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Porno Periodicals of Humanoids

 

Beings of low intelligence have an obsession with smut. They love to purchase and look at pornographic periodicals. Player characters can come across such periodicals in humanoid housing, on a seedy magazine stand, in the possessions of a gross conquered enemy, etc.

These periodicals need a name:

1. Roll 2d10 on a Table 1 to get the race that created the periodical. The writing (if any) in the periodical will be of the preferred language of the race.

2.To get the name of the periodical:

- Roll 1d30 on Table 2 to get an adjective. You may roll more than once if desired.

- - Roll 1d20 on Table 3 to get an noun. Thus, a roll of 4 and a roll of 14 would produce Jiggling Hooters. But this isn't good enough for the old GM, so he rolls for another adjective and gets a 25 Oily Jiggling Hooters. And the roll from step 1 reveals that Orcs created this periodical. Thus, we have Oily Jiggling Hooters of Orcs.

-

 

Table 1: Humanoid Creators
Die Roll Humanoid   Die Roll Humanoid
Bugbear   Drow Elf
Gully Dwarf   Ettin
Gnoll   Goblin
Hag   Half-Orc
Harpy   Human
Hill Giant   Hobgoblin
Kobold   Lizard Man
Mongrelman   Orc
Ogre   Troglodyte
Were-Rat      

 

Table 2: Adjectves
Die Roll Adjective   Die Roll Adjective
Arousing   Savory
Erotic   Slimy
Hard   Succulent
Jiggling   Tantalizing
Luscious   Voluptuous
Profuse   Delectable
Sensual   Greasy
Stimulating   Hors d'oeuvre
Swollen   Large
Titillating   Oily
Big   Scrumptious
Fleshy   Sticky
Hefty   Sumptuous
Juicy   Tender
Moist   Warted

 

Table 3: Nouns
Die Roll Noun   Die Roll Noun
Balls   Bolas
Butts   Caves
Clubs   Dungeons
Holes   Hooters
Jugs   Knockers
Lingerie   Mounds
Pits   Rods
Staves   Strongholds
Stuff   Swords
Wands of Wonder   Wankers

A typical periodical may contain perverse artwork, Q&As, a forum, an advice column, letters, or raunchy stories. They are not necessary created on printing presses. They can be hand-written or drawn by scribes or artists. These beings are so primitive they could have simple clumps of scrolls with their perversion on them. The key for success with this system is for the GM to think. How intelligent are the authors? What resources do they possess? What is believable and realistic? This isn't a detailed system, it is merely guidelines to stimulate creative thought in the GM.



 


Chapter 5:
Prestige Classes

 

Beguiler

“Drink this and fall madly in love.”

 

The beguiler is a spellcaster that specializes in brewing potions and philters that alter the mind and emotions of those that drink them. A master of persuasion and mysticism, beguilers often play the role of the mysterious witch doctor that has a brew for everything. Of course, finding the beguiler is often more trouble than it is worth, as she tends to hide herself in nature’s most remote places.

 

Druids and rangers with their affection for nature are drawn to the beguiler class, often drawing upon it when their desire to meddle in matters grows strong. Some wizards, sorcerers, and clerics have also been known to take up this role, allowing their fascination with chemical alterations of the mind to guide their career.

NPC beguilers normally dwell far from settled lands, maintaining an odd laboratory with any number of brews and charms available to those that seek them out. They offer their services without regards for the outcome - it is up to those brave enough to use their methods to deal with the results.

 

Hit Dice: d6

Class Skills

The beguiler’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int), and Wilderness Lore (Wis).

 

Skill Points at Each Level: 2 + Int modifier.

 

Requirements

To qualify to become a bequiler, a character must fulfill all the following criteria.

 

Skills: Alchemy 10 ranks, Spellcraft 5 ranks, Wilderness Lore 5 ranks.

Feats: Brew Potion, Skill Focus (Alchemy).

