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Koumei
Serious Badass


Joined: 07 Mar 2008
Posts: 12682
Location: South Ausfailia

PostPosted: Sat Oct 01, 2016 6:45 am    Post subject: Text Dump Time: Various Creations Reply with quote Add User to Ignore List

I made a bunch of stuff over time as part of different ideas that didn't go anywhere. But people might find some things useful or interesting, so I'll put it all up in a text dump. There's a lot of "this stuff works for villains", taking things from the FR: Bad Guys book and Toming them up, and stuff like that, when I was on a FR kick whilst playing nWo. There's also some "Stuff from Tome of Maj'Eyal" and a few incomplete things but whatever.

If someone finds use for something from this in a game, that's super. If not, no big deal.

-

Forgotten Realms: Feats for Monks
Monk of the Dark Moon [Order]
Blessed by Shar, you bathe your fists in shadow (and other people's faces) and your actions in darkness and deception.
Prerequisites: Fighting Style, worship Shar
Benefit: you may cast Disguise Self as a Spell-Like Ability three times per day, with a Caster Level equal to your Character Level. You may choose from the following Fighting Style abilities in addition to the usual:

  • Any foe you hit with your Slam attack must pass a Will Save (Wisdom-based) or be Confused for 3 rounds
  • You gain a single Mirror Image until your next turn, or until it is destroyed
  • When you enter the Style, all foes within Close Range must pass a Will Save (Wisdom-based) or be Fascinated for one round by the shadows and figments surrounding you

When you gain access to Master Fighting Styles, you may Summon a loyal, controlled Shadow once per day, lasting until the sun next rises. You may also choose from the following Master Fighting Style abilities in addition to the usual ones:

  • Any foe you hit with your Slam attack must pass a Will Save (Wisdom-based) or be rendered Blind for 1 minute
  • When you enter the Style, you create a Pall of Twilight effect that lasts for one round
  • Any foe you hit with your Slam attack suffers 2 points each of Intelligence, Wisdom and Charisma damage

When you gain access to Grand Master Fighting Styles, you may cast Disguise Self at will, and the summoned Shadow becomes a Greater Shadow. Additionally, you may choose from the following Grand Master Fighting Style abilities in addition to the usual ones:

  • Any foe you hit with your Slam attack must pass a Will Save (Wisdom-based) or suffer a Fever Dream effect
  • Any foe you hit with your Slam attack, even objects, must pass a Will Save or be forcefully sent to the Plane of Shadow
  • Until the start of your next turn, you gain certain Nightwalker Traits: you become Huge, gaining a 40' Movement Speed and 15' Reach but not adjusting Natural Armour or Ability Scores. You are treated as Undead (Dark-Minded), and gain the Crush Item, Desecrating Aura and Evil Gaze abilities, along with DR 15/silver and magic and the Aversion to Daylight. The Save DC for Evil Gaze is Wisdom-based.


Monk of the Long Death [Order]
You surround yourself with death so often that it makes sense to follow it as a lifestyle.
Prerequisites: Fighting Style, Death Attack
Benefit: you may add your Monk and Assassin levels together to determine the following:

  • Armoured in Life Bonus
  • Death Attack damage
  • Caster Level for Assassin Spells

Additionally, you may choose to either use your Wisdom for Assassin Spellcasting or your Intelligence to determine Save DC of Monk Abilities. Finally, once per round when you reduce an opponent to fewer than zero Hit Points while in a Fighting Style (or Master or Grand Master Fighting Style), you may cast Death Knell upon them as a Free Action. This is a Supernatural Ability and the duration becomes one round per hit die of the target. If the attack killed the target outright, you still get the benefits as though they were slain by the Death Knell.

Lasher
You watch either a lot of Indiana Jones, or a lot of BDSM porn.
Benefits: you become proficient with the Whip, Scourge, Stingray Whip, Scorpion Whip, Nagaika, and Whip-Dagger, as well as anything else that is basically a whip.
BAB +1 In your hands, a whip (or similar weapon) can do regular or non-lethal damage as you prefer, and is not negated by Armour or Natural Armour (although attack rolls are made as normal). Additionally, its use does not provoke an Attack of Opportunity in your hands.
BAB +6 You threaten every square you can reach with a whip or similar weapon (typically out to 15 feet), and for things like the Scourge that only reach to adjacent squares, they now threaten out to 5 and 10 feet. When making a Trip or Disarm attempt with one of these weapons, you add a Bonus equal to the weapon's Enhancement Bonus, as well as any Bonuses to Attack rolls specifically with that type of weapon (such as from Combat School or Weapon Focus).
BAB +11 You can use a whip or similar weapon as a dextrous arm or tendril, albeit a very long one, such as to reach levers or open doors from a distance, and to add its reach to your movement when Climbing or Jumping (including to natural Climb speeds). You can even Grapple out to its full reach (gaining the same Bonuses as the +6 ability), but due to the lack of rigidity, you can't keep an enemy held out to the length - they are basically on a leash tethered to you.
BAB +16 If you use a whip or similar weapon to attack a foe who is not out to the maximum range (such as one who is adjacent or 10' away when it reaches to 15'), you attack from behind, and gain the benefits for Flanking. You can also use a wielded whip (or similar) to deliver Touch Attacks on your behalf.

-

ARACHNE

“You will make a fine meal for my companions.”

Lolth has many servants amongst the drow and her other favoured races. Many favour stealth, poisons and carefully-placed weapons (Assassins, Rogues, and Lolth's Sting – the Ninja). Some blend martial combat with magical arts, such as the Arcane Guard. There are Arachnomancers who specialise in spidery magic, various options for priestesses… but for a knight who serves the Spider Queen and the Drow society, there is the Arachne. Specially tested for loyalty, determination, ruthless aggression and quick-thinking, they are champions who sit astride giant spiders and gain some degree of magical ability. At the same time, they have a number of surprises, whether creating undead or poisoning the spells they deliver – the Arachne cannot be tied to one specific thing.

Requirements:

Race: Aranea, Chitine, Choldritch, Deep Dragon, Half Deep Dragon, Drow, Half-Drow, Draegloth or Ettercap
Alignment: Chaotic Evil
Skills: Handle Animal 5 ranks, Knowledge (Dungeoneering) 10 ranks
Feats: Mounted Combat
Domain: Spider
Special: a Knight of the Order of Lolth does not need to meet the Domain requirement, and only needs to meet one of the Skill requirements, not both.

Quote:

Order of Lolth: when riding a monstrous vermin, you do not need to make any rolls or checks to remain mounted if your mount travels across walls or ceilings, and when your mount makes a charge attack, you can spend a Standard Action to grant it a bonus on the attack and damage roll equal to half your Base Attack Bonus. Additionally, as a Supernatural Ability, once per round when you deal Designated Opponent damage, you also deliver Large Monstrous Spider Venom to your target, with a Save DC of 10 + half your hit dice + your Constitution Bonus.


Hit Die: d10
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Climb, Concentration, Craft (Any), Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (Arcana, Dungeoneering, Religion), Ride, Sense Motive, Spellcraft

Weapon and Armour Proficiencies: the Arachne gains no new Proficiencies


LevelBABFortRefWillSpecialSpellcasting
1+0+0+2+2Spider Mount, Spider Affinity+1 Cleric
2+1+0+3+3Linked Senses, Gift of the Spider Queen-
3+2+1+3+3Web Walker, Poison Spell+1 Cleric
4+3+1+4+4Wrappings of Ages+1 Cleric
5+3+1+4+4Dominate Male Drow, Lolth's Boon+1 Cleric
6+4+2+5+5Lolth's Caress+1 Cleric
7+5+2+5+5Ambush-
8+6+2+6+6Whispers of the Otherworld+1 Cleric
9+6+3+6+6Call the Little Ones+1 Cleric
10+7+3+7+7Transcendence, Yochlol Form+1 Cleric


Spider Affinity (Ex): the Arachne is immune to the venom of Spiders, even monstrous ones (and Monstrous Spiders with templates applied). Furthermore, spiders with an Intelligence less than three will never attack her without provocation unless specifically commanded or controlled by another, and even then the one issuing the command must make a Handle Animal check with a DC equal to double the Arachne's Class Level, plus 15. She may communicate with spiders that have an Intelligence of 1 or more, through Telepathy with a range of 30 feet.

Spider Mount: at first level, the Arachne is offered a special mount, a Giant Spider which makes its way to her. It has the abilities of a Blackguard's Fiendish Servant (as per the DMG), and additionally can grow into larger varieties or be replaced as she gains levels. If it is slain, Lolth is briefly angered at the Arachne and afflicts her with a Bestow Curse effect (no Saving Throw or Spell Resistance allowed, -4 Penalty on Attack Rolls, Saves, Ability Checks and Skill Checks), which she must get removed in the normal way – or it is lifted when she gains a level, as Lolth's attention is fleeting and fickle. When the Curse is removed, a new mount will make its way to her. Similarly, if she goes out of her way to restore the life to a slain mount or raise it as an Undead, the Curse is also removed.

The spider may be a Fiendish Large or Huge Monstrous Spider, Fiendish Spitting Spider, or Tomb Spider. If her Character Level is at least thirteen, she may have a Widowmaker or a Bebilith.

Spellcasting: every level except two and seven, the Arachne gains the spellcasting ability as though she had taken a level in Cleric. If she has levels in Cleric, they stack. Otherwise, she gains these as a separate caster level from any others, and gains two Domains - the Spider Domain and any one other offered by Lolth.

Linked Senses (Su): starting at second level, the Arachne may concentrate to see through the eyes and hear through the ears of her spider mount. No matter the distance between the two, as long as they are on the same plane she may do this, perceiving the world through it. Any spells allowing her to sense things (such as Detect Magic or True Seeing) do not carry over, however any effects allowing the mount to sense things do carry across to her.

Gift of the Spider Queen: at second level, the Arachne is blessed by the Spider Queen with greater drow magic. If she for some reason does not have Darkness, Faerie Fire and Dancing Lights as Spell-Like or Supernatural Abilities, she gains the ability to cast them each once per day. If she already has the ability, she gains an additional daily use of each.

If she has at least four ranks in Spellcraft, she may spend a use of Dancing Lights to instead create a Silent Image effect (with a duration of Concentration) or a Hypnotic Pattern effect, and may spend a use of Faerie Fire to instead create a Mirror Image effect (only creating 1d4 images).

If she has at least nine ranks in Spellcraft, she may spend a use of Darkness to instead create a Deeper Darkness effect (with a duration of one minute per level), and may do this as an Immediate Action. Additionally, she may spend a use of both Darkness and Faerie Fire to instead create a See Invisibility effect (with a duration of 1 round per level).

If she has at least fourteen ranks in Spellcraft, she may also cast Levitate, Detect Good and Detect Magic once each per day. With a Swift Action, she may spend a use of each of Darkness, Faerie Fire and Dancing Lights to instead create a 20' radius Burst of light: all in the area must pass a Reflex Save or be Blinded for one round. Additionally, this makes her Invisible for one round per level (or until she ends the effect by attacking).

