largerPrestige Class: Larger Than Life

Some people are born to greatness but others seek it out for their own reasons. The Larger Than Life prestige class is for the latter category of character. In dedicating themselves to a purpose or an ideal a person can become far more than nature made them and achieve things mere mortals can only dream of, overcome insurmountable odds and live to tell the tale. The Larger Than Life class is geared toward characters that place survival first, success second, and fame third. Those who qualify often are already considered legends in their own time and rarely back down from a challenge.

REQUIREMENTS TO JOIN:
FEATS: Iron Will, Lightning Reflexes, Great Fortitude
Character Level: 9+
Skills: Jump 6, Climb 6, Survival 6, Escape Artist 6
Reputation: 7+
Stat requirements: Str:12, Dex:12, Con 12


LevelBABFortReflexWillDef.Rep.Special Abilities
1+1+1+1+1+1+1Nine Lives, Talisman
2+2+1+1+1+1+2Nine Lives
3+2+2+2+2+2+2Nine Lives, Special Qaulity 1
4+3+2+2+2+2+3Nine Lives
5+4+3+3+3+3+4Nine Lives
6+4+3+3+3+3+4Nine Lives,Special Qaulity 2
7+5+4+4+4+4+5Nine Lives
8+6+4+4+4+4+6Nine Lives
9+6+5+5+5+5+6Nine Lives, Special Quality 3
10+7+5+5+5+5+7Size Increase, Special Qaulity 4
VITALITY: 1d12 per level

Class SkillsKey abilityClass SkillsKey ability
BalanceDexterityIntimidateCharisma
ClimbStrengthJumpStrength
CraftIntelligenceKnowledgeIntelligence
EntertainCharismaProfessionWisdom
Escape ArtistDexteritySwimStrength
GambleWisdomSurvivalWisdom
Gather InformationCharismaTumbleDexterity
Skill points per level: 4+ Intelligence modifier

Special Abilities
Talisman – at 1st level the character must choose a talisman, a personal possession or trait that will come to be synonymous with the character. This item or trait must be unique and can range from a signet ring, medallion, personalized weapon or armor, personal ship, specific set of tattoos, ect. This item becomes the symbol of the character and may never be changed, so it should be chosen carefully. So long as the character is clearly in possession of this item, that is: visibly wearing it, visibly carrying it, inside it, ect) he gains a bonus to all Reputation, Intimidate, Diplomacy and Bluff checks equal to half his Larger Than Life levels (rounded down). Should the item be lost, stolen or destroyed the hero loses these bonuses and suffers a penalty equal to his level in this class to those same checks until the item is reclaimed or recreated. In the case of stolen items, recreating the talisman removes the penalty but does not restore the bonuses; only recovering the talisman restores the bonus. Some examples of suitable talismans include: The Millennium Falcon (Han Solo), Darth Vader’s helmet, Boba Fett’s armor, Three-Gun Max’s third arm, Darth Maul’s tattoos, or Count Dooku’s saber.

Nine Lives – at each of the first 9 levels of this class (1st - 9th), the hero receives a bonus feat of either Quickness or Toughness.

Special Quality 1 – At 3rd level the character gains a Special Quality, which is treated as a racial ability from this point forward. The character may choose one of the following: Damage Reduction* (2), Energy Resistance* (1 type 3 points), Improved Grab, Low light vision

Special Quality 2 – At 6th level the character gains an additional Special Quality which is treated as a racial ability. The character may choose one of the following: Damage Reduction* (+2), Darkvision, Energy Resistance* (1 type 3 points), Terrifying Presence

Special Quality 3 – At 9th level the character gains an additional Special Quality which is treated as a racial ability. The character may choose one of the following: Blindsight, Damage Reduction* (+2), Energy Resistance* (1 type 3 points), Fast Healing* (+1)

Special Quality 4 – At 10th level the character gains an additional Special Quality which is treated as a racial ability. The character may choose one of the following: Damage Reduction* (+2), Energy Resistance* (1 type 3 points), Maddened, Fast Healing* (+1)

Size Increase – at 10th level the character actually becomes larger and increases in size to the minimum for the next size level.(2.5 meters for large creatures). Gaining all the benefits and penalties for the size. This does not mean that the character grows overnight; the character actually grows a little bit over the course of each level until finally at 10th level the growth alters the character’s size. The GM should take the character’s starting size and subtract it from the next size level then divide the difference by 10. This new result is the increase at each level.

* indicates that these abilities can stack with previous choices

Designer: William Travis




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