Disciple of Fizban
Fizban the Fabulous, a bumbling, scatterbrained, kindly old magician befriended
the greatest kender Hero of the Lance, Tasslehoff Burrfoot. It was discovered
that Fizban was not just a magician however. He revealed himself to be the
great god Paladine and his kindness, patience and understanding with the kender
Tasslehoff Burrfoot, and blundering mannerism endeared the high god to the
kender race. Following the War of the Lance tales of Fizban and Tasslehoff
circulated swiftly through kender communities. This, coupled with the return of
the Gods, prompted a resurgence of devotion to the gods. Many kender turned
their attention back to Branchala who they considered to be their high god. But
a large majority also decided to receive religious training in the ways of
Paladine, each kender wanting to be a little closer to Fizban the Fabulous
The adventures of Tasslehoff Burrfoot and Fizban the Fabulous are legendary
among kender. You can’t visit a kender community or village without
hearing about how Tas saved Fizban from stampeding Wooly Mammoths or how Fizban
and Tas escaped the clutches of a Red Dragon in Pax Tharkas with the assistance
of a magically glowing puffball. It was these tales that influenced a new breed
of Paladine’s followers. With much prayer (and some pleading) they
discovered they could cast the spells that Fizban was famous for. They proudly
proclaim the name of Fizban for all to hear. Their devotion to the faith and
their love of the story of Fizban and what he represents to them has made them
devoted clerics. Even following the fall of Paladine the Disciples of Fizban
can be found wandering the land, their spells once again restored. It’s
believed that they are now under the watchful eye of Mishakal, protecting them
for her beloved.
Disciples of Fizban adventure for a number of reasons. Primarily it is
wanderlust that keeps them on the road, but sometimes settled kender will leave
their comfortable communities to simply visit places of worship far away or to
aid old friends in need.
Hit Die: d6
Ability to cast 2nd level Divine Spells
Skills: Knowledge (Religion) 8 ranks, Spellcraft
4 ranks, Perform (Story Telling), 4 ranks, Hide 4 ranks, Pick Pockets 4 ranks,
Tumble 4 ranks
Deity: Paladine (Fizban)
The Disciple of Fizban’s class skills (and the key ability for each skill) are
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher
Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha),
Innuendo (Wis), Jump (Str), Knowledge (Any) (Int),
Listen (Wis), Move Silenetly (Dex), Open Locks (Dex), Perform (Cha), Pick Pockets
(Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Scry (Int)
Skill Points at Each Level: 4 + Int modifier.
DISCIPLE OF FIZBAN
1----------+0----------+0------+2------+2-----Fizban's Friend, Fizban's Token,
Fizban's Favors (Feather fall)
2----------+1----------+0------+3------+3-----+1 Existing Divine Caster
3----------+2----------+1------+3------+3-----Fizban's Favors (Fizban's Familiar)
4----------+3----------+1------+4------+4-----+1 Existing Divine Caster
5----------+3----------+1------+4------+4------Fizban's Favors (Fizban's Fireball)
6----------+4----------+2-------+5------+5-----Fizban's Good Friend +1 Existing
7----------+5----------+2-------+5------+5-----Fizban's Favors (Feather’d fall)
8----------+6----------+2-------+6------+6-----+1 Existing Divine Caster
9----------+6----------+3-------+6------+6-----Fizban's Favors (Kender Friendship)
10---------+7---------+3-------+7-------+7-----Fizban's True Friend +1 Existing
The following are the class features of the Disciple of Fizban prestige class.
Weapon and Armor Proficiency: A Disciple of Fizban gains
no proficiency with any type of weapon or armor.
Fizban's Friend: The Disciple of Fizban has caught special
attention from the god Fizban (one kender name for the god Paladine). This special
attention allows the kender to shrug off some of the clerical demands the faith
requires of its followers. The formal rituals, procedural worship and proper rites
quickly begin to grow boring for the kender anyway. While humans and other races
are devoted to the proper procedures and rituals to serve the great god Paladine,
the kender have a more relaxed and laid back view to these rites that Fizban has
grown to accept and become accustomed too.