If she has at least nineteen ranks in Spellcraft, she can cast Dancing Lights, Darkness, Faerie Fire, Detect Good, Improved Invisibility, Detect Magic and Levitate (and thus their alternate uses and combinations) at will. When casting Darkness, she may instead cast it as Damning Darkness, and when casting Faerie Fire, everyone else has Concealment against the target.

Web Walker (Su): the third-level Arachne has the spell Web added to her Cleric spell list (as a Second-Level Spell), and is immune to the effects of Web spells (as though under a Freedom of Movement effect). Additionally, she can walk just fine on any web able to hold her weight, not needing to make balance checks and able to move normally.

Poison Spell (Ex): at level three, the Arache gains the ability to poison her spells. By holding a Contact or Injury based poison when casting a spell that is resolved with a Melee Touch Attack or Ranged Touch Attack, she applies the poison – it is consumed in the process, and wasted if the attack misses. If the spell hits, then even if the target Resists the spell or passes any saving throws, they must still save against the effects of the poison.

Wrappings of the Ages: at level four, the Arachne gains Wrappings of the Ages as a bonus feat. Mummies will often be wrapped in web if there is little care for them, or spidersilk if they are special. The Arachne may also use this feat to create Husk Vermin.

Dominate Male Drow (Su): at fifth-level, the Arachne gains the ability to cast Dominate Person once per day, targeting Male Drow only. The Save DC is Charisma-based.

Lolth's Boon: at level five, the Arachne gains Lolth's Boon as a Bonus Feat. If she lacks the ability to Turn or Rebuke Undead, she may simply use this ability three times per day.

Lolth's Caress: at level six, the Arachne gains Lolth's Caress as a Bonus Feat. If she lacks the ability to Turn or Rebuke Undead, she may simply use this ability three times per day.

Ambush (Ex): it is hard to catch the seventh-level Arachne by surprise, and when she catches others off-guard, she can take better advantage of it. When she could normally act in a Surprise Round, she is able to take a Full Round Action (or a Move Action and a Standard Action) instead of just a Standard or Move Action. When she normally could not act in a Surprise Round, she is instead able to make a single Move or Standard Action.

Whispers of the Otherworld: at level eight, the Arachne gains Whispers of the Otherworld as a Bonus Feat. Typically this is used to make accursed Wraiths and Spectres.

Call the Little Ones (Sp): the ninth-level Arache gains the ability to, once per day, cast Creeping Doom. However, instead of one Centipede Swarm per two levels, it summons one Spider Swarm per level, and the Distraction and Poison Save DC are both 10 + half her hit dice + her Charisma Bonus. Alternatively, it may summon one Torment Spider Swarm (treat as Plague Ant Swarm) per three levels (round up), using the above calculation for any Save DC, or one Necrotic Spider Swarm (treat as Scarab Beetle Swarm) per five levels (round up), with the same Save DC as above.

Transcendence: at level ten, the Arachne is exceptionally blessed. If she is not already an Outsider or Undead, she changes her Type to Outsider (Chaotic, Evil, Native), and if she had a maximum age, she no longer does – bonuses and penalties from growing old will not accrue, and she will only die when slain. Do not recalculate any hit dice for turning into an Outsider. Although she is not an actual Fiend, she may now take [Fiend] Feats.

Yochlol Form (Sp): the Arachne who reaches tenth level has attained the pinnacle of her devotion, and is granted the ability to change forms similar to a Yochlol. She may turn into a noxious cloud, as per Gaseous Form, or a Large Monstrous Spider, as per Shapechange, at will. At this point she may pursue the path to becoming a Yochlol: a permanent transformation into a Demon, requiring a ritual twelve hours long and the sacrifice of twenty hit dice worth of surface-dweller elves or traitors. It also requires a total of twenty levels of Divine spells to be cast in any combination, typically by various assistants although a Cleric could cast these herself over the course of the ritual. This results in rebuilding the character completely.

-

OCULAR ADEPT

“I spy with my little eye something that starts with Disintegration”

As unwise as it may be, various humanoids end up drawn to the beholders, willing to serve eye tyrants above all else. No-one is really sure why – least of all the beholderkin themselves – but it could very well be the sway of the Great Mother, reaching out to corrupt their minds and lure servants who are less genocidal than the usual. These worshippers do gain rewards for their part, gradually gaining some of the powers of beholders, but there are great costs.

Requirements:
Race: any Humanoid or Monstrous Humanoid
Alignment: Evil
Skills: Spot 8 ranks, Concentration 8 ranks
Special: the character must supplicate himself before one or more beholders and forswear allegiances to any former deities

Hit Die: d6
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Craft (Any), Disguise, Heal, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Search, Spellcraft, Spot

Weapon and Armour Proficiencies: Ocular Adepts are proficient with Simple Weapons and Light Armour.


LevelBABFortRefWillSpecial
1+0+0+0+2Crown of Eyes, Familiar, Eye Rays: Charm Person, Inflict Moderate Wounds
2+1+0+0+3Metaray, Eye Ray: Fear
3+2+1+1+3Apply Beholder Grafts, Eye Ray: Slow
4+3+1+1+4Bonus Metamagic Feat, Eye Ray: Sleep
5+3+1+1+4Arcane Biology, Eye Ray: Charm Monster
6+4+2+2+5Bonus Metamagic Feat, Eye Ray: Telekinesis
7+5+2+2+5Eye Ray: Disintegrate
8+6+2+2+6Disintegration Finesse, Eye Ray: Finger of Death
9+6+3+3+6Eye Ray: Flesh to Stone
10+7+3+3+7Bonus Metamagic Feat, Storm of Beams


Crown of Eyes (Ex): the Ocular Adept receives a graft, with a set of ten eyes on short stalks in a circle on his head. Disguising this is rather necessary in polite society, but it grants all-around vision, preventing him from being Flanked.

Familiar: at first level, the Ocular Adept is gifted with an Eye Ball as a familiar. He may use his total hit dice for his effective Wizard Level for the purpose of Familiar Abilities. If it dies, he is Dazed for one round and takes 1d6 points of damage, but suffers no other downsides. The next morning he may summon another.

Eye Rays (Sp): as the Ocular Adept gains levels, more of his eye stalks gain powers like those of a Beholder. The Caster Level equals his hit dice, and any Save DC is 10 + half his hit dice + his Charisma Bonus. Like with a Beholder, the spell effects require Ranged Touch Attacks, with 60 feet of range and only affecting the one target, but unlike Beholders, using a single Eye Beam uses an Attack Action and each can only be used three times per day. No eye ray may be used more than once per round.

At first level, he gains Charm Person and Inflict Moderate Wounds. At level two he gains Fear. At level three he gains Slow. At level four he gains Sleep (with no limit to hit dice of the single creature affected). At level five he gains Charm Monster. At level six he gains Telekinesis. At level seven he gains Disintegrate. At level eight he gains Finger of Death. At level nine he gains Flesh to Stone.

Metaray: starting at second level, any Meta-Magic Feat the Ocular Adept possesses may be applied to his Eye Rays. Upon using such a feat, that particular Eye Ray cannot be used again for a number of rounds equal to the number of levels by which the feat modifies a spell. For instance, if an effect is Extended, the same ray could not be used on the following turn.

Apply Beholder Grafts (Su): the third-level Ocular Adept gains the ability to create and apply Beholder Grafts.

Bonus Metamagic Feats: at levels four, six and ten, the Ocular Adept gains a new Meta-Magic Feat. He has to meet any Feat requirements for the Feat in question, but no other ones such as being able to cast spells of a certain level.

Arcane Biology (Sp): the fifth-level Ocular Adept understands his own magic better. Any Spells or Spell-Like Abilities he can use may be “cast” through the Eye Stalks, providing they have a Casting Time of a Standard Action or less: doing so changes them to a Ranged Touch Attack out to sixty feet, single-target only, and with his hit dice as a Caster Level and 10 + half his hit dice + his Charisma Bonus as the Save DC, and can be used as an Attack Action. Meta-Magic then affects them as per the Metaray ability. As Eye Rays, he cannot cast the same spell through his eyes more than once per round, no matter how many times he can cast it.

Disintegration Finesse: at level eight, the Ocular Adept gains Disintegration Finesse as a Bonus Feat.

Storm of Beams: at level ten, the Ocular Adept can use the following Eye Rays at will: Charm Person, Inflict Moderate Wounds, Telekinesis, Slow, Fear. Additionally, he may use a Full Round Action to unleash all of his available Eye Rays – not including through Arcane Biology. He may unleash the rays at different targets, and indeed no more than two rays can be aimed at the same target at the same time. Any ray with no daily uses remaining is simply unused in this ability.

(Coming soon: Elemental Archon, Illithid Mastermind, Horned Harbringer, Pale Master, Master of Shrouds, Entropic Adept, Talontar Blightlord, Telflammar Shadowlord, Dragon Shaman + feats, Binder (incomplete), Corruptor, Cursed, Doombringer, Oozemancer, Reaver)
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Last edited by Koumei on Mon May 15, 2017 9:23 am; edited 1 time in total
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Koumei
Serious Badass


Joined: 07 Mar 2008
Posts: 12682
Location: South Ausfailia

PostPosted: Sat Oct 01, 2016 9:38 am    Post subject: Reply with quote Add User to Ignore List

ELEMENTAL ARCHON

“The great cleansing fires will purify you by incinerating your corrupt body!”

For whatever reason, people often devote themselves to the elements. In some cases, they obsess over just a single element to the exclusion of others, and go a bit crazy about the whole thing. Suitably powerful people who do this can become quite dangerous, commanding elementals and channeling powerful elemental magic. Often these are leaders in times of Elemental Evil.

Requirements:
Skills: Knowledge (Nature) 8 ranks
Spellcasting: ability to cast Protection From Elements
Special: must select one of the four elements and speak the associated language (Aquan, Auran, Ignan or Terran)

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Concentration, Craft, Handle Animal, Heal, Knowledge (Nature, the Planes), Spellcraft, Survival, Swim

Weapon and Armour Proficiencies: Elemental Archons gain no new Proficiencies


LevelBABFortRefWillSpecialSpellcasting
1+0+2+2+0Mephit Underlings, Elemental Focus+1 Level
2+1+3+3+0Power of Arrogance+1 Level
3+2+3+3+1Improved Elemental Summoning+1 Level
4+3+4+4+1Form of the Elements+1 Level
5+3+4+4+1Elemental Mastery+1 Level
6+4+5+5+2Elemental Seeds+1 Level
7+5+5+5+2Improved Elemental Focus+1 Level
8+6+6+6+2Channel the Elements+1 Level
9+6+6+6+3Word of the Elements+1 Level
10+7+7+7+3Transformation, Summon Avatar+1 Level


Mephit Underlings: all mad cultists and planar devotees need hordes of slavish imp-like minions, and Elemental Archons are no exception. In their case, these minions are Mephits, small creatures that aren't too bright, but make up for that with enthusiasm. The Archon receives three such minions, and should one die, another replaces it one day later. An Air Archon may have Air, Ice, Dust or Sulfur Mephits. An Earth Archon may have Earth, Salt, Dust or Magma Mephits. A Fire Archon may have Fire, Magma, Glass or Steam Mephits. A Water Archon may have Water, Ooze, Steam or Ice Mephits.

