Veeda Vidlak
2009-12-26, 08:08 PM
Base Class: Voidmage
Deep underground in the heart of Eturia lays the reclusive and vicious organization that calls themselves the Order of the Void. The existence of this small group is unknown to any of the surface powers and is dismissed by the self-serving races of the underdark because the Order never flaunts its power. In reality, the Order of the void is led by immensely powerful spellcasters known as Voidmages. These destructive arcane casters dream of turning the surface world to dust and annihilating all sentient life so their enigmatic leader Dalek can replace it with beings of his own creation for the Order to rule.
Abilities: A Voidmage’s power is based in the relentless study of dangerous arcane secrets so intelligence is the most important statistic for them, determining all spellcasting capabilities as well as the enhanced damage class feature. Dexterity is also useful for the various rays and touch attacks a Voidmage possesses. Charisma can be used for a few of the class skills (notably bluff) a Voidmage may need to persuade others to assist them when they would normally be averse to helping such a person. Constitution is as useful as always.
Races: Any race is acceptable to the Voidmages provided they are supremely loyal to Dalek. Humans make up the bulk of the Voidmages, although sociopathic elves, half-elves, and gnomes are also not uncommon. Some underdark races such as drow and duergar are also members.
Alignment: A long-term goal of bringing about the apocalypse places the vast majority of Voidmages deep in the evil side of the alignment spectrum and many of these are chaotic to boot. It is not impossible to find a nonevil Voidmage, although the best of them are neutral. A nonevil Voidmage may be a true neutral with the belief that starting the world again would be the best plan of achieving a strong, balanced society.
Requirements
Race: Any
Alignment: any nongood/nonlawful
Special: Must be a member of the Order of the Void
Hit Die: d6
Skill Points/level: 2
Level| Base Attack Bonus| Fort Save| Ref Save| Will Save| Special
1st| +0| +0| +0| +2| Spells, armored mage (light)
2nd| +1| +0| +0| +3| Initiative of the Void
3rd| +1| +1| +1| +3| Deadly touch 1/encounter, Advanced Learning
4th| +2| +1| +1| +4| Void blast +1d6
5th| +2| +1| +1| +4| Enhanced fire and lightning
6th| +3| +2| +2| +5| Enhanced damage
7th| +3| +2| +2| +5| Advanced learning, Apprentice of the Void
8th| +4| +2| +2| +6| Void blast +2d6
9th| +4| +3| +3| +6| Bonus Feat
10th| +5| +3| +3| +7| Enhanced acid and sonic, devastating Touch 2/encounter
11th| +5| +3| +3| +7| Advanced learning
12th| +6| +4| +4| +8| Void blast +3d6, enhanced damage x2
13th| +6| +4| +4| +8| Deconstruction
14th| +7| +4| +4| +9| Adept of the Void
15th| +7| +5| +5| +9| Enhanced Disintegration, advanced learning
16th| +8| +5| +5| +10| Void blast +4d6
17th| +8| +5| +5| +10| Destructive touch 3/encounter
18th| +9| +6| +6| +11| Eradicate the Soul, enhanced damage x3
19th| +9| +6| +6| +11| Bonus Feat, advanced learning
20th| +10| +6| +6| +12| Master of the Void, void blast +5d6
Class Skills: spellcraft, knowledge (all), decipher script, intimidate, profession, concentration
Abilities
Weapon and Armor Proficiencies: A Void Mage gains proficiency with simple weapons, light armor, and light shields.
Spells: A Voidmage casts arcane spells spontaneously off of a predetermined list. A Voidmage casts like a sorcerer except he uses Intelligence as his casting stat instead of charisma.
Armored Mage (Ex): A Voidmage may cast spells in light armor without having to deal with arcane spell failure.
Initiate of the Void (Su): at second level a Voidmage begins developing resistances to the effects of purely destructive magic. He gains a +2 bonus on saves against energy drain, death effects, and negative energy effects.
Advanced Learning (Ex): At third level and every fourth level thereafter a Voidmage may choose an evocation spell from the sorcerer/wizard list and add it to his spells known list.
