Gazebo (3.5e Prestige Class)

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Gazebo[edit]

...
—Joshua, human gazebo

A gazebo is perhaps the most inconspicuous of disguises that one might encounter in the D&D world. No one ever attacks a gazebo, nor does anyone ever suspect that it might not be what it seems. It is for this reason that the ancients developed the knowledge enabling a transformation into a gazebo. Over the centuries since that time, the very knowledge of this power's existence has remained a closely guarded secret, unknown to the wider world.

Becoming a Gazebo[edit]

Characters might pursue this class in order to enhance their performance abilities, or to simply be able to turn into an inconspicuous gazebo at just the right moment.

Entry Requirements
Spellcasting: Must be able to cast a polymorph spell.
Abilities: Con 20
Special Must have helped to build a gazebo. (See Ex-Gazebos for details on gazebo-building requirements.)
Table: The Gazebo


Hit Die: d12


Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Alternate Form: Gazebo, Gazebo Mysteriousness +1 spellcasting class level
2nd +1 +3 +0 +3 Summon Band, Gazebo Performance +1 spellcasting class level
3rd +2 +3 +1 +3 Trailer Park Twister +1 spellcasting class level

Class Skills (4 + Int modifier per level)
Disguise, Diplomacy, Perform.

Class Features[edit]

All of the following are class features of the gazebo.

Weapon Proficiency: Gazebo's gains proficiency with the weaponized oboe.

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or divine spellcasting class before becoming a Gazebo, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Gazebo Mysteriousness: You become more mysterious.

Alternate Form: Gazebo (Sp): At level 1, at will, as a standard action that does not provoke attacks of opportunity, you have the ability to transform into a gazebo (similar to the polymorph spell). The decorative details of the gazebo are up to you. As long as you are in this form, you cannot move. You can still hear and see perfectly, but you cannot communicate. You gain DR 10/fire and are treated as a construct while in this form. An anti-magic field will prevent you from shifting forms; otherwise, you may dismiss this form as a move action. You can cast spells if you have the Still Spell feat and the Silent Spell, but if you cast any damaging spells you lose the DR 10/fire gained from this ability. You may use your Gazebo abilities without losing the DR 10/fire.

Summon Band (Sp): Once per day, as a standard action, you can summon a small band to perform. This ability is usable only in your gazebo alternate form. The skill of the band requires you to make a skill check for perform (string instruments). The band plays inside the gazebo for 3 hours or until dismissed. The band will also disappear if you leave your gazebo form.

Gazebo Performance (Ex): While in your gazebo form, you grant a +4 circumstance bonus to Perform and Diplomacy checks made within your area, even if you don't have ranks in the relevant skill. If you do have ranks in the relevant skill, this bonus increases to +6, and if you have at least five ranks, it increases to +8.

Trailer Park Twister (Su): Once per day while in your gazebo form, you can summon a mighty windstorm centered on you that is made of grass, lawn chairs, lawn gnomes, and crochet bats. In an 40ft radius, over 4 rounds, the wind gains momentum starts off breezy up to tornado wind strength. On round 4, all creatures in the area must make a Reflex save or be dealt bludgeoning, slashing, and piercing damage equal to 1d6/caster level. Reflex save DC 15 + relevant casting ability modifier. Creatures that make a successful Reflex save take half damage. After damage is dealt, all creatures who failed their reflex save are tossed 1d100 feet in a random direction. As long as you stay in gazebo form, you suffer none of the effects of this spell or any of the damage. Anyone who takes shelter inside of your gazebo form is similarly unaffected by this spell. This ability cannot be stopped once it is started.

Gazebo Polymorph stats[edit]

Huge Construct
Hit Dice: 2d100 + 42
Armour Class: 18 (0 Dex, -2 Size, +10 Natural Armor), touch 8, flat-footed 18
Attacks: 1 Bite 1d12 (melee)
Speed: 0 ft
Attributes: Str 30, Dex 10, Con -, Int 4, Wis 12, Cha 14

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Ex-Gazebos[edit]

Gazebos who are reduced to 0 Hit Points in their gazebo alternate form are turned back into their normal form at full Hit Points, but they lose all Gazebo abilities except spellcasting. An Ex-Gazebo must build a gazebo with their own hands before regaining their class abilities, as do gazebos who willfully destroy another gazebo. They can have help, but they must oversee and take an active part in the work throughout the entire process, from planning the gazebo's location, to drawing up plans, to building the gazebo itself.

An Atonement spell does not meet this requirement, nor any other similar spells or abilities. The Ex-Gazebo must build a new gazebo, and that is the only way.

Campaign Information[edit]

Playing a Gazebo[edit]

Combat: A gazebo can be used to provide cover, or ranged units could stand on top. A player with the gazebo class can use it to avoid having to fight at all; after all, who would attack a gazebo? But remember: You are considered as a construct while in gazebo form, granting immunity to a number of mind-altering effects, but also preventing healing and most resurrection spells from affecting you either.

Advancement: Any, really. Bard abilities work well with the gazebo ones.

Resources: None.

Gazebos in the World[edit]

...
—Linnia, elven gazebo

Gazebos are a strange lot. They prefer subtlety to force, both in the small scale and in the wider world. A gazebo might be a spy, or an assassin, or a thief. They work behind the scenes, unseen and unnoticed, to bring about their desires.

NPC Reactions: NPCs react to gazebos in the same way they would react without the class present. NPCs react to gazebos in their alternate form in the same way they would react to a regular gazebo.

Gazebo Lore[edit]

Characters with ranks in Knowledge (Architecture and Engineering) can research gazebos to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Architecture and Engineering)
DC Result
11 It's a gazebo. What else do you need to know?
16 Some gazebos are not what they seem.
21 Rare individuals develop the ability to magically turn themselves into a gazebo.
26 Gazebos can change the appearance of their alternate form to suit any occasion.

Gazebos in the Game[edit]

NPC gazebos are just plain gazebos. In short, there are no NPC gazebos. Player gazebos can fit into the game in just about any way imaginable. Their only limitation is their inability to fight while in gazebo form.

Adaptation: The gazebo could be a stage, or a bandstand, or a deck, or some other outdoor architectural structure.

Sample Encounter: Odds are very low that players will actually attack a gazebo. Seriously, who does that? It would be ridiculous!



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