Although they will rarely have the strength to be considered combat allies, they do gain abilities as the Elemental Archon continues to gain levels:

Archon LevelBonus HDNatural ArmourAbility IncreaseSpecial Abilities
1-2--+1 CharismaEmpathic Link, Improved Evasion
3-4+2+1+2 StrengthShared Saving Throws
5-6+4+2+2 ConstitutionImproved Link
7-8+6+3+2 DexteritySlavish Sacrifice
9-10+8+4+2 CharismaBigger Breath


Archon Level: the number of levels the Elemental Archon has in this Prestige Class
Bonus HD: the total number of Bonus Outsider Hit Dice gained by the Mephits. This increases Saving Throws, allows new Feats to be taken, the Save DC for Special Attacks, Caster Level for Spell-Like Abilities and so on, but not Size Categories.
Natural Armour: the total increase to the Natural Armour Bonus of the Mephits
Ability Increase: the Mephits gain the listed increase to ability scores. These are cumulative.
Empathic Link (Su): this functions as the Sorcerer/Wizard's Familiar.
Improved Evasion (Ex): the Mephits all suffer no damage on a successful Reflex Save for half, and on a failed Reflex Save for half, still only suffer half damage.
Shared Saving Throws (Ex): the Mephits may use their own Base Saving Throws or those of the Archon, whichever is greater.
Improved Link (Su): the Empathic Link increases to a range of 20 miles.
Slavish Sacrifice (Su): once per day, one Mephit Underling within 100' of its master may use an Immediate Action to sacrifice itself for its master: if the master would be reduced below 1 HP from an attack, the Mephit instead suffers all damage and effects. This is once per day total, not per Mephit.
Bigger Breath (Su): the Mephit's Breath Weapon extends out to Close Range and deals one die of damage per hit die. Penalties or ongoing damage last for an additional four rounds. The breath of a Sulfur Mephit causes a character who passes a save to be Sickened for three rounds.

Elemental Focus (Ex): at first level, the Elemental Archon defines himself based on his chosen element. When casting Spells, Spell-Like Abilities or Supernatural Abilities with the chosen Element as a Descriptor, he gains +1 Caster Level and +1 to the Save DC. At level seven, these bonuses increase to +2. However, each Element has an Element of Opposition (Earth opposes Air, Fire opposes Water), and the Element of Opposition is banned – he can no longer cast Spells or Spell-Like Abilities or activated Supernatural Abilities with that Descriptor (unless it also contains his chosen Descriptor, in which case it is simply treated as a neutral effect to him, neither banned nor boosted). Spells with that descriptor are completely removed from his Class List, meaning he cannot even activate magic items of that type without Use Magic Device.

Spellcasting: at every level, the Elemental Archon continues to gain casting ability in a previous class.

Power of Arrogance (Ex): starting at level two, the Elemental Archon's confidence propels him to greater heights against his Element of Opposition. Against creatures with the opposing Elemental Subtype, he gains a +3 Bonus on Attack Rolls, Caster Level checks and any Save DC, and +2d6 Damage. He also ignores any [Compulsion], [Charm] or [Fear] effects from such creatures.

Improved Elemental Summoning (Ex): when the third-level Elemental Archon summons an Elemental of his chosen type, it gains a +4 Insight Bonus to Strength, Dexterity and Constitution. Furthermore, if he uses a Conjuring [Summoning] spell to summon a variable number of Elementals of the chosen type, such as using Summon Nature's Ally 8 to summon 1d3 Greater Elementals, the amount is automatically the maximum possible.

Form of the Elements (Su): at level four, the Elemental Archon becomes more like his favoured type of Elemental. If he focuses in Air, he gains Air Mastery and a 50' Fly Speed with Good Maneuverability. If he focuses in Earth, he gains Earth Mastery and Earth Glide at his normal Movement Speed. If he focuses in Fire, he gains Fire Resistance equal to his level and the Burn ability (1d6 for a Medium creature). If he focuses in Water, he gains Water Mastery, Drench, and a 90' Swim Speed.

Elemental Mastery (Ex): the Elemental Archon's focused spellcasting ability improves upon reaching fifth level: if a spell with his chosen Elemental Subtype has a Casting time of less than one round and allows for Spell Resistance, he may cast it with a casting time of one round to disallow Spell Resistance. Additionally, regardless of the actual spell level, any spell he casts with the chosen Elemental Subtype is treated as the highest level he could possibly cast for the purpose of the Save DC, Orb of Invulnerability and so on.

Elemental Seeds (Su): at level six, the Elemental Archon gains the understanding of how to condense, retrieve and utilise elemental seeds. It is by no means an easy task, requiring travel to the required Elemental Plane, using a raw gem worth 10,000 GP as a focus, and performing a ritual, one hour long and with the sacrifice of fifty Spell Levels worth of spells. These spells can individually be of any level higher than a Cantrip, and can be gradually cast over the course of the ceremony. When it is complete, the seed has coalesced. From there, he must return to the Material Plane, bury it and keep it protected for a full week. Every day over the course of the week, the surrounding area (with the radius extending by one mile per day) becomes more and more like the Elemental Plane, until finally the seed "sprouts" and a planar breach forms. From that point on, the seven mile radius area is treated as both planes at the same time and can be used permanently as a Travel version of the Gate spell between the two planes. All spells of with the relevant Elemental descriptor are automatically Extended (if applicable) without using higher level spell slots or lengthening casting time. This also provides the spellcasting component for any spells with the relevant Elemental descriptor when creating magic items.

Channel the Elements (Sp): the eighth-level Elemental Archon gains the ability to either Turn (or Destroy) Elementals with the opposing Elemental Subtype, or Rebuke (or Bolster or Command) Elementals with the chosen Elemental Subtype. He must decide when gaining the ability. It otherwise functions as the Cleric ability to Turn or Rebuke Undead, with an effective Cleric level equal to his Character level, and can be used a number of times per day equal to his Charisma Bonus + 3.

Word of the Elements (Sp): once per day, the ninth-level Elemental Archon may utter a word so finely-tuned to his Elemental source that opposing elements are affected quite badly. This Spell-Like Ability functions as Holy Word, except instead of Evil creatures, it affects creatures with the Element of Opposition as their Subtype, and has no effect on "neutral" creatures. A side-effect of this is the ruin and defilement of normal, non-creature traces of the element - a Fiery Word causes water to evaporate or turn foul, a Word of the Winds causes soil to become infertile and dusty, an Earthen Utterance causes the breeze to still and the air to lose freshness, and a Word of Water extinguishes fires. The Caster Level equals his Character Level, and cannot be modified to be higher or lower than that.

Transformation: at level ten, the Elemental Archon's transformation is complete. His Type changes to Elemental, and he gains the relevant Elemental Subtype. He is still able to hold a distinct form if he wishes, and can continue wearing clothes and armour, and wielding weapons, but disguising himself as something else is out of the question.

Summon Avatar: once per day, the tenth-level Elemental Archon is able to summon the relevant kind of Elemental Weird when within the area of a planted Elemental Seed that suits his chosen Element. However, this is not a simple process: it requires a minute of concentration, and then he has to maintain concentration and Line of Effect, remaining within 60 feet and not taking any action of his own. If any of these conditions is broken, the Weird vanishes. Unlike normal, summoned Weirds only cast as twelfth-level Sorcerers. These are the Spells Known:
Air:
-Cantrips: Resistance, Electric Jolt, Ray of Frost, Detect Magic, Daze, Light, Ghost Sound, Mage Hand, Message
-1st Level: Shocking Grasp, Colour Spray, Shield, Ray of Enfeeblement, Obscuring Mist
-2nd Level: Spectral Hand, Glitterdust, Gust of Wind, Blur, Wind Wall
-3rd Level: Shivering Touch, Stinking Cloud, Lightning Bolt, Slow
-4th Level: Fear, Ice Storm, Bestow Curse
-5th Level: Mind Fog, Control Winds
-6th Level: Bigby's Forceful Hand
Earth:
-Cantrips: Resistance, Acid Splash, Detect Magic, Touch of Fatigue, Mending, Open/Close, Arcane Mark, Prestidigitation, Disrupt Undead
-1st Level: Mage Armour, Shield, Grease, Chill Touch, Fist of Stone
-2nd Level: Soften Earth and Stone, Melf's Acid Arrow, Web, Spectral Hand, Ghoul Touch
-3rd Level: Contagion, Hold Person, Halt Undead, Vampiric Touch
-4th Level: Spike Stones, Evard's Black Tentacles, Stoneskin
-5th Level: Wall of Force, Telekinesis
-6th level: Harm
Fire:
-Cantrips: Resistance, Detect Magic, Daze, Dancing Lights, Light, Flare, Disrupt Undead, Arcane Mark, Prestidigitation
-1st Level: Charm Person, Colour Spray, Silent Image, Cause Fear, Magic Missile
-2nd Level: Scorching Ray, Glitterdust, Hypnotic Pattern, Wall of Gloom, Blindness/Deafness
-3rd Level: Fireball, Rage, Haste, Blink
-4th Level: Wall of Fire, Confusion, Burning Blood
-5th Level: Flamestrike, Prismatic Ray
-6th Level: Disintegrate
Water:
-Cantrips: Resistance, Acid Splash, Detect Poison, Ray of Frost, Dancing Lights, Touch of Fatigue, Disrupt Undead, Mage Hand, Prestidigitation
-1st Level: Mage Armour, Shield, Grease, Sleep, Chill Touch
-2nd Level: Acid Arrow, Detect Thoughts, Blur, Mirror Image, Fog Cloud
-3rd Level: Sleet Storm, Stinking Cloud, Deep Slumber, Slow
-4th Level: Ice Storm, Control Water, Cure Critical Wounds
-5th level: Mirage Arcana, Baleful Polymorph
-6th Level: Heal

-

ILLITHID MASTERMIND

“Greetings, mind-slaves!”

Every mind flayer is a genius by human standards. However even amongst them, there are the plotters and schemers, those who come up with the greatest of plans and manipulate lesser minds with even more ease. The Masterminds are leaders amongst a race of leaders, and can happily control others in the middle of dangerous fights.

Requirements:
Race: Mind Flayer
Alignment: Lawful Evil
Special: the character must be dedicated to furthering the goals of Illithid Society

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Spot

Weapon and Armour Proficiencies: the Illithid Mastermind gains no new Proficiencies


LevelBABFortRefWillSpecial
1+0+0+0+2Tendril of Influence, Invisibility, Dream Walk
2+1+0+0+3Issue Command, Misdirection, Manifest Desire
3+1+1+1+3Dream, Nightmare, False Vision, Manifest Nightmare
4+2+1+1+4Mental Grasp, Mirage Arcana, Dreaming Puppet
5+2+1+1+4Sequester, Mind Switch, Dream Sight
6+3+2+2+5Mislead, Programmed Image
7+3+2+2+5Mental Ownership, Shatter Mind Blank
8+4+2+2+6Screen, Demand, Improved Invisibility
9+4+3+3+6Sympathy, Repulsion
10+5+3+3+7Id Seed, Programmed Amnesia


Tendril of Influence (Su): at will, the Illithid Mastermind may attempt to seize control of an individual within Close Range with just a Standard Action. The target must have an Intelligence Score of 3 or more, but Immunity to [Mind-Affecting] effects does not prevent this. The target must succeed on a Will Save (DC 10 + half the Mastermind's hit dice + its Charisma Bonus) or become influenced, vulnerable to coercion. The Mastermind adds its class level as an Insight Bonus on Bluff, Diplomacy, Intimidate and Sense Motive checks against the target until released, and can read its surface thoughts. It may hold influence over up to four targets at a time, and this lasts until they move further than Medium Range or it chooses to release them (a Free Action).