Deadly Touch (Su): at 3rd level a Voidmage may once per encounter touch an enemy and deal 1d8 damage per caster level (Fort half DC 10 +1/2 Voidmage level + Int modifier). Anyone reduced to 0 hp by this is disintegrated.
Void Blast (Su): at 4th level a Voidmage may fire a blast of destructive energy up to medium range (100 ft +10 ft/lvl) that deals 1d6 damage in a 30 ft radius. Anyone who is reduced to 0 hp from this attack is disintegrated. This damage increases by another 1d6 every 4 levels.
Enhanced Magic (Su): At 5th level a Voidmage gains increased strength when using spells and abilities with the fire or lightning descriptor. These spells deal an additional 1 damage per caster level, are cast at caster level +2, and have their save DCs increased by 1. At 10th level these same bonuses are applied to spells and abilities with the acid or sonic descriptor. At 15th level these bonuses apply to spells and abilities that reduce the target to ash.
Enhanced Damage (Su): At 6th level a Voidmage’s spells and abilities deal an extra point of damage for each point of Intelligence bonus the Voidmage possesses (assuming they deal damage in the first place). At 12th level they deal 2x the intelligence bonus and at 18th level they deal 3 times the intelligence bonus.
Apprentice of the Void (Su): at 7th level a Voidmage’s resistances become immunities. He becomes immune to energy drain, death effects, and negative energy damage. An undead Void Mage may still be healed by negative energy if it chooses to.
Bonus Feats: at 9th level and again at 19th level a Voidmage gains a bonus feat. The feat must be a metamagic feat, spell focus feat, spell penetration feat, or an item creation feat.
Devastating Touch (Su): At 10th level a Voidmage’s deadly touch improves and deals 2d6 damage per caster level. Additionally, he may use the ability 2/encounter. The ability is only usable once per round because it empties a portion of the destructive energies a Voidmage possesses.
Deconstruction (Su): At 13th level a Voidmage may ignore any SR or magical immunity of a construct when using a spell or ability that reduces the target to ash.
Adept of the Void (Su): at 14th level a Voidmage continues to accumulate immunities to destructive forces and becomes immune to any effect that causes disintegration, including damage.
Destructive Touch (Su): At 17th level a Voidmage’s devastating touch improves. If the target fails the fortitude save he is instantly disintegrated. On a successful save the target’s hp is reduced by half. Additionally he may use the ability 3/encounter. It is still only usable once per round
Eradicate the Soul (Su): At 18th level a Voidmage gains the ability to attempt to destroy the soul of any enemy he disintegrates. If an enemy is reduced to ash by one of the Voidmage’s spells or abilities it must succeed on a fortitude save (DC is the same as whatever disintegrated it) or the soul is destroyed along with the body. If this happens the target cannot be revived by any means short of divine intervention.
Master of the Void (Su): At 20th level a Voidmage achieves the apex of his abilities and becomes immune to the effects of a sphere of annihilation. In addition, a Voidmage may form a destructive sphere similar to a sphere of annihilation 1/day as a standard action that lasts up to 1 round per 2 caster levels. The Voidmage has total control over the sphere and it cannot be controlled by anybody except the Voidmage. It works like sphere of ultimatte destruction except it is surrounded by a vortex that pulls targets in from 30 feet (reflex DC 10+1/2 character level+ INT negates, +10 DC for flying creatures). Gargantuan or larger creatures are immune to the vortex. If the sphere touches a creature it must make a fortitude save (DC same as the vortex) or be disintegrated. The sphere can move up to 50 feet per round.