This ability allows the kender to ignore the proper verbal components while casting
a spell. These verbal components that used to deal with respectful prayer to the
god Paladine are replaced with "friendly conversation and requests"
to their "good friend Fizban". Because of this, other spellcasters must
make a Spellcraft check DC 25 + spell level to properly identify any spell cast
by the Disciple of Fizban, if they fail they do not even realize a semblance of
spellcasting was every used. They merely see it as the kender making sociable
discourse with Fizban. This blasé means of spellcasting leaves on looking spellcasters
confused and baffled. This only applies to the Verbal component, Somantics and
Material components must continue to be used when required.
Disciple of Fizban: "Oh look, Tordek has a rather unfortunate new
lump growing out the side of his forehead, Hey Fizban do you think we can help
him out a little here?"
Disciple of Fizban to DM: "I cast Cure Light Wounds."
Fizban's Good Friend: As Fizban's friend the Disciple
of Fizban has a more casual relationship with her god. At 6th level the Disciple
of Fizban can now ignore either the Somatic or Verbal component to any spell she
has cast, as Fizban understands them so well that a simple word or gesture is
all that is needed to ask for his aid. The DC to identify a Disciple of Fizban’s
spells is now 35 + spell level.
Fizban's True Friend: At 10th level the Disciple
of Fizban is now on such good terms with Fizban that she does not need to prepare
her spells at the beginning of the day anymore. The Disciple of Fizban becomes
a spontaneous spellcaster that can cast any spell on her clerical spell list as
a spell known. This ability is similar to how sorcerers cast their spells, and
do to the simplicity of their spellcasting they do not suffer the full-round casting
time delay to apply meta-magic's to their own spells.
Spells: The Disciple of Fizban continues in her
training of divine spellcasting yet at a more relaxed pace. At every even level
of the class the Disciple of Fizban gains +1 effective divine caster level to
be applied to a previously held divine casting class, for the purpose of advancing
caster level and new spells per day. She does not however, gain any other benefit
a character of that class would have gained (bonus feats, improved domain powers,
or Turning Ability)
Fizban's Token: The Disciple of Fizban possesses
a special item of faith to represent her kender interest and devotion to Fizban.
This is a personal possession and oddly enough the Disciple of Fizban will always
be able to retrieve it from her pouches as a free action since she always has
a particular place to keep this said item. This item can come in any shape or
form since these items will very greatly from kender to kender as do the stories
of their origin. The item, while not necessarily a holy symbol, represents her
faith in Fizban and kender good fortune. It can be used to increase her ability
to drive off undead. When held up in plain site and the Disciple of Fizban calls
upon Fizban's aid the kender can increase her Turn Undead abilities by 1 effective
level per Disciple of Fizban prestige class level. This bonus is only gained from
this one specified item, if the item is lost the Kender cannot call upon this
power until the item is recovered or another items is specified to be its replacement.
Disciple of Fizban: "I wave to the sad looking Zombies as I pull
out my 'Solid Brass Balls of Turning'"
DM: "Solid Brass Balls of Turning?!?!?!?”
Disciple of Fizban: "Uh Huh"
DM: "I don't want to know…”
Fizban's Favors: Fizban the Fabulous, who is most
notably known as a powerful yet befuddled wizard and as the avatar of the God
Paladine, grants supernatural powers to his kender followers. These come in many
forms for either the Disciple of Fizban's delight, protection or both. Starting
at first level the Disciple of Fizban gains the first ability detailed below and
a new ability is gained at every odd level of the class as detailed below. Many
of these abilities are comparable to spells and the function at caster levels
equal to the Disciple of Fizban's character level when applicable.
Lv1 Featherfall (Su): The Disciple of Fizban
gains the supernatural ability to create an effect identical to the first level
spell Featherfall. The Disciple of Fizban can use this ability 3 times per day
at a caster level equal to her character level.
Lv3 Fizban's Familiar (Su): The Disciple
of Fizban may create a "Dancing Lights" like effect at will. (The light
can be dismissed and called back as a standard action). The effect is that of
one small burning puffball. The disciple can give verbal instructions to the puffball
and the light appears to be sentient and will act as if it is alive. The puffball
is an incorporeal creature with an intelligence of 6, Wisdom of 12 and charisma
of 10, it has a Base Fly speed of 30ft (perfect). The puffball can communicate
through a series of colors and flashes back to the Disciple of Fizban but only
in a language its summoner can understand. The puffball gives off light equivalent
to that of a candle but has no substance, and gives of no heat. It cannot effect
the material world in anyway, just as it cannot effect the world around it, it
cannot be affected by the world around it, no attack will harm it not even force
effects will disrupt it's being. But it will act afraid of hostile action and
run if need be. The puffball is basically only useful to the Kender as a friendly
companion and reluctant scout.