Psionics (Sp): as the Illithid Mastermind gains levels, it gains a number of additional psionic Spell-Like Abilities. Each of these can be used three times per day, with a Caster Level equal to its hit dice, and a Save DC of 10 + half its hit dice + its Charisma Bonus. The Caster Level of existing Psionics increases, as does the Save DC for its Mind Blast.

Issue Command (Su): starting at level two, the Illithid Mastermind may prod the minds of any targets held within its Tendril of Influence, trying to force actions. This requires an Immediate Action when the subject declares an action, taking place just before the action:

  • Attack: the Mastermind may designate a target for the subject to attack. If the subject attacks that target, it is made with a +4 Insight Bonus to the attack and damage rolls. If they wish to attack a different target, they must first pass a Will Save (Charisma-based) or else they follow the instructions. If they pass the save, they can attack their target, but with a -4 Morale Penalty to the attack and damage rolls.
  • Move: the Mastermind may designate the movement of the subject (within the normal limits of their movement). If they follow that path, they gain a +4 Insight Bonus to Armour Class until their next turn. If they wish to move a different way, they must first pass a Will Save (Charisma-based) or else they follow the instructions. If they pass the save, they can move the way they want (or not at all), but with a -4 Morale Penalty to Armour Class for one round.
  • Cast: whichever spell the subject has chosen to cast, the Mastermind may designate a target or area (as applicable, within normal limits). The subject must pass a Will Save (Charisma-based) in order to defy this designation. If they fail the save or voluntarily follow it, they gain a +4 Insight Bonus to Concentration checks and Spell Penetration checks for that spell. If they defy the command, they suffer a -4 Morale Penalty to Concentration checks and Spell Penetration checks for that spell.


Mental Grasp (Su): at level four, when the Illithid Mastermind uses a [Mind-Affecting] effect on a subject of its Tendril of Influence, it may ignore any immunity they have to [Mind-Affecting] effects and increase the Save DC by +2. However, whether or not it is successful, using this releases the Mastermind's influence over the subject.

Mental Ownership (Su): the seventh-level Illithid Mastermind is able to spend a Full Round Action at will attempting to seize full control of a subject of its Tendril of Influence. The target must attempt a Will Save (Charisma-based), and if they fail, they are Dominated for one round per class level of the Mastermind, even if immune to [Mind-Affecting] or [Compulsion] effects or Domination specifically. If they succeed on the save, they are freed of the influence. Likewise, once the Domination ends, they are freed from the influence.

Id Seed (Su): anyone who becomes the subject of the tenth-level Illithid Mastermind's Tendril of Influence becomes tainted and corrupted. Such creatures are in danger should the Illithid Mastermind be slain: all corrupted creatures must pass a Will Save (Charisma-based). The Mastermind may select one of the targets who has failed, at which point it takes over their body, consuming their own id. Often, it will carefully wait for the opportunity to recover its own body and secure a resurrection (at which point the live body merely needs to eat the brain housing the personality in order for the two to be reunited), possibly planning to kill the "allies" of the current host.

There are multiple protections against being taken over, however, granting immunity to the entire effect: being in a Hallowed or Consecrated area, having a Protection Against Alignment or other method of preventing possession, being the subject of a Remove Curse or Break Enchantment cast before the death of the creature, or merely a full day passing between the influence and the death.
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Koumei
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PostPosted: Sat Oct 01, 2016 11:05 am    Post subject: Reply with quote Add User to Ignore List

HORNED HARBRINGER

"I don't care that my god is dead - he can return. This is more than can be said about you."

Although Myrkul, former god of death, has since himself been claimed by death, he still has some worshippers. Deities rarely are snuffed out from existence completely, and the floating skeletal remains drifting through the Astral Plane has enough power that some who contact him can be bestowed with great power. Whether this is some attempt to regain life and power, or to try to gain vengeance upon the world, or merely a last cruel laugh, no-one can really tell, and answers are not forthcoming from Myrkul.

Requirements:
Alignment: any Evil
Patron: Myrkul
Skills: Knowledge (the Planes) 8 ranks
Special: the character must have made contact with Myrkul, despite it being a dead god

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Concentration, Craft (any), Heal, Intimidate, Knowledge (any), Listen, Spellcraft, Spot

Weapon and Armour Proficiencies: the Horned Harbringer becomes proficient with the Scythe, and any weapon made from Boneblade.


LevelBABFortRefWillSpecial
1+1+2+0+2Rebuke Undead, Death Domain, Vestige of Myrkul (Horns)
2+2+3+0+3Deathwatch, Body Assemblage
3+3+3+1+3Vestige of Myrkul (Aura of Decay)
4+4+4+1+4Bonus Feat
5+5+4+1+4Captain of Undeath, Maximised Death Touch
6+6+5+2+5Bonus Feat
7+7+5+2+5Vestige of Myrkul (Curse of Wasting)
8+8+6+2+6Bonus Feat
9+9+6+3+6Vestige of Myrkul (Boneblade Scythe)
10+10+7+3+7Bonus Feat, General of Undeath


Rebuke Undead (Su): the Horned Harbringer can Rebuke Undead as an Evil Cleric, with a level equal to his character level. He may do this a number of times per day equal to his Charisma Bonus plus three.

Death Domain: the Horned Harbringer gains access to the Death Domain. If he already has levels in a class that grants Spellcasting Ability and Domain Slots, he may prepare the Domain Spells in the Domain Slots. If he has levels in a class that grants Spellcasting Ability but not Domain Slots, he adds the Domain Slots to his Spells Known (and his Class List), able to cast them like other spells for his class. Even if he has no Spellcasting ability at all, he still gains the Death Touch power.

Vestige of Myrkul (Su): having taken the mantle of Myrkul upon himself, the Horned Harbringer gains a number of boons as he gains levels - effects that are obvious, and can be suppressed by anti-magic effects, but not flat-out gaining the ability to cast spells. At first level, his head sprouts a crown of horns, granting a Gore attack (dealing 1d8 + one and a half times the user's Strength Bonus in damage for a Medium creature, doubled on a charge). This is a Magic Weapon with an Enhancement Bonus equal to +1 per 3 hit dice (round up), and each round, any target struck must pass a Fortitude Save (DC 10 + half his hit dice + his Charisma Bonus) or be Dazed for one round.

At level three, he emits an Aura of Decay out to fifteen feet. This causes normal plant life and insects to die and wither instantly. At the start of each of his turns, all creatures within the area suffer Negative Energy damage equal to his class level (healing Undead as normal), with a Fortitude Save for half (DC 10 + half his hit dice + his Charisma Bonus). On a failed save, creatures become Fatigued until they rest. This can stack to Exhaustion as normal. Additionally, any Conjuration [Healing] effect in the area fails if the caster does not make a Caster Level check equal to 15 + the hit dice of the target.

At level seven, he gains the ability to bestow the Curse of Wasting with a Standard Action at will. One target within Close Range must pass a Will Save (DC 10 + half his hit dice + his Charisma Bonus) or be affected until the curse is removed (via the same means as Bestow Curse). The target immediately suffers a -1 Penalty to all Ability Scores, and permanently suffering from the effects of Starvation, regardless of how much they eat (skipping the initial 3 days without food). Each morning, the Penalty increases by 1. The moment any Ability Score has a Penalty equal to or greater than the score itself, the target is slain and rises as a Wraith.

At level nine, he can conjure a Boneblade Scythe with a Full Round Action. If ever it leaves his hands, it disappears, but he can conjure another just fine. Aside from being a Boneblade weapon and a Magic Weapon, it is also a Vorpal, Wounding weapon that provides Immunity to [Death] effects and allows the wielder to, three times per day, summon and control a Dread Wraith for one hour. On the down side, it provides a -5 Luck Penalty to the Armour Class of the wielder.

Deathwatch (Sp): starting at second level, the Horned Harbringer constantly has a Deathwatch effect active, so he may know who is close to being claimed.

Bonus Feats: at level two, the Horned Harbringer gains Body Assemblage as a Bonus Feat, using his hit dice in place of his Caster Level. Every two levels thereafter, he gains another Bonus Feat, which may either be a [Necromantic] Feat or a [Divine] Feat or a Feat that has a [Necromantic] Feat as a prerequisite. All prerequisites must still be met, save that he uses his hit dice in place of the Caster Level.

Captain of Undeath (Ex): at level five, the Horned Harbringer can control twice as many undead at a time - sort of. Although he may have twice as many nominally under his control, he may not have more than the regular amount actively taking commands from him. The remainder can be set to do simple ongoing tasks like "guard this area" or "go North towards a city and kill anything you find" (after which they will basically stand dormant or, if they are intelligent, will wander off to do their own thing until recalled), making excess unintelligent undead useful for basic warrior tasks, while not increasing the number that can engage in the tactical combat that requires the attention of the Harbringer.

Maximized Death Touch (Su): whenever the fifth-level Horned Harbringer uses his Death Touch, he need not roll 1d6 per level - it instead is treated as 6 times his level.

General of Undeath (Ex): at level ten, the Horned Harbringer can control ten times as many undead as normal, instead of twice as many. As before, however, this does not increase the number that can actively take commands from him and react according to his specific wishes in tactical combat. But it still means he can send an army out to "go to Amn and murder everyone".

-

PALE MASTER

"Death comes for us all. Might as well embrace it early then get on with things."

Many Necromancers gradually delve further and further into their arts, getting too close, and living with constant temptation towards evil - if they haven't already chosen that path. The Pale Master is linked to death, and chooses from the start to join with it, inverting his lifeforce and working on making his own body undead. Furthermore, although his own spells might provide the ability to create undead, this path of study actually focuses more on temporarily creating individual, powerful undead, loyal bodyguards that are actually part of his own essence.

Requirements:
Skills: Spellcraft 8 ranks
Feats: one [Necromantic] Feat or Spell Focus (Necromancy)
Spellcasting: ability to cast 2nd Level Arcane Spells from the Necromancy school

Hit Die: d6
Skill Points: 2 + Int
Class Skills: Concentration, Craft, Disguise, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Ride, Spellcraft, Spot

Weapon and Armour Proficiencies: the Pale Master becomes proficient with Undead Armour. Using the Tome Armour rules, this includes Animal Spirit Armour, Bone Armour, and the Bone Wall. If using Josh Kablack's Armour rules, this includes Bone Plate and the Bone Wall. Otherwise it is basically limited to specific magic armours and shields (Exoskeleton, Ghoul Shell, Ghost Shroud, Shadow Veil, Vampire Hide, Wight Shield, Wrapped Tower, Zombie Hide, Wight Armour).