Alignment: Any nonlawful.

Spellcasting: Must be able to cast 2nd level spells.

 

 

Class Features

All of the following are class features of the beguiler prestige class.

 

Weapon and Armor Proficiency: Beguilers gain no proficiency in any weapon or armor.

 

Spells per Day: When a new beguiler level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a beguiler, she must decide to which class she adds the new level for the purposes of determining spells per day.

 

Natural Wiles (Su): A beguiler is an unusual and mystical individual, known to live a life off the beaten path. Those that come to her find it hard to resist her charms. At 1st level, a beguiler can speak persuasively on a single subject once per day per target. Targets who hear and understand the beguiler must make a successful Will save (DC 10 + beguiler level + Cha modifier) or be compelled to believe what the beguiler has said and/or take any action she suggests. This is a mind-affecting ability, and uses to force an action also have a compulsion effect.

 

Brew 2/day: The beguiler has perfected the art of brewing potions. As such, she can brew two potions or special brews (totaling no more than 1,000 gp market value) in one day instead of one.

 

Friendship Brew: At 3rd level, the beguiler discovers the natural recipe for a special type of brew. Beguilers often call this a philter of friendship. Those that drink the brew must make a Will save (DC 15) or become friends with the next individual they see as if under the effects of a charm person spell. Unlike charm person, the friendship brew is permanent, though actions taken by either the drinker or the person they befriend can bring about a natural end to the friendship. Brewing a philter of friendship counts against the beguiler’s daily limit of potions they can brew.

 

Greater Potion I: The 4th level beguiler can brew potions as if she had access to all the 0- and 1st-level sorcerer/wizard spells, even if they are not normally part of her spell list. She need not have prepared the spell to brew the potion; instead, she must leave one spell slot of the appropriate level open when brewing a potion of a spell not on her list. She must provide the necessary material components or focuses for the spell.

 

Lust Brew: At 5th level, the beguiler discovers the natural recipe for another special brew. Beguilers often call this a philter of arousal. Those that drink the brew must make a Will save (DC 17) or begin to lust after the next person of the proper gender for their sexual preference that they see. The imbiber will feel an uncontrollable compulsion to engage in sexual acts with that person, as if commanded to do so by a suggestion spell. Unlike suggestion, the effects of the brew are permanent, though actions taken by the one the imbiber lusts after may cause the sexual attraction to fade naturally. Brewing a philter of arousal counts against the beguiler’s daily limit of potions they can brew.

 

Brew 3/day: As Brew 2/day, except the beguiler may brew three potions or special brews in one day.

 

Obsession Brew: At 7th level, the beguiler discovers the natural recipe for a third special brew. Beguilers often call this the philter of dedication. Those that drink the brew must make a Will save (DC 19) or become totally obsessed with the next person of the proper gender for their sexual preference that they see. The obsession is an unhealthy one, causing the target to want nothing more than to possess the person they are smitten with. They desire their friendship, love, and, most importantly, sexual contact. The effects of the brew are permanent, but other mind-altering magic or special counseling can help the target overcome their unhealthy obsession. Brewing a philter of dedication counts against the beguiler’s daily limit of potions they can brew. Beguilers often give this brew to those they feel are untrue in their desire for another, or those that deserve to have their needs twisted to teach them a lesson.

 

Greater Potion II: As greater potion I, except that the beguiler can brew potions as if she had access to all 2nd-level sorcerer/wizard spells.

 

Brew 4/day: As Brew 2/day, except that the beguiler may brew four potions or special brews in one day.

