Sir_Chivalry
2010-03-24, 03:16 PM
Hello everyone it's that time again. Welcome to part six of my eight part series (mulletmanalive having done the disciple of Mephistopholes). Here I've attempted to make the disciple of Mammon good at what I'd say is paramount to his existence, having the money and stuff to make his life work smoothly and visciously killing you when your back is turned. Enjoy!
Disciple of Mammon
Requirements
To qualify to become a disciple of Mammon, a character must fulfill all the following criteria.
Alignment: Lawful Evil.
Skills: Appraise 8 ranks, Open Lock 4 ranks, Sleight of Hand 4 ranks
Feats: Brand of the Nine Hells (Mammon), Favoured in Guild
Special: The character must go through a disgusting and humiliating sexual ritual and betray his closest friend to an evil end before he can properly serve her new master.
Disciple of Mammon
hit dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Gleaming armour, guiding hand of Mammon
2nd|
+1|
+0|
+3|
+3|Infernal rebate, mark of Minauros, temptation of Minauros
3rd|
+2|
+1|
+3|
+3|Sneak attack +1d6, steal spell effect
4th|
+3|
+1|
+4|
+4|Divert Attack
5th|
+3|
+1|
+4|
+4|Infernal rebate, leadership
6th|
+4|
+2|
+5|
+5|Sneak attack +2d6, steal spell-like ability
7th|
+5|
+2|
+5|
+5|Enhance value
8th|
+6|
+2|
+6|
+6|Divert Spell, infernal rebate
9th|
+6|
+3|
+6|
+6|Sneak attack +3d6, steal spell resistance
10th|
+7|
+3|
+7|
+7|Guildmaster, touch of greed 3/day[/table]
Class Skills
The disciple of Mammon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills points
6+Int modifier
Gleaming armour: A disciple of Mammon is granted the ability to create sparkling and gleaming scale armour. The disciple starts with scales, skin or hide from a slain good outsider of CR 10 or higher and works them for 2 days per character level. During this time, the disciple must not engage in any other activities other than eating and sleeping. At the end of this period, the celestial scales/skin/hide transform into glistening golden plates. The finished masterwork suit of armor weighs 25 pounds and confers a +8 armor bonus. Its other properties are as a masterwork chain shirt (+4 max Dex bonus, –1 armor check penalty, 20% arcane spell failure chance, no speed reduction). Only the disciple of Mammon may wear the gleaming armour, which instantly corrodes and turns to powder if donned by another creature. The disciple can replace a lost suit using scales, skin or hide from a slain good outsider of CR 10 or higher, as noted above, but can craft no more than one such suit at a time. The disciple’s gleaming armor may be enhanced using standard item creation feats.
Guiding Hand of Mammon: A disciple of Mammon a profane bonus equal to half his class level (rounded up) on Disable Device, Forgery, Open Lock and Sleight of Hand checks.
Temptation of Minauros: A 2nd level disciple of Mammon is able to convince anyone that he has something that will make things better. Most disciples use this ability to get information or to convince would-be attackers to not attack. If the disciple of Mammon fails a Bluff, Diplomacy, Intimidate or Gather Information check against a humanoid or monstrous humanoid, he is immediately allowed a retry without the penalties of failure if he offers the target money, services and goods equaling 100gpxthe target’s CR. This check gains a profane bonus equal to +(2+1 per extra 100gp offered, max bonus equal to character level). This ability only functions if the disciple shares a common language with the target and knows what the target wants (i.e. food for the hungry, wealth for the greedy, clothes for the fashionably inclined, letters of marque for the ambitious) which may require an appropriate knowledge check.
The disciple simply wills it as a swift action and the objects required appear before the target, complete with sweet smelling fragrances and shimmering waves of light. Within one week of time per disciple of Mammon level, the disciple must pay back one and a half times the value of the bribe (half in money and half in goods) or lose access to his class abilities until he pays. If he is late on payment, the amount to be repayed in order to regain class features is double the bribe instead of one and a half times.
Sending the money and goods to Minauros is a full round action, and all the debt for a temptation of Minauros must be paid at one time. A disciple of Mammon tracks each of the debts from his temptation of Minauros ability seperately.