LevelBABFortRefWillSpecialSpellcasting
1+0+0+0+2Armoured in Death, Corpselike+1 Level
2+1+0+0+3Summon Undead General+1 Level
3+1+1+1+3Undead Grafts, Ghoul's Arm+1 Level
4+2+1+1+4-+1 Level
5+2+1+1+4Wight's Arm+1 Level
6+3+2+2+5-+1 Level
7+3+2+2+5Mummy's Arm+1 Level
8+4+2+2+6-+1 Level
9+4+3+3+6Liches' Arm+1 Level
10+5+3+3+7Undead Mastery-


Armoured in Death (Ex): the Pale Master suffers no Arcane Spell Failure from Undead Armour or Shields (as defined in Proficiencies, above). He's just that used to being clad in dead stuff.

Corpselike: although the Pale Master is nominally alive, it's hard to tell from a glance. In game terms, his Type changes to Undead, with the (Unliving, Dark Minded, Augmented) Subtypes. He can eat normal food, although nothing prevents him from eating corpses or brain matter or whatever.

Spellcasting: above all else, the Pale Master is still a caster of spells. At every level except tenth, he continues to gain spellcasting ability as though gaining a level in a class in which he had the ability to cast second-level Arcane spells from the school of Necromancy.

Summon Undead General (Sp): starting at level two, the Pale Master gains the ability to summon undead, causing them to coalesce from necromantic miasma and his own animating undead energy. It requires a Full Round Action and may only be performed once per day, but once summoned, the Undead remains for one hour per two class levels (round up) or until destroyed. At second level, he can summon a Vampire Spawn. Each level beyond this, he gains an additional option but can still choose a weaker creature: Mummy (3rd), Grey Render Zombie (4th), Spectre (5th), Mohrg (6th), Blaspheme (7th), Abyssal Ghoul (8th), Dread Wraith (9th), Charnel Hound (10th).

Undead Grafts: the third-level Pale Master gains the ability to create and apply Undead Grafts as though he possessed the feat.

Ghoul's Arm (Su): at level three, one of the Pale Master's arms withers away to just become skeletal, made of animated bone. Once per day, he may make a Melee Touch Attack as an Attack Action. If it hits, the target must pass a Fortitude Save (DC 10 + half his hit dice + the Ability Bonus that determines his spellcasting ability) or be Paralyzed for 1d4+1 rounds. Elves are immune to this.

Wight's Arm (Su): at level five, the Pale Master's bone arm can be used once per day to make a Melee Touch Attack as an Attack Action. If it hits, the subject takes one Negative Level with no Saving Throw. It only lasts for one hour, however.

Mummy's Arm (Su): at level seven, the Pale Master's bone arm can be used once per day to make a Melee Touch Attack as an Attack Action. If it hits, the subject must attempt a Fortitude Save against contracting Mummy Rot (same DC as Ghoul's Arm), skipping the Incubation period and instantly taking damage. The ongoing saving throws are made at the same DC, not the standard one.

Liches' Arm (Su): once per day, the ninth-level Pale Master may use his bone arm to attempt a Melee Touch Attack as an Attack Action. If it hits, the subject must attempt a Fortitude Save (same DC as Ghoul's Arm). Failure causes them to be permanently Paralyzed. Although it cannot be Dispelled, a Remove Paralysis or Remove Curse spell will end the effect, as will carrying the target into an Anti-Magic Field. They remain alive, magically sustained, for the duration of Paralysis.

Undead Mastery: at level ten, the Pale Master can provide endless negative energy to his bone arm, and may use the following abilities at will: Ghoul's Arm, Wight's Arm, Mummy's Arm, Liches' Arm. He may not use the same ability more than once per round, however. Additionally, upon reaching tenth level in the class, he gains new options for his Undead General based on his total Character Level: Blood Fiend (16th), Boneyard (17th), Mummy Lord (18th), The Red Widow (19th), Alhoon (20th). In the case of the Mummy Lord and Alhoon, use the samples provided and do not change the spells. Finally, once per month he may spend one hour concentrating on a Desecrated area to call up a fortress, as per Instant Fortress, except made of bones and stretched-out skin. It lasts until destroyed, or until he creates another, and occasionally it creaks and moans in a spooky manner.

-

MASTER OF SHROUDS

"The spirits of the dead call to me. Soon you will join them."

Undead take on many different forms, but perhaps the most mysterious and frightening of them is the incorporeal - ghosts and spectres, able to move through walls and injure people with just a touch, harming souls and causing fear. There are those who can communicate with them, and even control them - for a time. The Master of Shrouds is chief amongst them, able to even draw them out of the ethereal and shadow planes and put them to work.

Requirements:
Skills: Knowledge (Religion) 8 ranks
Spellcasting: ability to cast Speak With Dead and Animate Dead
Special: ability to Rebuke Undead

Hit Die: d6
Skill Points: 2 + Int
Class Skills: Concentration, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Spellcraft, Spot

Weapon and Armour Proficiencies: the Master of Shrouds gains no new proficiencies


LevelBABFortRefWillSpecialSpellcasting
1+0+0+0+2Extra Rebuking, Summon Shadow+1 Level
2+1+0+0+3Summon Spectral Lyrist+1 Level
3+1+1+1+3Summon Wraith+1 Level
4+2+1+1+4Whispers of the Otherworld+1 Level
5+2+1+1+4Summon Spectre+1 Level
6+3+2+2+5Summon Greater Shadow+1 Level
7+3+2+2+5Vengeful Dead+1 Level
8+4+2+2+6Ethereal Jaunt, Incorporeal Cohort+1 Level
9+4+3+3+6Summon Dread Wraith+1 Level
10+5+3+3+7Summon Entropic Reaper+1 Level


Extra Rebuking (Su): the Master of Shrouds adds her Master of Shrouds class level to the class levels of any classes that allow her to Rebuke Undead, and can Rebuke Undead four extra times per day.

Summoning (Sp): the Master of Shrouds can conjure Incorporeal Undead to aid her, a number of times per day equal to her class level. It requires a Full Round Action, and the Undead remains for one minute per class level, completely under her control but unable to create any spawn.

At first level, she may summon a single Shadow.

At level two, she may summon one Shadow or Spectral Lyrist.

At level three, she may summon two Shadows or one Spectral Lyrist or Wraith.

At level five she may summon four Shadows or two Spectral Lyrists or Wraiths or one Spectre.

At level six she may summon four Shadows or Spectral Lyrists or two Wraiths or one Spectre or Greater Shadow.

At level nine she may summon eight Shadows or Spectral Lyrists or Wraiths or four Spectres or two Greater Shadows or one Dread Wraith.

At level ten, she may summon eight Shadows or Spectral Lyrists or Wraiths or four Spectres or Greater Shadows or one Dread Wraith or Entropic Reaper.

Whispers of the Otherworld: at level four, the Master of Shrouds gains Whispers of the Otherworld as a Bonus Feat. If she already has this, she may select one other [Necromantic] or [Meta-Magic] Feat for which she meets the prerequisites.

Vengeful Dead (Su): at level seven, the Master of Shrouds calls upon stronger undead. All undead summoned gain +1 Hit Point per hit die and the ability to Smite living creatures a single time: this adds their Charisma Bonus to the attack roll (if positive) and their hit dice to the damage roll.

Ethereal Jaunt (Sp): once per day, the eighth-level Master of Shrouds may cast Ethereal Jaunt at a caster level equal to her hit dice.

Incorporeal Cohort (Su): starting at level eight, the Master of Shrouds may once per day extend her summoning such that the duration lasts until the next sunrise.
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Judging__Eagle
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Joined: 07 Mar 2008
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PostPosted: Sat Oct 01, 2016 3:43 pm    Post subject: Reply with quote Add User to Ignore List

Damn, I like how you took to task the shitty Libris Mortis PrCs. I had to settle with saddling one of the players with the LM version of Master of Shrouds in a Mask-themed Red Hand of Doom campaign.
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JonSetanta
King


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Posts: 5011
Location: interbutts

PostPosted: Sun Oct 02, 2016 3:37 am    Post subject: Reply with quote Add User to Ignore List

That's a lot of stuff packed into one feat for single Monk feats.
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Koumei
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PostPosted: Sun Oct 02, 2016 4:56 am    Post subject: Reply with quote Add User to Ignore List

JE: Yeah, as written the MoS pretty much needs you to sneak your way into the class early and you're still setting two levels on fire (one multiclass to qualify, and the first level of the class gives no casting ability and doesn't bring the main class feature online).

JonSetanta: this was written with the assumption of 1 big scaling feat every 3 levels, a while ago. These days I'm more in favour of "at least one feat per level, it does something useful but not super defining and doesn't keep giving new abilities" but I'm not going back and changing this stuff.

-

ENTROPIC ADEPT

"All is reduced to nothing soon enough - in your case, a lot sooner than most."

Some people are more interested in goals than causes, and just have a specific win condition in mind. This is good when those goals include "eradicate all disease" or "end poverty", but quite bad when the goals are "destroy all life". This is, broadly speaking, the goal of the Entropic Adept: to bring on the state of ultimate entropy where all life has ended, all matter ceased to be, and all energy stopped. Gradually, they become good at destroying things, and can eventually command Spheres of Annihilation.

Requirements:
Alignment: any Evil
Domains: Destruction
Spellcasting: ability to cast 4th Level Divine Spells

Hit Die: d8
Skill Points: 2 + Int
Class Skills: Concentration, Gather Information, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Spellcraft, Spot

Weapon and Armour Proficiencies: the Entropic Adept gains no new proficiencies


LevelBABFortRefWillSpecialSpellcasting
1+0+2+0+2Shard of Entropy+1 Level
2+1+3+0+3-+1 Level
3+2+3+1+3Aura of Entropy (No Healing)+1 Level
4+3+4+1+4-+1 Level
5+3+4+1+4Aura of Entropy (Wounding)+1 Level
6+4+5+2+5Disintegrate+1 Level
7+5+5+2+5Aura of Entropy (Magic Drain)+1 Level
8+6+6+2+6Black Blade of Disaster+1 Level
9+6+6+3+6Aura of Entropy (Reaving)+1 Level
10+7+7+3+7Control the Sphere-


Shard of Entropy (Su): the Entropic Adept can create small shards of destructive energy and hurl them at people. With a Standard Action at will, she may unleash one such shard as a Ranged Touch Attack out to Medium Range. If it hits, it deals 1d6 points of damage, plus 1d6 per 2 class levels (round up), and forces the target to attempt a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus). On a failed save, they are Sickened for three rounds.

Spellcasting: every level except tenth, the Entropic Adept increases her spellcasting ability in one class in which she has the ability to cast 4th-level Divine spells.

