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GrassyGnoll
2009-07-01, 01:01 PM
A few months ago I wrote up a god for one of the numerous divine games running on these boards before bowing out due to... well, laziness really.

The idea was a worm god of recycling and decomposition and while he/she (they, really) never took off I did whip this up. You can twist the fluff however you wish to fit other gods of nature, but the general idea is a creepy crawly healer.

Cenobites of the Foundation (fluff)

A loose federation of healers and holy men, dedicated to improving the lot of the peasantry. They toil in the fields with their constituency and preach the virtues of the Worm God in exchange for board and an open ear. The group lacks any hierarchy, dispersing itself according to the sympathies of the people. A cenobite's oaths are personal, but contain themes of selflessness and humility in every case.

As an organization, the Cenobites are overwhelmingly comprised of low level paladins, clerics, healers, and shaman. The labors inherent in their profession tan their backs and shape their body. When traveling or plying their healing arts they commonly wear heavy cloaks and masks to emulate their shrouded god. Members commonly take Vows of Poverty or Nonviolence and may not refuse healing to any good or neutral creatures. Druids may take the Child of Winter and subsequent feats while retaining their good alignments (seriously, what's so morally ambiguous about wild shaping into vermin?). As the members mature they are encouraged to pursue careers as Contemplatives, Apostles of Peace, Vermin Keepers, or Worm Anchorite.



Worm Shepherd

Worm shepherds are what seem to the laypeople as Xochitl's cardinals. While they hold no higher office than other members of the Cenobites of the Foundation it is true they are respected veterans of the clergy. A worm shepherd specializes in the arts of healing and destruction of the undead. The most potent of their kind even carry Xochitl's blessings in their body and conduct freely with the creatures of their lord.

Your friendly neighborhood Worm Shepherd dealing with a nasty infestation of undead
http://i268.photobucket.com/albums/jj13/Lord_Of_The_Ducks/thegooddoctor.jpg
Requirements:
Alignment: Any good
Skills: Knowledge (religion) or (nature) 8 ranks
Special: Must have served as a Cenobite of the Worm for at least 1 year

{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+0|+2|+0|+2|Worm Tongue, Speaker for the Dead, Merciful Casting|
2nd|+1|+3|+0|+3|Apothecary Adept|+1 level of divine spellcasting class
3rd|+2|+3|+1|+3|Bonus Feat|+1 level of divine spellcasting class
4th|+3|+4|+1|+4|Maggot Medicine|+1 level of divine spellcasting class
5th|+3|+4|+1|+4|Servitors of the Worm God|+1 level of divine spellcasting class
6th|+4|+5|+2|+5||+1 level of divine spellcasting class
7th|+5|+5|+2|+5|Blessing of Putrescence|+1 level of divine spellcasting class
8th|+6|+6|+2|+6|Bonus Feat|+1 level of divine spellcasting class
9th|+6|+6|+3|+6|Maggot Miracle|+1 level of divine spellcasting class
10th|+7|+7|+3|+7|Wanderer of the Endless Forest|+1 level of divine spellcasting class[/table]
Hit Die: d8
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (nature) (Int), Spellcraft (Int), Spot (Wis), Survival (Wis)
Skill Points at Each Level: 2+ Int Modifier

Weapon and Armor Proficiency: Worm Shepherds gain no proficiency with any weapon or armor.

Worm Tongue (Ex): The worm anchorite gains Terran as a bonus language.

Speaker for the Dead (Su): A worm anchorite gains the ability to use Speak with Dead as a spell-like ability 3 + Cha modifier times per day with caster level of 10. When the worm anchorite exceeds CL 10, he may use his own.

Merciful Casting: A number of times per day equal to 2 + 1/2 worm shepherd class levels the worm anchorite may spontaneously apply the effects of the Nonlethal Substitution feat with no increase in spell slot usage.

Apothecary Adept (Ex): A 2nd level worm shepherd's effective caster level when casting spells with the [healing] descriptor increases by two. The shepherd's effective caster level of spells with the [good] descriptor also increases by 2 when cast offensively against the undead.

Bonus Feat: At 3rd and again at 8th level a worm shepherd may choose a bonus feat from the following list: Sacred Healing, Divine Metamagic, Natural Bond, Sacred Vow, Vow of Nonviolence, Vow of Poverty, Child of Winter, Vermin Companion, Vermin Shape, or Purify Spell.

Maggot Medicine (Ex): A worm shepherd of 4th level may add maggots as a material component to a healing spell three times per day. This causes the spell to benefit from the affects of Empower Spell with no increase in spell slot expended.