Mark of Minauros: A 2nd level disciple of Mammon knows when to fight and when to flee. When making a charge attack, the disciple gains a +2 bonus to attack and damage at the end of the charge for every 10 feet he moved as part of the charge (in addition to the normal bonus for charging). In addition when the disciple moves (and only when he moves), the square in which he starts his movement is not considered threatened
Infernal Rebate: At 2nd, 5th, and 8th level, a disciple of Mammon receives a modest lump sum reward for his loyal service. The reward magically appears before the disciple—a mound of platinum coins delivered straight from Mammon’s infernal treasure vault. The number of platinum pieces equals 100 x the disciple of Mammon’s character level. The disciple can may use this money (and only this money) to purchase items from Mammon's vault in a similar vein to the temptation of Minauros ability, except as noted here. The item purchased must be wholly paid for with the platinum coins, and costs twice as much as usual, but the exchange is straight forward transfer of money to the vault, not a loan of the item.
This money is also frequently used to help pay for the debts incurred from the temptation of Minauros ability. The money cannot be used for any othe rpurpose than those two.
Sneak Attack: If a 3rd level disciple of Mammon can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The disciple of Mammon’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the disciple of Mammon flanks her target.
This extra damage is 1d6 at 3rd level, and it increases to 2d6 at 6th level and 3d6 at 9th level. Should the disciple of Mammon score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a disciple of Mammon can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A disciple of Mammon can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The disciple of Mammon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A disciple of Mammon cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Steal Spell Effect: Beginning at 3rd level, a disciple of Mammon can siphon an active spell effect from another creature. A disciple of Mammon who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a disciple of Mammon can steal a spell effect with a touch as a standard action.
The disciple of Mammon can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a disciple of Mammon tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A disciple of Mammon can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.
Upon stealing a spell effect, a disciple of Mammon gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.
A disciple of Mammon can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a disciple of Mammon couldn't gain the effect of an animal growth spell (unless the disciple of Mammon is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a disciple of Mammon tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per disciple of Mammon class level.
This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).
Divert Attack: Three times per day, a 4th-level disciple of Mammon can maneuver events so that an opponent’s melee attack meant for her is actually directed at another character within the attacker’s reach. The new target must also be a foe of the attacker. If there is no such foe within reach, the maneuver fails.
Leadership: A 5th level disciple of Mammon gains Leadership as a bonus feat.
Steal Spell-like Ability: At 6th level and higher, a disciple of Mammon can use a sneak attack to temporarily steal a creature's spell-like ability. A disciple of Mammon who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a disciple of Mammon can steal a spell-like ability with a touch as a standard action.
This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the disciple of Mammon's class level. A disciple of Mammon can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the disciple of Mammon can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the disciple of Mammon can't steal it.
A disciple of Mammon can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A disciple of Mammon must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the disciple of Mammon uses the ability (or until the minute elapses), the target cannot use the stolen ability.
Enhance Value: By careful, slight modifications, a 7th-level disciple of Mammon can increase the value of a nonmagical item of value, such as a gem, an art object, or a piece of equipment. The disciple spends 1 hour performing these modifications and then makes an Appraise check, increasing the value of the object by 1% per point of the check result. A disciple of Mammon cannot enhance something with a readily obvious value, such as a coin, and she cannot enhance the same object twice.
Divert Spell: Once per day, an 8th-level disciple of Mammon can maneuver events so that an opponent’s spell targeted on her is actually targeted at another instead. The new target must be within range and must also be a foe of the attacker. If there is no such foe within reach, the maneuver fails.
Steal Spell Resistance: Beginning at 9th level, a disciple of Mammon can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A disciple of Mammon who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The disciple of Mammon also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a disciple of Mammon can steal spell resistance with a touch as a standard action.
The stolen spell resistance benefits the disciple of Mammon for a number of rounds equal to the disciple of Mammon's Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A disciple of Mammon can't use this ability on the same creature again until the creature's stolen spell resistance returns.
Guildmaster: At 10th level, as long as a disciple of Mammon spends 8 consecutive hours per week dealing with guild affairs, he gains a +2 competence bonus on Disable Device, Forgery, Hide, Move Silently, Open Lock and Sleight of Hand checks. He also gains free food, lodging and an office at his local guildhouse. Once per day the disciple can switch his cohort with another member of the guild (either a bard, rogue, scout or spelltheif).
Touch of Greed: Three times per day a 10th level disciple of Mammon can touch another creature and force it to make a Will save (DC 10+disciple of Mammon's class level+Cha modifier) or become overcome with greed. The target attacks a random creature within 60 feet (possibly the disciple of Mammon) and tries to take its valuables as soon as possible. This effect lasts for 1d4 rounds and therwise acts as a suggestion.