Aura of Entropy (Su): at level three, the Entropic Adept gains the ability to create an aura of entropy. This reaches out to fifteen feet, and can be suppressed or resumed with a Swift Action at will. Fast Healing and Regeneration do not function within this aura, and everyone in the area has Spell Resistance (12 + the Entropic Adept's hit dice) against [Healing] spells.

At level five, it becomes more ruinous, actively worsening injuries. All attacks within the aura have the Wounding property.

At level seven, it becomes even stronger and starts to eat away at magic. Any spell with a duration measured in rounds consumes two rounds worth of effect for every one round spent in the aura (even if they only briefly move through the aura).

At level nine, the aura snuffs out the lifeforce of the dying: at the beginning of each of the Entropic Adept's turns, she is treated as casting Death Knell on everyone within the aura who is a valid target. The Save DC is 10 + half her hit dice + her Wisdom Bonus.

Disintegrate (Sp): at level six, the Entropic Adept gains the ability to cast Disintegrate once per day as a Spell-Like Ability. The Save DC is 10 + half her hit dice + her Wisdom Bonus and the Caster Level equals her hit dice.

Black Blade of Disaster (Sp): at level eight, the Entropic Adept gains the ability to cast Black Blade of Disaster twice per day as a Spell-Like Ability. The Save DC is 10 + half her hit dice + her Wisdom Bonus and the Caster Level equals her hit dice.

Control the Sphere (Su): at level ten, the Entropic Adept gains a remarkable power. With a minute of concentration, she may summon a Sphere of Annihilation, and control it as though using the Talisman of the Sphere. She may do this as often as she likes, but when she stops concentrating on the Sphere she is controlling, it is forced from existence, no longer present or having any effect.

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TALONTAR BLIGHTLORD

"All things bright and beautiful? Nature is cruel, uncaring and full of poison."

Talona is a cruel, vile god of poison and corruption. And the Blightlords are the topmost followers, most often Druids who have turned to the corrupting lure of toxins and sickness. Their goal is to spread the blight across the lands, to turn nature into a hideous mockery of its usual state and bring out the most harmful elements. But it is also to harm people in a more direct manner.

Requirements:
Alignment: Neutral Evil or Chaotic Neutral
Deity: Talona
Skills: Knowledge (Nature) 3 ranks, Knowledge (Religion) 3 ranks
Spellcasting: able to cast third level Divine spells

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Ride, Spellcraft, Spot, Survival, Swim

Weapon and Armour Proficiencies: the Talontar Blightlord gains proficiency with the Glaive. Druids who become Talontar Blightlords turns their backs on conventional nature and subvert it by Talona, and no longer need to adhere to the Druidic restrictions on weapons and armour.


LevelBABFortRefWillSpecialSpellcasting
1+0+2+2+0Blightblood, Blightbringer+1 Level
2+1+3+3+0Master of the Sickened+1 Level
3+2+3+3+1Blight Touch 1d4+1 Level
4+3+4+4+1Blighted Mind+1 Level
5+3+4+4+1Blight Touch 1d6+1 Level
6+4+5+5+2Black Glaive+1 Level
7+5+5+5+2Blight Touch 1d8+1 Level
8+6+6+6+2Corrupting Blows+1 Level
9+6+6+6+3Blight Touch 1d10+1 Level
10+7+7+7+3Toxic Transformation+1 Level


Blightblood (Ex): the Talontar Blightlord is completely immune to all disease and poison, magical or otherwise. Blightspawned creatures do not attack her unless she first attacks them, although they may attack other creatures in her company without provocation.

Blightbringer: the Talontar Blightlord gains access to the Blightbringer Prestige Domain (Unapproachable East). If she has Domain Slots, she may assign spells from this Domain as normal, adding to her Domains. If she does not have Domain Slots, she can simply prepare the granted spells as normal spells, adding them to her class list and spells known.

Spellcasting: at every level, the Talontar Blightlord continues to gain spellcasting ability as though taking levels in a class in which she can already cast third level Divine Spells.

Master of the Sickened: starting at second level, any Animal Companion the Talontar Blightlord has gains the Blightspawned template. She may use the Handle Animal skill on Blightspawned creatures without penalty, despite them becoming Plants.

Blight Touch (Su): starting at level three, the Talontar Blightlord is gifted with a touch of deadly venom from her goddess. With a Standard Action at will, she may make a Melee Touch Attack. If it hits, the target is afflicted with a Poison which deals 1d4 Con damage for primary damage, and for secondary damage converts all hit point damage currently suffered into Vile damage. The Save DC is 10 + half her hit dice + her Wisdom Bonus. If they are slain by their Constitution being reduced to zero, they rise as a Ghoul or Ghast (based on hit dice).

At level five, the primary damage changes to 1d6 and may be Strength, Dexterity or Constitution damage, at her choice upon using it. It is still considered the same poison, so using it again on a target yet to suffer the secondary damage, even with a different ability score being targeted, has no effect.

At level seven it changes to 1d8 Ability Drain, and at level nine it changes to 1d10 and may affect any Ability Score. If their Charisma is reduced to zero, they gain the Blightspawned template (if they qualify for it).

Blighted Mind (Su): at level four, the Talontar Blightlord gains the ability to Dominate Blightspawned creatures at will. She targets one within sixty feet as a Standard Action, and they must pass a Will Save (DC 10 + half her hit dice + her Wisdom Bonus) or be Dominated, despite the usual Immunity to [Mind-Affecting] effects the Blightspawned have. This lasts for one day or until she Dominates a different creature, whichever is first.

Black Glaive (Su): starting at sixth level, any glaive the Talontar Blightlord wields turns icy cold to the touch and takes on dark hues, seemingly made from ruinous Black Ice. It gains the Frost property, and on a Critical Hit it deals an extra 2d10 points of damage, half Cold and half Evil. It may also be used to deliver the Blight Touch.

Corrupting Blows (Su): whenever the eighth-level Talontar Blightlord wields a glaive, it not only has the properties listed under Black Glaive, it also gains the Wounding property. Until the damage is healed, a corrupt scar lingers, functioning as an Arcane Mark.

Toxic Transformation (Ex): at level ten, the Talontar Blightlord transforms physically, changed into a creature of horror and ruin. Her type changes to Plant, but do not re-calculate any hit dice. Additionally, anybody who fails the Fortitude Save against the secondary effects of her poison contract Blight Plague, which cannot be removed without first being subject to a Remove Curse, Break Enchantment, Dispel Evil, Dispel Chaos, Wish or Miracle. Furthermore, with an hour-long ritual she may corrupt an area of nature, causing a Despoil effect (using her hit dice as her caster level) as a Supernatural Ability. A side-effect of this is that animals will gradually become Blightspawned, Plant creatures will become violent and even gain unnatural templates like Vampire, and Fey will gradually either become sick and die, or become corrupted and Undead or Evil.

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TELFLAMMAR SHADOWLORD

"I'm going to make him an offer he can't refuse."

The Shadowmasters of Telflamm are one of Faerun's most notorious thieves' guilds, not functioning as a secret society but instead letting their reputation precede them and simply being impossible to catch. Thanks to their actions, Thesk's port city of Telflamm is a prime centre of trade in both legal and illegal goods. The Shadowmasters are made up of a variety of people - from simple fences to thieves, thugs, assassins and even wizards and shadow dancers. They even count a small number of Clerics of Mask and Shar amongst them. However, the greatest of these criminals are the Shadowlords, secret captains of iniquity who lead the organisation and make the biggest impact.

Requirements:
Alignment: any non-Good
Skills: Hide 10 ranks, Move Silently 10 ranks
Feats: Blind-Fight
Special: Sneak Attack or Sudden Strike or Death Attack class feature
Special: either the ability to Shadow Jump, cast Dimension Door, or be a Shadow-Walker (Unapproachable East)

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Craft (any), Disable Device, Disguise, Escape Artist, Forgery, Hide, Jump, Listen, Move Silently, Search, Sleight of Hand, Spot, Tumble, Use Magic Device, Use Rope

Weapon and Armour Proficiencies: the Telflammar Shadowlord becomes Proficient with a single Light, Thrown or Ranged weapon of choice.


LevelBABFortRefWillSpecial
1+1+0+2+0Spellcasting, Shadowsight, Shadow Jump, Guild Leadership
2+2+0+3+0Shadow Blur, Sneak Attack +1d6
3+3+1+3+1Shadow Walk, Shadow Pounce
4+4+1+4+1Shadow Discorporation, Sneak Attack +2d6
5+5+1+4+1Exotic Training


Spellcasting: starting at first level, the Telflammar Shadowlord can cast a small number of arcane spells. He automatically knows all of the spells on his list, but must prepare his spells ahead of time, similar to a Wizard. These spells do not suffer Arcane Spell Failure for armour with which he is already proficient. The Caster Level equals his hit dice, any Save DC equals 10 + half his hit dice + his Intelligence Bonus, and he gains bonus Spell Slots for a high Intelligence. Alternatively, a Telflammar Shadowlord who was previously an Assassin may instead choose to advance his Assassin Spellcasting ability. In that case, each level of Telflammar Shadowlord improves his Assassin Spellcasting as though he had taken a level of Assassin, however he does not gain the regular spellcasting ability of a Shadowlord.

Spells per day:

Class Level1st2nd3rd4th
11---
221--
3221-
43221
53322


Shadowsight (Ex): the Shadowlord is gifted with a superior form of Darkvision, reaching out to sixty feet, that even sees through Magical Darkness like a Devil can do. This also allows him to add his Intelligence Bonus to Will Saves to Disbelieve Illusions with the [Shadow] descriptor, and on a successful save reduces its "realness" by half the usual amount (round down). For instance, a 30% real effect normally has full effect on those who fail the save, but on a successful save it has 30% effect on most, but only 15% to the Shadowlord.

Shadow Jump (Su): a Telflammar Shadowlord can travel between shadows as if by means of a Dimension Door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. He may do this at will, but any given jump has a maximum range of 20 feet per class level. If he has a Shadow Jump ability from another class (such as the Shadow Dancer), he may add the class levels together to determine the maximum range.

Guild Leadership (Ex): the Telflammar Shadowlord is one of the leaders of the group, and thus can make important decisions. He has a specific region which is nominally under his control (in that he can issue instructions to guild members in the area and set the general policy and goals for the area - he doesn't automatically usurp the normal government), and can call upon a pool of Followers as though he had the Leadership feat, setting them to do various background tasks. He also gains the ability to, within his sphere of influence, issue a bounty which commands particular efforts and focus: he may demand a specific item be claimed from within the area, or a specific individual or small group be killed or abducted. Should he declare this, then on a weekly basis, groups of Shadowmasters will strike out to achieve his goals, each group having an Encounter Level equal to his Challenge Rating minus two. He can only have one such mission declared at a time, and if it is successful, he is expected to pay out a reward of some significance. At level one, he can oversee a town or village. At level two he can oversee a large town or small city. At level three he can oversee a full city or a county with a number of towns. At level four he can oversee a territory with at least one large city and multiple towns and trade routes. At level five he can just about cover entire faction-controlled areas such as "Everything under the rule of the Lords' Alliance".

