sovin Nai
Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed Damage
1st +1 +0 +2 +0 Stunning Fist, algai'd'siswai abilities 1d6
2nd +2 +0 +3 +0 Unarmed Technique 1d6
3rd +3 +1 +3 +1 1d8
4th +4 +1 +4 +1 Unarmed Technique 1d8
5th +5 +1 +4 +1 1d10
6th +6 +2 +5 +2 Unarmed Technique 1d10
7th +7 +2 +5 +2 2d6
8th +8 +2 +6 +2 Unarmed Technique 2d6
9th +9 +3 +6 +3 2d8
10th +10 +3 +7 +3 Unarmed Technique 2d8

Class Features
Weapon and Armor Proficiency: The Sovin Nai is proficient with all simple weapons except swords, but not with armor nor shields.
Algai'd'siswai Abilities: The Sovin Nai may continue to follow the algai'd'siswai chart of progression to determine AC bonus and unarmored speed.
Stunning Fist: At 1st level, the Sovin Nai gains this feat for free, even if he doesn't meet the prerequisites.
Unarmed Techniques: At every even level, the Sovin Nai gains an unarmed technique. The following list includes multiple possibilities.
Advantageous Blow: When using the total defense tactic, the Sovin Nai may use this ability. If his opponent misses, he gains an attack of opportunity, although it is at a -4 penalty.
Catch Weapon: The Sovin Nai can choose to sacrifice his Dexterity bonus to AC and instead attempt to catch his opponent's weapon hand in his hand. He makes an opposed attack roll, and if his roll beats the attacker's, he may attempt to disarm his opponent.
Flying Kick: When making an unarmed attack and charging, the Knife Hand deals an extra 1d10 points of damage with the attack. This ability may be taken upon reaching fourth level or after.
Lunging Fists: If the Sovin Nai connects on two consecutive unarmed blows in the same round against an opponent, the opponent must move back five feet, and the Sovin Nai may move back five feet. This does not provoke an attack of opportunity.
Stabbing Hand: The Knife Hand choose to treat his unarmed strike as a piercing weapon instead of a bludgeoning one with this ability.
Sweeping Kick: The Sovin Nai can make a trip attempt against all opponents within range of his unarmed attack.
Whirlwind Kick: Immediately following a successful critical unarmed attack against an opponent, the Sovin Nai can make a second attack, albiet at a -2 penalty. This extra attack stacks with any additional attacks the Knife Hand would get that round, including Flurry of Blows.
Weakening Fist: The Sovin Nai can weaken his opponent with a single blow. With this ability, he can replace damage dealt with an unarmed attack and instead deal 1d6 points of damage to the opponent's Strength. This can only be used once per opponent. This ability may be taken after reaching 8th level.

This post has been edited by Two Rivers Wolfbrother on Jun 7 2004, 08:39 PM


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Kathax Mosail Rishaem
Posted: Jun 7 2004, 07:41 PM
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ya know, i think i really like the sovin nai as you have portayed them. i've been kind of wondering how i should go about creating the prc's for the aiel, since the wot rpg book has absolutely nothing about the aiel except for the basic background, the algai'd'siswai, and the wise ones. thanks for this post, it's given me some ideas.


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Two Rivers Wolfbrother
Posted: Jun 7 2004, 08:27 PM
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Well, I'm glad I could help! Truth be told, Aiel society's not my speciality. I'm glad you like it, though.


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Axel
Posted: Jun 7 2004, 08:43 PM
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Algai should be a PrC but that's another discussion....

Do you think the Questioner is portrayed correctly? I mean what they're really known for is torturing anyone who comes their way until the poor sod finally confesses because death is preferable to the continued pain.


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Two Rivers Wolfbrother
Posted: Jun 7 2004, 08:51 PM
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I think that this class is for ANY Questioner. They may be renowned for torturing, but I think that there could be some good, true Questioner who wants to find actual darkfriends, not just make people confess. This could be the torturer type, or a better, more honorable type. That's what I was going for. I'm not treating Whitecloaks as automatic badguys.

This post has been edited by Two Rivers Wolfbrother on Jun 7 2004, 08:57 PM


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Axel
Posted: Jun 7 2004, 09:09 PM
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Not so long as we can remember Geofram Bornhald you'd better not. But I think being an asshole is a requirement for being a Questioner.