And there we are.
Disciple of Mammon
Requirements
To qualify to become a disciple of Mammon, a character must fulfill all the following criteria.
Alignment: Lawful Evil.
Skills: Appraise 8 ranks, Open Lock 4 ranks, Sleight of Hand 4 ranks
Feats: Brand of the Nine Hells (Mammon), Favoured in Guild
Special: The character must go through a disgusting and humiliating sexual ritual and betray his closest friend to an evil end before he can properly serve her new master.
Disciple of Mammon
hit dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Gleaming armour, guiding hand of Mammon
2nd|
+1|
+0|
+3|
+3|Infernal rebate, mark of Minauros, temptation of Minauros
3rd|
+2|
+1|
+3|
+3|Sneak attack +1d6, steal spell effect
4th|
+3|
+1|
+4|
+4|Divert Attack
5th|
+3|
+1|
+4|
+4|Infernal rebate, leadership
6th|
+4|
+2|
+5|
+5|Sneak attack +2d6, steal spell-like ability
7th|
+5|
+2|
+5|
+5|Enhance value
8th|
+6|
+2|
+6|
+6|Divert Spell, infernal rebate
9th|
+6|
+3|
+6|
+6|Sneak attack +3d6, steal spell resistance
10th|
+7|
+3|
+7|
+7|Guildmaster, touch of greed 3/day[/table]
Class Skills
The disciple of Mammon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills points
6+Int modifier
Gleaming armour: A disciple of Mammon is granted the ability to create sparkling and gleaming scale armour. The disciple starts with scales, skin or hide from a slain good outsider of CR 10 or higher and works them for 2 days per character level. During this time, the disciple must not engage in any other activities other than eating and sleeping. At the end of this period, the celestial scales/skin/hide transform into glistening golden plates. The finished masterwork suit of armor weighs 25 pounds and confers a +8 armor bonus. Its other properties are as a masterwork chain shirt (+4 max Dex bonus, –1 armor check penalty, 20% arcane spell failure chance, no speed reduction). Only the disciple of Mammon may wear the gleaming armour, which instantly corrodes and turns to powder if donned by another creature. The disciple can replace a lost suit using scales, skin or hide from a slain good outsider of CR 10 or higher, as noted above, but can craft no more than one such suit at a time. The disciple’s gleaming armor may be enhanced using standard item creation feats.
Guiding Hand of Mammon: A disciple of Mammon a profane bonus equal to half his class level (rounded up) on Disable Device, Forgery, Open Lock and Sleight of Hand checks.
Temptation of Minauros: A 2nd level disciple of Mammon is able to convince anyone that he has something that will make things better. Most disciples use this ability to get information or to convince would-be attackers to not attack. If the disciple of Mammon fails a Bluff, Diplomacy, Intimidate or Gather Information check against a humanoid or monstrous humanoid, he is immediately allowed a retry without the penalties of failure if he offers the target money, services and goods equaling 100gpxthe target’s CR. This check gains a profane bonus equal to +(2+1 per extra 100gp offered, max bonus equal to character level). This ability only functions if the disciple shares a common language with the target and knows what the target wants (i.e. food for the hungry, wealth for the greedy, clothes for the fashionably inclined, letters of marque for the ambitious) which may require an appropriate knowledge check.
The disciple simply wills it as a swift action and the objects required appear before the target, complete with sweet smelling fragrances and shimmering waves of light. Within one week of time per disciple of Mammon level, the disciple must pay back one and a half times the value of the bribe (half in money and half in goods) or lose access to his class abilities until he pays. If he is late on payment, the amount to be repayed in order to regain class features is double the bribe instead of one and a half times.
Sending the money and goods to Minauros is a full round action, and all the debt for a temptation of Minauros must be paid at one time. A disciple of Mammon tracks each of the debts from his temptation of Minauros ability seperately.