Servitors of the Worm God: A 5th level the worm shepherd gains the Leadership feat, but may only pick a maggot archon or drider cohort. Calculate the respective +3/+4 LAs when selecting cohorts.

Blessing of Putrescence (Su): A 7th level the worm shepherd loses a chunk of his own flesh to putrefaction, inflicting a -2 penalty on his Constitution score. The rotting flesh serves both as a reminder of his faith's humility and a vessel for a Worm of Xochitl. The worm grants the worm shepherd access to additional spells and accelerates the decay of the supplicant to the point where he can not be raised by the spells resurrection or animate dead (true resurrection and reincarnation still affect the worm anchorite's body).
2nd: Path of Worms
3rd: Subsume the Parasite
3th: The Worm Within
4th: Mindworms
5th: Servant of the Great Foundation
7th: Extrude Wormspawn

Descriptions here. All focuses are the worm hosted by the worm anchorite's body
Extrude Wormspawn
Conjuration (summoning)
Level: Xochitl 7
Components: V, S, F
Casting Time: 1 standard action
Range: 5 ft. (see text)
Effect: One wormspawn
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You summon a swarm of Xochitl's worms to attack your foes. These writhing worms swarm over your body briefly and then congregate in adjacent squares of your choice. The wormspawn takes no other action on the first round that it is summoned, although if it appears in occupied squares, the creatures in those spaces suffer the distraction effects typical of swarms. See spoiler for wormswarm statistics. Since Merciful Casting can not be applied to this spell it is often considered only as a last resort.
Wormswarm CR 10
Always CN Diminutive Vermin
Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +0

AC 20, touch 20, flat-footed 14
hp 102 (12 HD)
Immune critical hits, flanking, mind-affecting, sneak attacks, weapon damage
Fort +12, Ref +10, Will +4
Weakness swarm weaknesses

Spd 30 ft., burrow 10 ft., swim 30 ft.
Melee swarm (3d6 plus poison)
Space 10 ft.; Reach 0 ft.
Base Atk +9; Grp -8
Atk Options distraction

Abilities Str 1, Dex 22, Con 18, Int -, Wis 10, Cha 8
SQ obey the blessed, swarm traits, vermin traits

Environment any Xochitl associated
Organization solitary, swarth (2-4), or scouring group (5-12)
Treasure none
Advancement none

Distraction (Su): Any living creature that begins its turn with a wormswarm in its space must make a DC 20 Fortitude save or be nauseated for 1 round. The save DC is constitution based
Poison (Ex): Injury, Fortitude DC 20, initial damage 1d4 Int, secondary damage 2d4 Int. The save DC is constitution based.
Obey the Blessed (Su): Although they are mindless, wormswarms unerringly follow simple commands given by other servitors of Xochitl

Mindworms
Conjuration [Good]
Level: Xochitl 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell causes incorporeal worms to fly through the target creature. The affected creature takes 1d6 points of Wisdom damage and loses three spell levels worth of spells. The spell levels can be in any form or combination of prepared spells or remaining spell slots (for spontaneous casters) of the target's choice. This spell-draining effect has no effect on spell-like abilities. The spells drained can be either arcane or divine, depending on what kind of spells the target has access to. If the target casts both arcane and divine, the target can choose any combination of arcane and divine spells that it currently has prepared (or spell slots that is still has available) to meet the requirement. This spell has no effect on cantrips or orisons (0-level spells) and only affects spells of 1st level or higher. The target halves the Wisdom damage and negates the spell-draining effect with a successful Will saving throw.
If the target does not have the ability to cast spells or has no remaining spells or spell slots of 3rd level or lower, the spell-draining effect of the spell has no effect.
Whenever you successfully drain three spells from a target with this spell you gain spell energy that can power your spells. Draining less than three spells grants you no benefit. You can use this spell energy in one of three ways:

* Recall one prepared spell of 3rd level or lower. The recalled spell must have been previously casted during the same day, and you must meet any other requirements for being able to cast the spell
* Gain an additional spell slot of 3rd level or lower. Spontaneous spellcasters can use the spell energy to give themselves one additional use of a 3rd level spell or lower spell known
* Spontaneously apply metamagic effect to a spell. You can use the spell energy to spontaneously apply the effects of one metamagic feat that you possess to a spell as you cast it. Applying this one metamagic feat totally consumes the spell energy.

Regardless of how the spell energy is used, it is available only one time. The energy is completely gone once used, and if not used within 1 hour it fades harmlessly away.