Spells per day
1st: 5/3
2nd: 5/4
3rd: 6/5
4th: 6/6/3
5th: 6/6/4
6th: 6/6/5/3
7th: 6/6/6/4
8th: 6/6/6/5/3
9th: 6/6/6/6/4
10th: 6/6/6/6/5/3
11th: 6/6/6/6/6/4
12th: 6/6/6/6/6/5/3
13th: 6/6/6/6/6/6/4
14th: 6/6/6/6/6/6/5/3
15th: 6/6/6/6/6/6/6/4
16th: 6/6/6/6/6/6/6/5/3
17th: 6/6/6/6/6/6/6/6/4
18th: 6/6/6/6/6/6/6/6/5/3
19th: 6/6/6/6/6/6/6/6/6/4
20th: 6/6/6/6/6/6/6/6/6/5
Spells known
0th: acid splash, electric jolt, sonic snap, touch of fatigue
1st: chill touch, corrosive grasp, ebon eyes, erase, grease, hail of stone, inflict light wounds, lesser orb of acid, lesser orb of electricity, lesser orb of fire, lesser orb of sound, mage armor, protection from law, raging flame, ray of enfeeblement
2nd: acid arrow, blindness/deafness, combust, darkness, darkvision, decomposition, earthbind, inflict moderate wounds, protection from arrows, ray of weakness, resist energy, scorching ray, seeking ray, shatter, see invisibility, sonic weapon, summon swarm
3rd: acid breath, deeper darkvision, dispel magic, fireball, inflict serious wounds, junglerazer, lightning bolt, magic circle against law, protection from energy, ray of exhaustion, resonating bolt, rust ray, shatterfloor, sound lance, unluck
4th: black tentacles, corporeal instability, crushing despair, enervation, inflict critical wounds, metal melt, orb of acid, orb of electricity, orb of fire, orb of sound, shout, wall of chaos, wood rot
5th: blight, cacophonic burst, cloudkill, death throes, dismissal, insect plague, miasma of entropy, moonbow, teleport, waves of fatigue
6th: acid storm, antilife shell, banishment, chain lightning, disintegrate, energy immunity, greater dispel magic, harm, ray of entropy
7th: delayed blast fireball, destruction, earthquake, energy ebb, fire storm, greater shout, greater teleport, sword of darkness, waves of exhaustion
8th: avascular mass, blackfire, bombardment, cloak of chaos, flensing, horrid wilting, lightning ring
9th: black blade of disaster, detonate, disjunction, energy drain, maw of chaos, meteor swarm, sphere of ultimate destruction
Deep underground in the heart of Eturia lays the reclusive and vicious organization that calls themselves the Order of the Void. The existence of this small group is unknown to any of the surface powers and is dismissed by the self-serving races of the underdark because the Order never flaunts its power. In reality, the Order of the void is led by immensely powerful spellcasters known as Voidmages. These destructive arcane casters dream of turning the surface world to dust and annihilating all sentient life so their enigmatic leader Dalek can replace it with beings of his own creation for the Order to rule.
Abilities: A Voidmage’s power is based in the relentless study of dangerous arcane secrets so intelligence is the most important statistic for them, determining all spellcasting capabilities as well as the enhanced damage class feature. Dexterity is also useful for the various rays and touch attacks a Voidmage possesses. Charisma can be used for a few of the class skills (notably bluff) a Voidmage may need to persuade others to assist them when they would normally be averse to helping such a person. Constitution is as useful as always.
Races: Any race is acceptable to the Voidmages provided they are supremely loyal to Dalek. Humans make up the bulk of the Voidmages, although sociopathic elves, half-elves, and gnomes are also not uncommon. Some underdark races such as drow and duergar are also members.
Alignment: A long-term goal of bringing about the apocalypse places the vast majority of Voidmages deep in the evil side of the alignment spectrum and many of these are chaotic to boot. It is not impossible to find a nonevil Voidmage, although the best of them are neutral. A nonevil Voidmage may be a true neutral with the belief that starting the world again would be the best plan of achieving a strong, balanced society.