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Two Rivers Wolfbrother
Posted: Jun 7 2004, 09:18 PM
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Alright, I see your point. All the Questioners in the books are complete jerks. However, all the Whitecloaks themselves are jerks. What if I wanted to play a good Whitecloak, or further still, a good Questioner.
Using torture devices isn't hard to do with any Prestige Class. I thought long and hard about making this a class ability, but then I realized that using torture devices is simply making an Intimidate check with tools, so I focused on that instead. The Book of Vile Darkness has a decent amount of info on using torture devices.
If you wanted to make a Questioner that was really good with torture devices, maybe you could, say, take five levels of wanderer, then maybe two or four levels of this PrC and use the benefit of the Interrogator ability.
Not all Questioners are going to have levels in this class. Just like not all thief takers have levels in that PrC.
That said, I will try to come up with maybe a class ability or two that is more torture device oriented.

This post has been edited by Two Rivers Wolfbrother on Jun 7 2004, 09:23 PM


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Two Rivers Wolfbrother
Posted: Jun 8 2004, 11:42 PM
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Does anyone else have anything to add? Do people agree that the Questioner should be different? What about the Knife Hand?


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Niveus
Posted: Jul 6 2004, 07:30 PM
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hmm the knife hand is very simular to the Der’al Jeihar that i came up with if you were going to make the name old tongue it would be Nai Har or Nai Sovin


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Two Rivers Wolfbrother
Posted: Jul 6 2004, 07:34 PM
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Yeah, I was thinking maybe Sovin Nai based on the Aiel warrior society.

This post has been edited by Two Rivers Wolfbrother on Jul 6 2004, 07:35 PM


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Niveus
Posted: Jul 6 2004, 07:43 PM
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QUOTE (Two Rivers Wolfbrother @ Jul 6 2004, 05:34 PM)
Yeah, I was thinking maybe Sovin Nai based on the Aiel warrior society.

very cool however the ail were as good as a man with a balde not better the max damage should be d10 not 2d8 give them flurry of blows instead or as i called it dance of battle "Sara’farGai"


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Two Rivers Wolfbrother
Posted: Jul 6 2004, 07:48 PM
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Hmm, good point. I'll consider it.


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Niveus
Posted: Jul 6 2004, 07:52 PM
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QUOTE (Two Rivers Wolfbrother @ Jun 7 2004, 07:18 PM)
Alright, I see your point. All the Questioners in the books are complete jerks. However, all the Whitecloaks themselves are jerks. What if I wanted to play a good Whitecloak, or further still, a good Questioner.
Using torture devices isn't hard to do with any Prestige Class. I thought long and hard about making this a class ability, but then I realized that using torture devices is simply making an Intimidate check with tools, so I focused on that instead. The Book of Vile Darkness has a decent amount of info on using torture devices.
If you wanted to make a Questioner that was really good with torture devices, maybe you could, say, take five levels of wanderer, then maybe two or four levels of this PrC and use the benefit of the Interrogator ability.
Not all Questioners are going to have levels in this class. Just like not all thief takers have levels in that PrC.
That said, I will try to come up with maybe a class ability or two that is more torture device oriented.

hmm lets see how about create a new class of weapons torture devices and allow questioners to have it at no cost (reflex there proficiency) just like all pepople can use a sword just not as good as an armsman so to can all people use a thumb screw just not as good as a questionar and all the weapon based feats would apply
when making attacks treat the victom as helpless and follow standard combat rules for torture.

thumb screws 2d4 subdual damage

the rack 2d6 leathal damage

mental torture would be the charismatic intimidate checks

etc...


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Two Rivers Wolfbrother
Posted: Jul 6 2004, 08:08 PM
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Actually, I have the Book of Vile Darkness, and it has stats for quite a few torture devices, and the use of them aren't based on class, they just add to Intimidate checks and some deal damage. I can post them if everyone really wants me to.


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Ashamans_Warder
Posted: Jul 7 2004, 01:09 AM
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I'd recommend that the Questioner needs to know or at least believe that the guy is a darkfriend or One Power user. When it clicks in his mind, he's coming after you with a vengence.


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Two Rivers Wolfbrother
Posted: Jul 7 2004, 03:06 AM
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You mean as a prerequisite for the class? Or just as a motive to use torture devices?


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