 

Table: The Beguiler
Class Base Fort Ref Will Level Attack Bonus Save Save Save Special Powers per Day
1st +0 +0 +0 +2 Natural wiles +1 level of existing class
2nd +1 +0 +0 +3 Brew 2/day +1 level of existing class
3rd +1 +1 +1 +3 Friendship brew +1 level of existing class
4th +2 +1 +1 +4 Greater potion I +1 level of existing class
5th +2 +1 +1 +4 Lust brew +1 level of existing class
6th +3 +2 +2 +5 Brew 3/day +1 level of existing class
7th +3 +2 +2 +5 Obsession brew +1 level of existing class
8th +4 +2 +2 +6 Greater potion II +1 level of existing class
9th +4 +3 +3 +6 Brew 4/day +1 level of existing class
10th +5 +3 +3 +7 Eternal brew +1 level of existing class

Eternal Brew: The ultimate of special brews that a beguiler can discover, the eternal brew is often called a philter of true love (or sometimes, in a tongue-in-cheek manner, love potion number nine). Those that drink this brew must make a Will save (DC 21) or fall deeply in love with the next person of the proper gender for their sexual preference that they see. The love effect of the brew is permanent, no matter what sort of abuse or neglect the relationship suffers thereafter. Brewing a philter of true love counts against the beguiler’s daily limit of potions they can brew. Beguilers will normally only provide this potion to those they feel are truly deserving of its power.

 

 

Controller

“I own you. Mind, body, and soul.”

 

Controllers are psionically gifted individuals that have turned their powers to the task of personal pleasure. They have no qualms about dominating the thoughts and actions of others, twisting their emotions and even their body into a form more pleasing to the controller. For the controller, it is all about power; the consequences of their actions are easily removed.

 

Psions most often become controllers, as their broad range of psionic powers naturally complement the desire to control the urges of others. Psychic warriors normally do not have the outlook or desire to become controllers, though the occasional psychic warrior will feel the fastest route to victory in battle is to own the will of one’s opponent.

 

NPC controllers often surround themselves with members of the opposite sex, convinced of their power over others. Sometimes a controller will place himself in a position of authority, using a more conventional application of his powers to gain the respect and following of others.

 

Hit Dice: d4

Class Skills

The controller’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Innuendo (Wis), Intimidate (Cha), Knowledge (psionics), Knowledge (sex-related), Profession (Wis), Psicraft (Int), Remote View (Int), Sense Motive (Wis), and Sexual Prowess (Cha).

Table: The Controller
Class Base Fort Ref Will Power Level Attack Bonus Save Save Save Special Points/Day Powers per Day
1st +0 +0 +0 +2 Mind probe +3 +1 level of existing class
2nd +1 +0 +0 +3 Sense probe +5
3rd +1 +1 +1 +3 Suggestion +5 +1 level of existing class
4th +2 +1 +1 +4 Emotion +5
5th +2 +1 +1 +4 Mind Leech +7 +1 level of existing class
6th +3 +2 +2 +5 Sense Leech +7 +1 level of existing class
7th +3 +2 +2 +5 Alter Form +7 +1 level of existing class
8th +4 +2 +2 +6 Lesser control +9
9th +4 +3 +3 +6 Control +9 +1 level of existing class
10th +5 +3 +3 +7 Greater control +9

 

Skill Points at Each Level: 2 + Int modifier

 

Requirements

To qualify to become a controller, a character must fulfill all the following criteria.

 

Manifesting: Ability to manifest two different Telepathy powers, one of which must be 2nd level or higher.

Skills: Bluff 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks, Sexual Prowess 4 ranks (two of which must be for Break Victim and Corrupt Lover).

Feat: Pleasure Touch

 

 

Class Features

All the following are class features of the controller prestige class.

 

Weapon and Armor Proficiency: Controllers gain no additional proficiency in any weapons or armor.

 

Powers per Day:At 1st, 3rd, 5th, 6th, 7th, and 9th level gained in the controller class, the character gains new powers per day as if he had also gained a level in a power-manifesting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (such as additional psionic attack modes), except for an increased effective level of manifesting. If the character had more than one power-manifesting class before becoming a controller, he must decide to which class he adds the new level for purposes of determining powers per day.