Shadow Blur (Su): at second level, a Telflammar Shadowlord gains an unusual defence - any time he is not in daylight or the illuminated radius of a light source, the shadows cloak his every movement, conferring the benefits of a Blur effect. He can choose to activate or end this with a Free Action.

Sneak Attack (Ex): at levels two and four, the Telflammar Shadowlord gains one d6 of Sneak Attack damage, which works just like the Rogue's class feature of the same name. If he already possesses the Death Attack ability of the Assassin, he may trade each of these dice for 2 dice of Death Attack. Thus, an Assassin 7/Shadowlord 2 would have either 9d6 Death Attack and 1d6 Sneak Attack (to fall back upon when not taking the time to study a foe), or focus on his killing arts and have 11d6 Death Attack.

Shadow Walk (Sp): once per day, the third-level Telflammar Shadowlord may use Shadow Walk, with a Caster Level equal to his hit dice. This is in addition to any uses he has from other sources.

Shadow Pounce (Ex): starting at level three, the Telflammar Shadowlord can strike swiftly from the shadows. Any time he uses an ability, spell, or effect with the [Teleportation] descriptor (such as his Shadow Jump ability), he may make a Full Attack upon completion of the teleportation. He must have Line of Sight to the target before teleporting, and must be able to make an attack to that target from the place where he arrives.

Shadow Discorporation (Su): at fourth level, a Telflammar Shadowlord learns how to use his mastery of shadows to cheat death. If he is in shadows or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce him to zero hit points or below instead has a chance to discorporate him: the Shadowlord attempts a Reflex Save (DC 5 + damage dealt); if successful, he simply breaks apart into dozens of flitting shadows and vanishes, along with anything he is holding or carrying. At the next sunset, the Shadowlord reappears at a spot of his choosing within one mile of the place where he was forced to discorporate. While discorporated, he simply does not exist - he can do nothing, nor can his enemies do anything to him.

Exotic Training: at level five, the Telflammar Shadowlord gains access to special knowledge of his trade. He gains one of the following of his choice:

  • Crippling Strike (Ex): an opponent damaged by the Shadowlord's Sneak Attack also takes 2 points of Strength Damage. Concealment and Immunity to Critical Hits do not hamper this as long as the creature takes damage from the attack. He must have the Sneak Attack ability for this to apply.
  • Improved Evasion (Ex): not only does the Shadowlord take no damage on a successful Reflex Save that is normally for half, on a failed Reflex Save he only takes half damage. If he is Helpless, he does not benefit from this.
  • Opportunist (Ex): once per round, the Shadowlord may make an Attack of Opportunity against a foe who has just been struck in melee by another character. This cannot be used more than once per round even if he has Combat Reflexes or Horde Breaker.
  • Transferred Sight (Sp): the Shadowlord can cast Spymaster's Coin and Chain of Eyes a total combined number of 20 times per day, divided however he chooses between the two.
  • Carrier (Sp): three times per day, the Shadowlord may cast Contagion with a Swift Action. The Save DC is 10 + half his hit dice + his Intelligence Bonus.
  • Cockatrice Poison (Sp): twice per day, the Shadowlord may cast Flesh to Stone with a Swift Action. The Save DC is 10 + half his hit dice + his Intelligence Bonus.
  • Death by Plane (Sp): once per day, the Shadowlord may cast Plane Shift as a Spell-Like Ability.


Spell List
1st Level - Arcane Mark, Blindness/Deafness, Chill Touch, Deeper Darkness, Invisibility, Knock, Levitate, Shadow Mask, Shadow Spray, Shadow Well, Silence, Confusion, Nondetection, Longstrider, Locate Object, Manifest Desire, Manifest Nightmare
2nd Level - Air Walk, Blacklight, Displacement, Haste, Improved Invisibility, Invisibility Sphere, Vampiric Touch, Evard's Black Tentacles, False Vision, Fly, Dream, Mirage Arcana, Seeming, Mind Fog, Secret Chest, Detect Scrying
3rd Level - Mass Confusion, Darkbolt, Detect Scrying, Dimension Door, Mass Invisibility, Mislead
4th Level - Find the Path, True Seeing, Legend Lore, Programmed Image, Veil, Greater Arcane Sight, Insanity, Ethereal Jaunt
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Koumei
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PostPosted: Sun Oct 02, 2016 7:08 am    Post subject: Reply with quote Add User to Ignore List

Here are some things taken from Tales of Maj'Eyal (TOME), when I was on a real kick playing that game. It just seemed to make sense to have a game that shortens to TOME be converted to Tome.

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THE CORRUPTOR

“I'm afraid it is time for you to die. Nothing personal, that is just what has to happen, and I will make it happen.”

Corruptors are spellcasters who have veered too close to the Abyss with their infernal knowledge. Researching vile magic and fiends is always dangerous, and sometimes that danger manifests in an eruption of demonic power, stripping the mage of their normal spellcasting power and forever changing their nature. Corruptors are themselves corrupted, and their new source of magic is the Abyss itself: the very act of casting spells causes more Evil to enter the world.

Alignment: it is very hard for a Corruptor to not be Evil, but some can manage this.
Hit Die: 1d6
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (Any), Decipher Script, Forgery, Gather Information, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Search, Spot, Use Magic Device

Weapon and Armour Proficiencies: the Corruptor is proficient with Light Armour and Simple Weapons. If the Corruptor wears armour or a shield with which he is not proficient, the Armour Check Penalty is subtracted from his maximum Vim capacity.

Playing a Corruptor: the Corruptor values Intelligence, followed by Wisdom and Dexterity. The Corruptor plays out like an arcane spellcaster, albeit a slightly sturdier one like a Bard or Warlock, and with relatively few abilities compared to a Wizard or Sorcerer. Due to being relatively fragile, the Corruptor may wish to invest in Feats such as Great Fortitude, Elusive Target, Danger Sense and Lightning Reflexes, to shore these up, or even take Medium or Heavy Armour Proficiency or Shield Proficiency in order to have a better Armour Class. Or they might go for options like Ability Focus, Sudden Meta-Magic and [Skill] Feats that enhance their magical prowess. Corruptors will try to step back most of the time and unleash a barrage of spells, relying on Entropic Drain to regain hit points as they repeatedly layer curses onto enemies. Similarly, through certain spells being on their Class List and Use Magic Device being a Class Skill, they will often utilise magic items to cover abilities they want but don't innately have.


LevelBABFortRefWillSpecial
1+0+2+0+2Vim, Entropic Drain, Pacification Hex, Arcane Magic
2+1+3+0+3Carnage Sphere, Curse of Defenselessness
3+1+3+1+3Dark Ritual, Blood Grasp
4+2+4+1+4Soul Rot, Cursed Companion
5+2+4+1+4Deadly Dispel, Bone Sphere
6+3+5+2+5Burning Hex
7+3+5+2+5Curse of Impotence, Darkfire
8+4+6+2+6Blood Lock
9+4+6+3+6Lifesense
10+5+7+3+7Wraithform, Tunnel of Corruption
11+5+7+3+7Empathic Hex
12+6/+1+8+4+8Curse of Death
13+6/+1+8+4+8Pyre Sphere
14+7/+2+9+4+9Fearscape
15+7/+2+9+5+9Fiendform, Furious Ritual
16+8/+3+10+5+10Dominating Hex
17+8/+3+10+5+10Curse of Vulnerability
18+9/+4+11+6+11Restraint Sphere
19+9/+4+11+6+11Raging Storm, Dark Portal
20+10/+5+12+6+12One With the Abyss


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THE DOOMBRINGER

“You may as well give up now, my arrival heralds the beginning of your destruction.”

Doombringers channel the powers of the Abyss, and bring demonic power into the world. Sometimes they are chosen without even wanting this power, but from that point on they have to utilise those powers. They wield fire and fear, causing terror and destruction wherever they go, and curse their foes. Anything they do theoretically brings ruin, entropy and the power of the Abyss.

Alignment: any, however the majority of Doombringers are Chaotic Evil
Hit Die: 1d10
Skill Points: 4 + Int
Class Skills: Bluff, Climb, Craft (Any), Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Spot, Use Rope

Weapon and Armour Proficiencies: the Doombringer is proficient with Light and Medium Armour, Shields (not Tower Shields), and Simple and Martial Weapons.

Playing a Doombringer: the Doombringer wants to have a good Wisdom score, along with Strength and Constitution. Dexterity can also help, but the Doombringer mostly wants to focus on close combat. They will likely take Feats that enhance their close combat ability, such as Blitz, Combat School and Whirlwind Attack, or make use of a particularly good Wisdom with Insightful Strike or Zen Archery. The Doombringer lends itself to a very aggressive style, based on spending a lot of Vim and getting it back in bursts as enemies die, spreading fear and fire around, stacking penalties on individual tough foes, taking a lot of damage and healing it back vampirically.


LevelBABFortRefWillSpecial
1+1+2+2+0Vim, Incinerating Blows, Draining Assault, Thick Skin
2+2+3+3+0Heightened Senses, Pacification Hex
3+3+3+3+1Dismember, Horrifying Blows
4+4+4+4+1Burning Sacrifice, Greater Drain
5+5+4+4+1Darkfire, Abduction Shroud
6+6/+1+5+5+2Obliterating Smash
7+7/+2+5+5+2Burning Hex, Surge of Power
8+8/+3+6+6+2Fiery Grasp, Evasion, Supreme Drain
9+9/+4+6+6+3Fiery Aegis, Mass Hysteria
10+10/+5+7+7+3Wraithform, Detonating Charge
11+11/+6/+6+7+7+3Abyssal Shift, Fiery Torment
12+12/+7/+7+8+8+4Empathic Hex, Cauterise Spirit
13+13/+8/+8+8+8+4Fiendform, Demonic Blood
14+14/+9/+9+9+9+4Fearscape, Reckless Strike
15+15/+10/+10+9+9+5Devouring Flames, Voracious Blade
16+16/+11/+11/+11+10+10+5Eternal Suffering, Fearfeast
17+17/+12/+12/+12+10+10+5Dominating Hex, Infernal Breath
18+18/+13/+13/+13+11+11+6Share the Pain, Abyssal Shield
19+19/+14/+14/+14+11+11+6Destroyer of All, Hope Wanes
20+20/+15/+15/+15+12+12+6Maw of the Abyss, Blazing Rebirth


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Koumei
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PostPosted: Mon Oct 03, 2016 3:07 am    Post subject: Reply with quote Add User to Ignore List

THE CURSED

“I have a terrible burden I must bear. But now you shall share this burden.”

The Cursed are bad-tempered assholes who have been afflicted with various curses they can't shake off. They typically do bad things to people, and are seen as a corrupting force on the world even if they do have good intentions. They are powered by hate, meaning it is easy to be Evil when walking as one of the Cursed, likewise meaning a Good Cursed must always try to keep themselves in check, trying not to lash out with hatred and give in to the rage. When not terrifying people or spreading malevolent effects, they stab people in the face with sharp metal.