Path of Worms
Divination [Good]
Level: Xochitl 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (see below)
Spell Resistance: Yes (see below)

This spell infuses your own perceptions with a shard of Xochitl's power, granting you a sixth sense. Once during the spell's duration, you may choose to use its effect. The spell grants you a +6 insight bonus on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect is an immediate action. You must choose to use the path of worms bonus either before you make the roll it is to modify or when increasing your AC, before a roll is made to attack you.
When the spell is used, living creatures within 20 feet of you are exposed to a glimpse of a world without the contributions of the wretched. For the merest second, they see within their minds the ruin of Eul's depredations should Xam and his children fail. These visions are so overpowering that all who experience them must make a Will saving throw or be unable to bring themselves to attack the caster for 1 round. This discharge effect is a mind-affecting effect, and spell resistance applies.


Servant of the Great Foundation
Transmutation [Good]
Level: Xochitl 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You imbue the affected creature with a small shard of Xochitl's divine power. The affected creature gains a +4 insight bonus to attack rolls, armor class, and a +20 foot enhancement bonus to speed.


Subsume the Parasite
Necromancy [Good]
Level: Xochitl 3
Components: V, S, F
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You merge with the Worm of Xochitl in your own body to grant yourself a temporary boost in power. When you cast this spell, you gain 3 hit points per caster level. If this hit point gain takes you above your normal maximum you gain the remaining total as temporary hit points. These temporary hit points expire when the spell's duration ends if they are not lost sooner. In addition, you gain a +4 enhancement bonus to Strength and Dexterity for the duration of the spell. This spell also increases the power of your spells while it is in effect; granting you +2 bonus to caster level on other spells cast during the duration of the spell and increasing the DC of of spell that you cast by 2. However, upon using this spell you forfeit access to any spells granted by your Blessing of Putrescence for the rest of the day.


The Worm Within
Necromancy [Good]
Level: Xochitl 3
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One intelligent-undead creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A curse favored by lich hunting members of the congregation. You create a Xochitl worm burrowing within the flesh of an undead foe. The worm makes its way through the host's body dealing 1 point of damage per round for 1d4+1 rounds At the end of that point, it reaches the neck. While the worm is inside the target, any of the following spells can destroy it: protection from good, magic circle against good, and remove curse. A successful DC 20 Heal check extracts the worm and destroys it. Once the worm reaches the neck, it deals 1d2 points of Intelligence damage damage per round until either it is killed or it slays the host. The target quickly putrefies, preventing any animation short of true resurrection.
A successful Fortitude saving throw negates the effects of this spell.

Maggot Miracle (Ex): At 9th level a worm shepherd gains two extra uses of maggot medication per day, but may apply Maximize Spell to the two additional affected healing spells

Wanderer of the Endless Forest (Su): A master worm shepherd may cast Gate once a week to connect to the Endless Forest. Creatures available for calling include: celestial lucent worm, maggot seraph (maggot archon, level 16 paladin), or sacred watcher drider (base creature human, level 13 ranger); the worm shepherd pays only 1/2 of the XP cost for calling.


I'd love some critiquing and if you'd like to scrutinize my ramblings further you're welcome to examine my psionic Alienist (http://www.giantitp.com/forums/showthread.php?t=94353). Specifically, the level 10 class feature which have so far escaped comment.

GrassyGnoll
2009-07-01, 01:04 PM
Maggot Archon

In a line up the maggot archon looks out of place as part of Xochitl's choir. Stunningly beautiful beings with pale, silken skin and silver hair, they stand apart from his usual company. Their beginning, however, are just as humble. A maggot archon is just that, a maggot, one which has fed of a saintly mortal or divine being. Their appearance reflects that of their gracious host and is a tribute to the individual's deeds. Archons are responsible for the distribution of compost and maintaining the nodes between the Endless Forest and Material plane. Being its only servants capable of intelligible speech Xochitl grudgingly employs them as heralds. The Worm God feels their beauty is a distraction to mortals and detracts from the modesty its proselytizers must project.