 

Mind Probe (Su): At 1st level, the controller learns how to read the surface thoughts and memories of others. This is a supernatural, mind-affecting ability that targets a single living creature within 100 feet. The target is allowed a Will save (DC 17) to avoid the effects (a successful Will save does not allow the intended victim to detect the attempt). A mind probe is a standard action and lasts as long as the controller concentrates; concentration does not provoke attacks of opportunity. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

 

Sense Probe (Su): At 2nd level, the controller's ability to probe the mind of living creatures deepens, allowing him to experience the sensations of others. The controller can use this ability to experience a single sensation of the target at a time or to experience an emotion the target is currently experiencing. This is a supernatural, mind-affecting ability that targets a single living creaturw within 100 feet. The target is allowed a Will save (DC 17) to avoid the effects (a successful Will save does not allow the intended victim to detect the attempt). A sense probe is a standard action and lasts as long as the controller concentrates; concentration does not provoke attacks of opportunity. The controller may switch senses or emotions each round without the need for an additional use of sense probe. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

 

Suggestion (Su): At 3rd level, the controller learns how to control and influence the actions of a living creature of size Large or smaller three times per day. This is a supernatural, mind-affecting ability. A controller can suggest a course of action (limited to a sentence or two). A target within 100 feet must succeed at a Will save (DC 17) to resist the effect. The effect lasts until the target has accomplishes what it was asked to do or after 6 hours, whichever occurs first. It is otherwise identical to the suggestion spell.

 

Emotion (Su): At 4th level, the controller's grasp on the senses and emotions of others tightens. Three times per day, the controller can implant an emotion in the minds of another living creature within 100 feet. This is a supernatural, mind-affecting ability with a compulsion effect, and the target is entitled to a Will save (DC 18) to avoid the effects. The effects remain for a day, though they can be dispelled. This ability otherwise functions identically to the emotion spell.

 

Mind Leech (Su): At 5th level, the controller learns how to drawn on the memories of another. Once per day the controller can leech the ranks a victim of his mind probe has in a single skill, adding them to his own (if any) as effective skill ranks for 10 minutes per level. A controller can use this ability to gain ranks in a skill he does not have any in, gaining the ability to use that skill trained instead of untrained, or the controller can gain ranks in and the use of a skill he is normally barred from. During the duration of this ability, the target functions as if they had no ranks in the affected skill.

 

Sense Leech (Su): At 6th level, the controller can draw on the senses of another to sharpen his own. Once per day the controller gains a +5 bonus to his Balance, Listen, and Spot skills by leeching off of the senses of a victim of his sense probe ability. Bonuses to his skills gained in this manner last for 10 minutes per level. During the duration of this ability, the target has a -5 penalty to their Balance, Listen, and Spot skills.

 

Alter Form (Su): At 7th level, the controller's growing mastery over the mind allows him to use it to reshape the bodies of others. Twice per day the controller can change the physical form of a victim of his mind probe or sense probe abilities. The amount of changes he can make are equivalent to those that can be made with an alter self spell, though each specific change requires a new use of the power. For example, a controller wishing to make a target's eyes blue and increase the size of their chest would need one use of the ability to change the eye color and another to change the chest size. Targets are allowed a Fortitude save (DC 18) to resist the alterations. Alterations made by this ability are permanent and not illusory like those made with alter self.

 

Lesser Control (Su): At 8th level, the controller begins to combine his mental mastery into a more cohesive unit. This is a supernatural, mind-affecting ability with a compulsion effect that can target any living creature within 100 feet. Targets of lesser control perceive the controller as someone they are strongle attracted to (if of the gender of the controller's sexual preference) or as a good close friend (if of the opposite gender of the controller's sexual preference). Targets are entitled to a Will save (DC 18) to resist the charm. Lesser control lasts until the controller dismisses the effects, though it can be permanently broken by a successful dispel magic against caster level 17, and actions that provide additional saves under the spell charm person do so for lesser control as well. A controller can only have a single creature under the effects of lesser control at a time.