Alignment: most Cursed are Evil, but this is not a strict requirement
Hit Die: 1d12
Skill Points: 4 + Int
Class Skills: Appraise, Bluff, Concentrate, Climb, Craft (Any), Gather Information, Intimidate, Jump, Knowledge (The Planes), Listen, Spot, Swim, Use Rope, Use Magic Device

Weapon and Armour Proficiencies: the Cursed is proficient with Simple and Martial Weapons, all Armour and Shields (including Tower Shields).

Playing a Cursed: the Cursed values Strength, Constitution and Charisma for their abilities, and fights in close quarters, heavily armoured. As he becomes more cursed, he gains a variety of minor drawbacks and a variety of large benefits that help him in different ways. Gaining an assortment of defences, this should allow him to survive most combat – and he may wish to augment this with survival-oriented Feats, such as shoring up his poor Fort and Ref saves. Or he might just wish to focus on offensive Feats so as to harm people in close combat, injuring them on top of the afflictions he causes.


LevelBABFortRefWillSpecial
1+1+0+0+2Cursed Existence I, Hatred, Aura of Gloom, Foestalker
2+2+0+0+3Beckon Foes, Thick Skin
3+3+1+1+3Heightened Senses, Instill Fear
4+4+1+1+4Aura of Weakness, Cursed Companion
5+5+1+1+4Preturnatural Senses, Favoured Enemy (Mark Prey)
6+6/+1+2+2+5Cursed Existence II, Surge of Hatred
7+7/+2+2+2+5Blindside, Disruption
8+8/+3+2+2+6Aura of Dismay, Heighten Fear
9+9/+4+3+3+6Repel Foes, Dark Gifts
10+10/+5+3+3+7Dominate Foes, Favoured Enemy (Anatomical Precision)
11+11/+6/+6+3+3+7Cursed Existence III, Tyrant
12+12/+7/+7+4+4+8Gloomy Sanctuary
13+13/+8/+8+4+4+8Ruined Earth
14+14/+9/+9+4+4+9Mass Panic
15+15/+10/+10+5+5+9Favoured Enemy (Outmanoeuvre)
16+16/+11/+11/+11+5+5+10Cursed Existence IV, Cursed Sentry
17+17/+12/+12/+12+5+5+10Piercing Sight
18+18/+13/+13/+13+6+6+11Fear Eater
19+19/+14/+14/+14+6+6+11Repel Weapons
20+20/+15/+15/+15+6+6+12Favoured Enemy (Consumption), Limitless Hatred


Cursed Existence (Su): the very life of the Cursed is, as the name suggests, one of misfortune and misery, brought about by supernatural means. At level one, the Cursed selects one aspect of Cursed Existence. From that point on, he suffers the drawback and gains the benefit of that aspect. At level six, he chooses a second one, and for both of them he has the drawback, the benefit, and the Offensive Ability. At level eleven, he chooses a third, and for all three he has the drawback, benefit, Offensive Ability and Immunity or Defensive Ability. Finally, at level sixteen he chooses a fourth one and has all effects from all four.

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Hatred (Ex): the powers of the Cursed are fuelled by hatred, which is a fickle resource. Although the Cursed can utilise this hate, he cannot hold onto it. The Cursed has a maximum Hatred equal to half his level (round down) plus four, but when he wakes up it is zero, and when he isn't fighting, it gradually decreases by one per minute (to a minimum of zero). Whenever the Cursed suffers damage in combat or while Pinned, Bound or Helpless, he gains a point of Hatred. If he suffers a Critical Hit, he gains an amount equal to the Critical Multiplier. If he is below a quarter of his maximum hit points after the damage is resolved, the amount gained is doubled. Any time he kills something that is tough enough to award experience, he gains one Hatred, or two if its Challenge Rating is higher than his own. Each round he spends in a Rage from any source, he gains one Hatred. If subject to a Calm Emotions effect, however, he instantly loses all of his Hatred.

When the Cursed is at zero Hatred, he is sluggish and slow to react. He suffers a -6 Penalty on Initiative and any healing he receives has its effects halved. With even a single point of Hatred, these effects are negated. Any time he would normally gain Hatred, he can choose to instead regain 1d8 lost hit points per point of Hatred sacrificed in this way, each die modified by his Constitution Bonus. He can do this to Hatred that would be wasted due to being in excess of his maximum, but must always make the decision when he would gain it, not some time later.

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This next one I have my doubts about - specifically, with all the summoning they do. I don't think I'd recommend people using it, looking back.

THE OOZEMANCER

“You are an abomination. Your essence shall return to nature”

Oozemancers are highly attuned to nature, similarly to druids, however with a difference. They do not converse with spirits, and have little to do with animals, instead befriending the more disgusting and basic aspects of nature: bacteria and ooze and slime. They are enemies of the “unnatural”, of excess use of magical alteration and of aberrations, and they help nature reclaim things through dissolving them. They encourage life to thrive, even if it means killing larger creatures so that many smaller creatures can feast upon the remains.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Craft (Any), Escape Artist, Hide, Intimidate, Jump, Knowledge (Arcana, Dungeoneering, Nature), Listen, Move Silently, Spot, Swim, Tumble

Weapon and Armour Proficiencies: the Oozemancer is proficient with Simple Weapons, Light and Medium Armour, and Shields (but not Tower Shields).

Playing an Oozemancer: the Oozemancer values a high Wisdom and Constitution, and after that probably wants a decent Dexterity. Ideally, he should use most Equilibrium, while keeping a small buffer for emergencies, but he should often utilise his Ooze Trail and various summoned creatures. His choice of Feats depend entirely on whether he wishes to have a combat presence (in which Archery feats or Insightful Strike and Combat School would be valued) or focus on being a pseudo-caster (in which case Ability Focus, [Skill] Feats and defensive options are more useful).


LevelBABFortRefWillSpecial
1+0+2+2+0Equilibrium, Ooze Trail, Slime Spit, Slimy Resistance
2+1+3+3+0Friend of Icky Nature, Corrosive Touch
3+2+3+3+1Poisonous Spores, Wild Growth, Call of the Ooze (Healing Goo)
4+3+4+4+1Slime Spray, Lesser Transformation, Call of the Ooze (Sickening Sleep), Mitosis (Orange Slime)
5+3+4+4+1Reabsorb, Call of the Ooze (Gelatinous Cube)
6+4+5+5+2Stinking Cloud, Mitosis (Gelatinous Cube)
7+5+5+5+2Caustic Trail, Call of the Ooze (Ochre Jelly)
8+6/+1+6+6+2Moderate Transformation, Call of the Ooze (Reekmurk), Mitosis (Lava Ooze)
9+6/+1+6+6+3Speak With the Land, Destructive Slime
10+7/+2+7+7+3Nourishing Cloud, Call of the Ooze (Grey Ooze Cluster), Mitosis (Brine Ooze)
11+8/+3+7+7+3Oozewalk, Acid Burn
12+9/+4+8+8+4Greater Transformation, Call of the Ooze (Uttervoid Slosh), Mitosis (Black Pudding)
13+9/+4+8+8+4Hallucinogenic Cloud, Living Mucus, Call of the Ooze (Conflagration Ooze Cluster)
14+10/+5+9+9+4Call of the Ooze (Venom Ooze), Mitosis (Ethereal Ooze)
15+11/+6/+6+9+9+5Ruinous Cloud
1612/+7/+7+10+10+5Acidic Essence, Fungal Growth, Call of the Ooze (Void Ooze Cluster), Mitosis (Elder Black Pudding)
17+12/+7/+7+10+10+5Extract Ooze
18+13/+8/+8+11+11+6Mind Parasite, Call of the Ooze (Blighted Bloodfire Ooze), Mitosis (Living Word)
19+14/+9/+9+11+11+6Nature's Wrath, Mitosis (Prismatic Pudding)
20+15/+10/+10+12+12+6Nature's Defiance, Forced Equilibrium


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Koumei
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PostPosted: Mon Oct 03, 2016 1:27 pm    Post subject: Reply with quote Add User to Ignore List

The following was made because the Dragon Cult stuff in nWo is really cool and they make decent villains. It would probably be funnier though to just have in-game dragon fanboys gain the ultimate power of becoming Adepts or Warriors with no special powers.

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DRAGON SHAMAN

“Our master is nearing his oldest age, with the greatest power. These plans will not go to waste.”

Dragon Shamans are typically evildoers, servants of “the scaled overlords” and other terms they use for chromatic dragons. There is nothing preventing them from following Good dragons (although their abilities are largely tied to those of the typically-evil Chromatic dragons), but most enjoy being wicked servants of wicked creatures, indulging in theft, murder, sacrifice and other suitable acts of villainy.

By making pacts and giving themselves over to dragons, these individuals gradually gain draconic power – not just elemental power to exhale, but also gradually moving like dragons, and gaining access to spells commonly utilised by their draconic masters. Many also specifically serve individuals, specialising with one colour above all others and gaining some suitable gift, but this is not universally true.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (Any), Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Ride, Search, Sense Motive, Spellcraft, Spot, Swim, Use Magic Device

Weapon and Armour Proficiencies: Dragon Shamans are proficient with Light and Medium Armour as well as Dragon Plate Armour, but not with any kind of shield. They are proficient with Simple Weapons, as well as any three Martial Weapons of choice.


LevelBABFortRefWillSpecialSpellpower
1+0+2+0+2Draconic Breath, Lesser Dragon Magic, Dragon's FootstepsI
2+1+3+0+3Dragoncrafting, Draconic Pact (Skillful)I
3+2+3+1+3Aura of Fear, Seeker of LoreI
4+3+4+1+4Draconic Pact (Resistance), Grafted Scales III
5+3+4+1+4Lesser Aspect of ServitudeII
6+4+5+2+5Draconic Pact (Extra Magic)II
7+5+5+2+5Meta-Breath MagicIII
8+6/+1+6+2+6Grafted Scales IIIII
9+6/+1+6+3+6Draconic Pact (Mighty Breath)III
10+7/+2+7+3+7Greater Aspect of ServitudeIV
11+8/+3+7+3+7Conjure Draconic AllyIV
12+9/+4+8+4+8Grafted Scales III, Draconic Pact (Steed)IV
13+9/+4+8+4+8Ancient LanguageV
14+10/+5+9+4+9Contact Draconic Deity, Draconic RevivalV
15+11/+6/+6+9+5+9Draconic Pact (Immunity)V
1612/+7/+7+10+5+10Grafted Scales IVVI
17+12/+7/+7+10+5+10Dracolich RitualmasterVI
18+13/+8/+8+11+6+11Veneration, Draconic Pact (Refuge)VI
19+14/+9/+9+11+6+11Highly Valued EmployeeVII
20+15/+10/+10+12+6+12Conjure the Supreme One, Grafted Scales VVII


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The Five Heads of Tiamat
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Feats:
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There we go, I put too much effort into that class.
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radthemad4
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PostPosted: Wed Jan 04, 2017 5:13 pm    Post subject: Reply with quote Add User to Ignore List

Feel like doing Stormcaster?
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Koumei
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PostPosted: Thu Jan 05, 2017 2:01 am    Post subject: Reply with quote Add User to Ignore List

Not really. Kaelik made a base class for that, and also it's like "just make it full casting and then go have a nap".
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