Mark of Minauros: A 2nd level disciple of Mammon knows when to fight and when to flee. When making a charge attack, the disciple gains a +2 bonus to attack and damage at the end of the charge for every 10 feet he moved as part of the charge (in addition to the normal bonus for charging). In addition when the disciple moves (and only when he moves), the square in which he starts his movement is not considered threatened
Infernal Rebate: At 2nd, 5th, and 8th level, a disciple of Mammon receives a modest lump sum reward for his loyal service. The reward magically appears before the disciple—a mound of platinum coins delivered straight from Mammon’s infernal treasure vault. The number of platinum pieces equals 100 x the disciple of Mammon’s character level. The disciple can may use this money (and only this money) to purchase items from Mammon's vault in a similar vein to the temptation of Minauros ability, except as noted here. The item purchased must be wholly paid for with the platinum coins, and costs twice as much as usual, but the exchange is straight forward transfer of money to the vault, not a loan of the item.
This money is also frequently used to help pay for the debts incurred from the temptation of Minauros ability. The money cannot be used for any othe rpurpose than those two.
Sneak Attack: If a 3rd level disciple of Mammon can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The disciple of Mammon’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the disciple of Mammon flanks her target.
This extra damage is 1d6 at 3rd level, and it increases to 2d6 at 6th level and 3d6 at 9th level. Should the disciple of Mammon score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a disciple of Mammon can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A disciple of Mammon can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The disciple of Mammon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A disciple of Mammon cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Steal Spell Effect: Beginning at 3rd level, a disciple of Mammon can siphon an active spell effect from another creature. A disciple of Mammon who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a disciple of Mammon can steal a spell effect with a touch as a standard action.
The disciple of Mammon can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a disciple of Mammon tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A disciple of Mammon can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.
Upon stealing a spell effect, a disciple of Mammon gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.
A disciple of Mammon can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a disciple of Mammon couldn't gain the effect of an animal growth spell (unless the disciple of Mammon is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a disciple of Mammon tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per disciple of Mammon class level.
This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).
Divert Attack: Three times per day, a 4th-level disciple of Mammon can maneuver events so that an opponent’s melee attack meant for her is actually directed at another character within the attacker’s reach. The new target must also be a foe of the attacker. If there is no such foe within reach, the maneuver fails.
Leadership: A 5th level disciple of Mammon gains Leadership as a bonus feat.
Steal Spell-like Ability: At 6th level and higher, a disciple of Mammon can use a sneak attack to temporarily steal a creature's spell-like ability. A disciple of Mammon who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a disciple of Mammon can steal a spell-like ability with a touch as a standard action.
This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the disciple of Mammon's class level. A disciple of Mammon can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the disciple of Mammon can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the disciple of Mammon can't steal it.
A disciple of Mammon can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A disciple of Mammon must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the disciple of Mammon uses the ability (or until the minute elapses), the target cannot use the stolen ability.
Enhance Value: By careful, slight modifications, a 7th-level disciple of Mammon can increase the value of a nonmagical item of value, such as a gem, an art object, or a piece of equipment. The disciple spends 1 hour performing these modifications and then makes an Appraise check, increasing the value of the object by 1% per point of the check result. A disciple of Mammon cannot enhance something with a readily obvious value, such as a coin, and she cannot enhance the same object twice.
Divert Spell: Once per day, an 8th-level disciple of Mammon can maneuver events so that an opponent’s spell targeted on her is actually targeted at another instead. The new target must be within range and must also be a foe of the attacker. If there is no such foe within reach, the maneuver fails.
Steal Spell Resistance: Beginning at 9th level, a disciple of Mammon can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A disciple of Mammon who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The disciple of Mammon also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a disciple of Mammon can steal spell resistance with a touch as a standard action.
The stolen spell resistance benefits the disciple of Mammon for a number of rounds equal to the disciple of Mammon's Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A disciple of Mammon can't use this ability on the same creature again until the creature's stolen spell resistance returns.
Guildmaster: At 10th level, as long as a disciple of Mammon spends 8 consecutive hours per week dealing with guild affairs, he gains a +2 competence bonus on Disable Device, Forgery, Hide, Move Silently, Open Lock and Sleight of Hand checks. He also gains free food, lodging and an office at his local guildhouse. Once per day the disciple can switch his cohort with another member of the guild (either a bard, rogue, scout or spelltheif).
Touch of Greed: Three times per day a 10th level disciple of Mammon can touch another creature and force it to make a Will save (DC 10+disciple of Mammon's class level+Cha modifier) or become overcome with greed. The target attacks a random creature within 60 feet (possibly the disciple of Mammon) and tries to take its valuables as soon as possible. This effect lasts for 1d4 rounds and therwise acts as a suggestion.
And there we are.