 

Control (Su): At 9th level, the controller strengthens his grasp over the minds of others. This is a supernatural, mind-affecting ability with a compulsion effect that can target any living creature within 100 feet. Targets of control fall under the sway of the controller, affected as if under the spell dominate person. Targets are entitled to a Will save (DC 18) to resist the domination. A controller can target a creature he already has under the lesser control ability, and though that creature still gets a Will save to resist the deeper control, that save has a -5 penalty. Should they fail their save, the control ability supercedes the lesser control ability. Control lasts until the controller dismisses the effects, though it can be permanently broken by a successful dispel magic against caster level 18. A controller can only have a single creature under the effects of control at a time.

 

Greater Control (Su): At 10th level, the controller reaches the pinnacle of mastery over the thoughts, feelings, and actions of others. Any creature that he has under his control power (see above) becomes his permanent thrall. A controller can only have one thrall at a time. A protection from evil spell does not interrupt this influence, but it can be permanently broken by a successful dispel magic against caster level 19. Promoting a creature from control to greater control supercedes the control ability. Controllers normally reserve this power for sex slaves that they have become very fond of.

 

 

Chaste Virgin

“Abstinence is godliness!”

 

The chaste virgin is the antithesis of all that is erotic and perverse in the multiverse. Dedicated to purity of all things, the chaste virgin denies herself the pleasures of the flesh in order to grow closer to the god she worships. Often the chaste virgin is the spoil-sport of the group, inflicting her beliefs on others and seeing to it that those under her watchful eye are unable to enjoy those side-trips to the brothels.

 

Clerics and druids often become chaste virgins, dedicating themselves to an all-consuming relationship with the force they hold as their patron. Rangers are less likely to take the virginal path, but it is not unheard of to find communities of chaste virgin rangers and fighters. Rogues and bards are not well suited to this class, preferring to live in the world of the flesh, not of the spirit.

 

NPC chaste virgins occupy many roles in society. Often religious orders will be full of them, serving to keep the faithful dedicated on the task of enlightenment. Families often employ chaste virgins to watch over their children when they reach the dawn of their sexual interest.

 

Hit Dice: d6

Class Skills

The chaste virgin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Str), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

 

Skill Points at Each Level: 2 + Int modifier.

 

Requirements

To qualify to become a chaste virgin, a character must fulfill all the following criteria.

 

Skills: Intimidate 4 ranks, Sense Motive 4 ranks.

Feats: Divine Virginity, Iron Will.

Spellcasting: Ability to cast divine spells

Table: The Chaste Virgin
Class Base Fort Ref Will Level Attack Bonus Save Save Save Special Powers per Day
1st +0 +2 +0 +2 Iron celibacy +1 level of existing class
2nd +1 +3 +0 +3 Prudishness +1 level of existing class
3rd +1 +3 +1 +3 Prestige domain +1 level of existing class
4th +2 +4 +1 +4 Purity of mind +1 level of existing class
5th +2 +4 +1 +4 Slow to climax +1 level of existing class
6th +3 +5 +2 +5 Purity of body +1 level of existing class
7th +3 +5 +2 +5 Prestige domain +1 level of existing class
8th +4 +6 +2 +6 Coitus interruptus +1 level of existing class
9th +4 +6 +3 +6 Influential celibacy +1 level of existing class
10th +5 +7 +3 +7 Transcend arousal +1 level of existing class

Special: Character must be virginal and have no ranks in Sexual Prowess of Knowledge (sex) skills.

 

 

Class Features

All the following are class features of the chaste virgin prestige class.

 

Weapon and Armor Proficiency: A chaste virgin gains no additional proficiencies in any weapon or armor.

 

Spells per Day: When a new chaste virgin level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a chaste virgin, she must decide to which class she adds the new level for the purposes of determining spells per day.