Medium Outsider (Good, Extraplanar, Archon)
Hit Dice: 4d8+4 (23 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 20 (+2 Dex, +3 natural, +5 deflection), touch 17, flat footed 18
Base Attack/Grapple: +4/+5
Attack: Quarterstaff +4 melee (1d6)
Full Attack: Quarterstaff +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Archon traits, damage reduction 5/evil, holy grace, spell resistance 9
Saves: Fort +5, Ref +6, Will +9
Abilities: Str 11, Dex 14, Con 13, Int 12, Wis 15, Cha 20
Skills: Concentration +8, Diplomacy +12, Handle Animal +12, Knowledge (nature) +8, Knowledge (religion) +8, Listen +9, Sense Motive +9, Spot +9, Survival +9
Feats: Force of Personality,
Environments: The Endless Forest
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 3
Treasure: No coins; Double goods, standard items
Alignment: Always neutral good
Level Adjustment: +3 LA

Spell-like Abilities: At will- aid, calm emotions, detect evil, entangle; 3/day- plant growth, summon swarm, tree shape; 1/day- shillelagh. Caster level 4th.

Aura of Menace (Su): Will DC 16 negates.

Holy Grace (Ex): A maggot archon gains its Cha modifier as a deflection bonus to armor.

Maggot Archons as Characters
Maggot archons possess the following racial traits.

* +2 Wisdom, +4 Charisma.
* Medium size.
* A maggot archon's base land speed is 30 feet.
* Racial Hit Dice: A maggot archon begins with four levels of outsider, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +4.
* Racial Skills: A maggot archon's outsider levels give it skill points equal to 7 × (8 + Int modifier). Its class skills are Concentration, Diplomacy, Handle Animal, Knowledge (nature), Knowledge (religion), Listen, Sense Motive, Spot, Survival.
* Racial Feats: A maggot archon's outsider levels give it two feats.
* +3 natural armor bonus.
* Archon Traits (see page 16): Darkvision 60 ft., low-light vision, aura of menace (Will DC 11 + character's Cha modifier), immunity to electricity and petrification, +4 racial bonus on saves against poison, magic circle against evil, teleport, tongues.
* Special attacks: Spell-like Abilities.
* Special qualities: Damage reduction 5/evil, Holy grace, spell resistance 5 + hit dice
* Automatic Languages: Common, Terran. Bonus Languages: Celestial, Draconic, Infernal.
* Favored class: Paladin.
* Level adjustment: +3.

DracoDei
2009-07-01, 01:47 PM
For Apothacary Adept, do [Healing] spells have to be used offensively to gain the bonus, or only [Holy] spells? Speaking of which I have never heard of [Holy] used as a spell catagory, and assume you mean [Good].

GrassyGnoll
2009-07-01, 02:04 PM
For Apothacary Adept, do [Healing] spells have to be used offensively to gain the bonus, or only [Holy] spells? Speaking of which I have never heard of [Holy] used as a spell catagory, and assume you mean [Good].

Healing spells do not have to be used offensively to gain the bonus.

Fixed the [Holy] bit, must've spaced out on that.

GrassyGnoll
2009-07-15, 09:37 PM
I believe this is idea is dead in the water, not because of the mechanics but because of the fluff twisting needed to achieve it. Not going to be able to work a worm god of compost in established settings with much ease and some of the later abilities hinge on that.

DracoDei
2009-07-15, 11:49 PM
That goes for most new gods I should think.

Don't let it stop you, I liked that aspect of it. (and at some point I need to read the WHOLE think more carefully, rather than just skimming, which is what I assume I did).

arguskos
2009-07-16, 04:39 AM
I believe this is idea is dead in the water, not because of the mechanics but because of the fluff twisting needed to achieve it. Not going to be able to work a worm god of compost in established settings with much ease and some of the later abilities hinge on that.
Don't let that fact get you down. If all your gods are as interesting and detailed as this, you should make a setting where they all coexist in harmony.

Frankly, this is one of the more delicious bits of homebrew I've had the good fortune to run across in my day, and I've found some truly amazing things. I'd personally like to see more information on this god, Xochitl, and any other gods you've ever come up with.

Realms of Chaos
2009-07-16, 07:56 AM
Isn't path of worms already a spell from dragon magazine dedicated to the worship of Kyuss (the evil worm god)?

Well, either way, it's good to have a good worm god out there.

Ashtagon
2009-07-16, 08:17 AM
Looks good, but I'd rename it. Judging from the fluff, an anchorite (http://en.wikipedia.org/wiki/Anchorite) is pretty much the polar opposite of what this class typically does. "Shepherd of the Worm", would perhaps be better.

GrassyGnoll
2009-07-27, 11:38 PM
New thread (http://www.giantitp.com/forums/showthread.php?t=119655) is up.

Most of Xochitl was lost in the forum purge, but I'll knock around something soon enough.

The Neoclassic
2009-07-28, 12:50 PM
Very interesting concept! I wish I could help more with balance, but the idea and the god behind it sounds intriguing. *Wanders off to your other thread...*