Requirements
Race: Any
Alignment: any nongood/nonlawful
Special: Must be a member of the Order of the Void
Hit Die: d6
Skill Points/level: 2
Level| Base Attack Bonus| Fort Save| Ref Save| Will Save| Special
1st| +0| +0| +0| +2| Spells, armored mage (light)
2nd| +1| +0| +0| +3| Initiative of the Void
3rd| +1| +1| +1| +3| Deadly touch 1/encounter, Advanced Learning
4th| +2| +1| +1| +4| Void blast +1d6
5th| +2| +1| +1| +4| Enhanced fire and lightning
6th| +3| +2| +2| +5| Enhanced damage
7th| +3| +2| +2| +5| Advanced learning, Apprentice of the Void
8th| +4| +2| +2| +6| Void blast +2d6
9th| +4| +3| +3| +6| Bonus Feat
10th| +5| +3| +3| +7| Enhanced acid and sonic, devastating Touch 2/encounter
11th| +5| +3| +3| +7| Advanced learning
12th| +6| +4| +4| +8| Void blast +3d6, enhanced damage x2
13th| +6| +4| +4| +8| Deconstruction
14th| +7| +4| +4| +9| Adept of the Void
15th| +7| +5| +5| +9| Enhanced Disintegration, advanced learning
16th| +8| +5| +5| +10| Void blast +4d6
17th| +8| +5| +5| +10| Destructive touch 3/encounter
18th| +9| +6| +6| +11| Eradicate the Soul, enhanced damage x3
19th| +9| +6| +6| +11| Bonus Feat, advanced learning
20th| +10| +6| +6| +12| Master of the Void, void blast +5d6
Class Skills: spellcraft, knowledge (all), decipher script, intimidate, profession, concentration
Abilities
Weapon and Armor Proficiencies: A Void Mage gains proficiency with simple weapons, light armor, and light shields.
Spells: A Voidmage casts arcane spells spontaneously off of a predetermined list. A Voidmage casts like a sorcerer except he uses Intelligence as his casting stat instead of charisma.
Armored Mage (Ex): A Voidmage may cast spells in light armor without having to deal with arcane spell failure.
Initiate of the Void (Su): at second level a Voidmage begins developing resistances to the effects of purely destructive magic. He gains a +2 bonus on saves against energy drain, death effects, and negative energy effects.
Advanced Learning (Ex): At third level and every fourth level thereafter a Voidmage may choose an evocation spell from the sorcerer/wizard list and add it to his spells known list.
Deadly Touch (Su): at 3rd level a Voidmage may once per encounter touch an enemy and deal 1d8 damage per caster level (Fort half DC 10 +1/2 Voidmage level + Int modifier). Anyone reduced to 0 hp by this is disintegrated.
Void Blast (Su): at 4th level a Voidmage may fire a blast of destructive energy up to medium range (100 ft +10 ft/lvl) that deals 1d6 damage in a 30 ft radius. Anyone who is reduced to 0 hp from this attack is disintegrated. This damage increases by another 1d6 every 4 levels.
Enhanced Magic (Su): At 5th level a Voidmage gains increased strength when using spells and abilities with the fire or lightning descriptor. These spells deal an additional 1 damage per caster level, are cast at caster level +2, and have their save DCs increased by 1. At 10th level these same bonuses are applied to spells and abilities with the acid or sonic descriptor. At 15th level these bonuses apply to spells and abilities that reduce the target to ash.
Enhanced Damage (Su): At 6th level a Voidmage’s spells and abilities deal an extra point of damage for each point of Intelligence bonus the Voidmage possesses (assuming they deal damage in the first place). At 12th level they deal 2x the intelligence bonus and at 18th level they deal 3 times the intelligence bonus.
Apprentice of the Void (Su): at 7th level a Voidmage’s resistances become immunities. He becomes immune to energy drain, death effects, and negative energy damage. An undead Void Mage may still be healed by negative energy if it chooses to.
Bonus Feats: at 9th level and again at 19th level a Voidmage gains a bonus feat. The feat must be a metamagic feat, spell focus feat, spell penetration feat, or an item creation feat.
Devastating Touch (Su): At 10th level a Voidmage’s deadly touch improves and deals 2d6 damage per caster level. Additionally, he may use the ability 2/encounter. The ability is only usable once per round because it empties a portion of the destructive energies a Voidmage possesses.
Deconstruction (Su): At 13th level a Voidmage may ignore any SR or magical immunity of a construct when using a spell or ability that reduces the target to ash.