 

Iron Celibacy: At 1st level, the chaste virgin gains the bonus feat Iron Celibacy regardless of whether she meets the prerequisites.

 

Prudishness (Ex): At 2nd level, the chaste virgin’s distaste for the erotic grows to near-fanatical levels. She receives a +10 bonus to Sense Motive checks to determine any sexual intent, including opposed skill checks against Bluff attempts to seduce her.

 

Prestige Domain: At 3rd level, and again at 7th level, the chaste virgin gains access to a prestige domain of her choice. She can choose between the Innocence and Purity domains, gaining whichever one she does not choose at 3rd level when she advances to 7th level.

 

Purity of Mind (Ex): At 4th level, the chaste virgin’s self control becomes awe-inspiring. She can function normally even when excited or aroused, suffering no penalties to her skill checks.

Slow to Climax (Ex): At 5th level, the chaste virgin becomes more resistant to the process of sexual stimulation. Should she find herself faced in such a damning situation, she gains a +5 bonus to any Will saves to resist such effects, and she gains Will saves against those effects that have normally have none.

 

Purity of Body (Ex): At 6th level, the chaste virgin’s fanatical shunning of erotica gives her even greater self control. She has a +2 bonus against all mind-affecting and compulsion affects regardless of whether they relate to sex or not.

 

Coitus Interruptus (Su): At 8th level, the chaste virgin turns her efforts into enlightening others to the joys of abstinence. Twice per day she can make a touch attack against a sexually excited individual or a couple engaged in sex. Success negates their arousal, returning them to a normal state with no current interest in continuing their sexual contact.

 

Influential Celibacy (Su): At 9th level, the chaste virgin becomes an example to others who wish to live up to her iron-clad standards. Twice per day she can make a touch attack against another person. Success grants them the effects of having the Iron Celibacy feat for the remainder of the day. Those unwilling can attempt a Reflex save (DC 17) to avoid the effects.

 

Transcend Arousal: At 10th level, the chaste virgin’s dedication to shunning all things carnal reaches the ultimate stage of enlightenment. She shed her gender, becoming effectively “sexless” (though she retains the cosmetic signs of her previous gender). She can no longer be aroused through sexual contact and is incapable of engaging in sex or orgasming. She is immune to spells and abilities that rely on ones sex drive to be effective. Her type changes to outsider, which means (among other things) that she is no longer affected by spells the specifically target humanoids, such as charm person, but she can be hedged out by a magic circle spell against her alignment. Additionally, she gains damage reduction 5/+1.

 

 

Dominatrix

"Feel the pain…..and submit."

 

The Dominatrix (Male: Dominator) is a warrior who uses pain and tyranny to achieve her on ends. In battle, those of weak will or strength bow down to her might or run away in fear. The Dominatrix can use her whip to cause pain and to compel her victims to obey her every whim.

 

Fighters are the usual candidates for this prestige class, although the more Lawful Clerics or rangers might also reap the benefits. Fallen Paladins, ex-barbarians, bards and rogues who become Dominators are not unknown.

 

The Dominatrix could be a slave-master, a cruel general, fiendish warrior or a servant of a tyrannical Deity.

 

Hit die: d10

Class Skills: As Fighter + Intimidation, bluff, Use rope 2+Int Mod/level

 

Requirements:

Base attack bonus: +5

Feats: Whip proficiency, Skill focus (Intimidation), Weapon focus (Whip), Leather or studded armor proficiency

Skills: Sexual technique 8 ranks, Intimidation 4 ranks, Use rope 4 ranks, Craft (leatherworking) 4 ranks, Ride 4 ranks, Perform 2 ranks

Alignment: Lawful Evil, Lawful Neutral, Neutral Evil

Manoeuvres: Forceful lover, Sadism, Overwhelming force, Talk dirty

 

Abilities:

 

BAB: As fighter

Saves: As Cleric

 


Date: 2016-04-22; view: 604


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