Lv5 Fizban's Fireball (Su): Whether through
the great wisdom and foresight of Paladine or the incomprehensible thoughts of
the old wizard Fizban the Disciple of Fizban posses a strange and sometimes devastating
defensive measure. Once a day the Disciple of Fizban can create a unique fireball-like
effect as a last resort to a hostile encounter.
Component's V, S, M
Casting Time: 1 action
Range Close (25ft + 5 ft / 2 levels)
Area: 20ft radius Spread
Saving Throw: Reflex for Half
Spell Resistance: No (As this is a supernatural power)
The Disciple of Fizban can call upon Fizban’s fireball
as a means to deter those that would cause the kender harm (so almost anyone that
knows the kender). This fireball is unlike any other. It is fired from the kender’s
fingertips in a pea sized ball like other fireballs. It explodes to fill a 20ft
radius spread like other fireballs and it deals 1d6 damage per character level
of the Disciple of Fizban to a max damage of 20d6 with a reflex save DC 13 + the
Disciple of Fizban's Wisdom modifer for half damge. Yet all the Fire damage dealt
by this ability is subdual, it is still fire damage and is subject to the fire
resistant spells and abilities, but as subdual damage this will never cause objects
harms, it will only singe them a little it however can be very uncomfortable to
those caught in the blast.
The victim: "Help! Um could somebody help me! I'm not dead but I
happen to be very badly burned!"
Lv 7 Feather’d Fall (Su): This is one of the most
Unusual abilities of the Disciple of Fizban. This ability is used not only to
slow the kender’s decent like the spell Featherfall but it actually acts to allow
the kender to take the form of a feather itself. This ability can be used 1/day,
and when employed the kender takes the from of a single white chicken feather,
but also in the process the kender creates 100 other white chicken feathers to
burst were the kender was once standing, making it impossible to distinguish the
kender from the other feathers, beyond a true seeing spell. (All the feathers
radiate an equal power of transmutation magic if checked with detect magic)
The Disciple of Fizban is not actually the feather, the kender has actually created
a pocket dimension that is anchored to the feather and the kender has transported
herself and up to one other willing creature of large size or smaller into the
pocket dimension as well. In this pocket dimension the Disciple of Fizban is surrounded
by white fluffy pillows (all of which are of course filled with chicken feathers)
and she can see and hear all that transpires within range of the feather. In addition
the kender has minimal control of the actions of the feather. If no more than
a slight breeze is blowing the kender can cause the feather to float 5ft per round
in any direction of the kender’s choosing. Any stronger winds will blow the feather
away. The kender can stay within this pocket dimension for up to a maximum of
24 hours, the kender still requires food and sleep while within the pocket dimension
and unless she had supplies on her person before activating the power she will
have to cancel the ability in order leave her "feather bed".
This pocket dimension is a little unstable and tied directly to the feather that
spawned it. If that feather is destroyed the Disciple of Fizban and all her contents
are transported out of the pocket dimension and into the nearest empty space that
they can fill, adjacent to the feathers last position. (Of course finding that
one specific feather in a hundred would be quite an ordeal.)
Lv 9 Kender Friendship: All kender are deeply
loyal to their friends and as such the most painful experience a kender can experience
is facing the loss of their dear friends. This Favor allows a Disciple of Fizban
that is overcome with grief to will a friend back from the dead. This ability
can only be used 1/week. In order to employ this power a kender must either witness
the loss of their friend or be exposed to it within 1 day of their death. After
being obviously overcome by grief the Kender must spend the next minute weeping
and crying over the loss of their friend pleading with Fizban over the injustices
of fate and the loss of their friend and why the world would be a better place
to have them returned to. If this moment if grieving is broken the Favor is lost.
After this the deceased is immediately affected by a True Resurrection and some
manner of a bright shaft of light descends from above and appears to restore them
back to life.