Adept of the Void (Su): at 14th level a Voidmage continues to accumulate immunities to destructive forces and becomes immune to any effect that causes disintegration, including damage.
Destructive Touch (Su): At 17th level a Voidmage’s devastating touch improves. If the target fails the fortitude save he is instantly disintegrated. On a successful save the target’s hp is reduced by half. Additionally he may use the ability 3/encounter. It is still only usable once per round
Eradicate the Soul (Su): At 18th level a Voidmage gains the ability to attempt to destroy the soul of any enemy he disintegrates. If an enemy is reduced to ash by one of the Voidmage’s spells or abilities it must succeed on a fortitude save (DC is the same as whatever disintegrated it) or the soul is destroyed along with the body. If this happens the target cannot be revived by any means short of divine intervention.
Master of the Void (Su): At 20th level a Voidmage achieves the apex of his abilities and becomes immune to the effects of a sphere of annihilation. In addition, a Voidmage may form a destructive sphere similar to a sphere of annihilation 1/day as a standard action that lasts up to 1 round per 2 caster levels. The Voidmage has total control over the sphere and it cannot be controlled by anybody except the Voidmage. It works like sphere of ultimatte destruction except it is surrounded by a vortex that pulls targets in from 30 feet (reflex DC 10+1/2 character level+ INT negates, +10 DC for flying creatures). Gargantuan or larger creatures are immune to the vortex. If the sphere touches a creature it must make a fortitude save (DC same as the vortex) or be disintegrated. The sphere can move up to 50 feet per round.
Spells per day
1st: 5/3
2nd: 5/4
3rd: 6/5
4th: 6/6/3
5th: 6/6/4
6th: 6/6/5/3
7th: 6/6/6/4
8th: 6/6/6/5/3
9th: 6/6/6/6/4
10th: 6/6/6/6/5/3
11th: 6/6/6/6/6/4
12th: 6/6/6/6/6/5/3
13th: 6/6/6/6/6/6/4
14th: 6/6/6/6/6/6/5/3
15th: 6/6/6/6/6/6/6/4
16th: 6/6/6/6/6/6/6/5/3
17th: 6/6/6/6/6/6/6/6/4
18th: 6/6/6/6/6/6/6/6/5/3
19th: 6/6/6/6/6/6/6/6/6/4
20th: 6/6/6/6/6/6/6/6/6/5
Spells known
0th: acid splash, electric jolt, sonic snap, touch of fatigue
1st: chill touch, corrosive grasp, ebon eyes, erase, grease, hail of stone, inflict light wounds, lesser orb of acid, lesser orb of electricity, lesser orb of fire, lesser orb of sound, mage armor, protection from law, raging flame, ray of enfeeblement
2nd: acid arrow, blindness/deafness, combust, darkness, darkvision, decomposition, earthbind, inflict moderate wounds, protection from arrows, ray of weakness, resist energy, scorching ray, seeking ray, shatter, see invisibility, sonic weapon, summon swarm
3rd: acid breath, deeper darkvision, dispel magic, fireball, inflict serious wounds, junglerazer, lightning bolt, magic circle against law, protection from energy, ray of exhaustion, resonating bolt, rust ray, shatterfloor, sound lance, unluck
4th: black tentacles, corporeal instability, crushing despair, enervation, inflict critical wounds, metal melt, orb of acid, orb of electricity, orb of fire, orb of sound, shout, wall of chaos, wood rot
5th: blight, cacophonic burst, cloudkill, death throes, dismissal, insect plague, miasma of entropy, moonbow, teleport, waves of fatigue
6th: acid storm, antilife shell, banishment, chain lightning, disintegrate, energy immunity, greater dispel magic, harm, ray of entropy
7th: delayed blast fireball, destruction, earthquake, energy ebb, fire storm, greater shout, greater teleport, sword of darkness, waves of exhaustion
8th: avascular mass, blackfire, bombardment, cloak of chaos, flensing, horrid wilting, lightning ring
9th: black blade of disaster, detonate, disjunction, energy drain, maw of chaos, meteor swarm, sphere of ultimate destruction