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Doctor Acula
2010-07-16, 12:23 PM
Withered Hand of Life

http://fc03.deviantart.net/fs50/f/2009/298/d/5/d54a1076f9b1e27fef199e6e860dfefe.jpg

"You may think it wrong but I know that these souls, dead or not, are as much a part or nature as the trees in the forest or the earth beneath your feet"- Donru Malikani, a Withered Hand of Life

Most druids look down upon the undead, casting them out as if they were abominations. However some druids view the undead as an equal part of life, a ying to life's yang. After all the vampire hunts as the wolf and no one would call the wolf unnatural. The undead are merely the other side to a coin, equally valuable and equally beautiful.

The Order of the Withered Hand was founded by druids who through understanding and study not only accept the undead but learn how too use their powers as well as they can use nature's powers. Few druid's have the acceptance to follow this path, however those that do find a greater understanding in it.


Becoming a Withered Hand of Life
All Withered Hands of Life must be druids at some point in their career, however the path they take is often varied. Sometimes they take a few levels in rogue to extenuate their own stealth or into cleric to increase their knowledge of undead.

Entry Requirments
Class Features: Must be able to wild shape, Must have an Animal companion
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil
Special: Peaceful contact with at least one undead creature
Skills: Knowledge(nature) 8 ranks, Knowledge (religion) 4 ranks


Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d12

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting
1st | +0 | +0 | +0 | +2 | Rebuke Undead, Expanded Spell list, Spontaneous Casting | +1 level of existing Spellcasting class
2nd | +1 | +0 | +0 | +3 | Wild Shape(+1/day)| +1 level of existing Spellcasting class
3rd | +1 | +1 | +1 | +3 | Ghost Companion |
4th | +2 | +1 | +1 | +4 | Wild Shape(+1/day), Wild Shape(Undead) | +1 level of existing Spellcasting class
5th | +2 | +1 | +1 | +4 | Spectral Companion | +1 level of existing Spellcasting class
6th | +3 | +2 | +2 | +5 | Wild Shape(+1/day), Wild Shape(Incorporeal) |
7th | +3 | +2 | +2 | +5 | | +1 level of existing Spellcasting class
8th | +4 | +2 | +2 | +6 | Wild Shape(+1/day) | +1 level of existing Spellcasting class
9th | +4 | +3 | +3 | +6 | Wraith Companion |
10th | +5 | +3 | +3 | +7 | Wild Shape(+1/day), Withered Body| +1 level of existing Spellcasting class [/table]

Weapon and Armor Proficiencies: A Withered Hand of Life gains no armor or weapon proficiencies.
Spells per Day: At every level indicated on the accompanying table, a Withered Hand of Life gains additional spells per day as if she had also gained a level in whatever Druid. She does not, however, gain
any other benefit a Druid of that level would have
gained.
Rebuke Undead: Any Withered Hand, regardless of alignment,
has the power to rebuke or command undead creatures (such as skeletons,
zombies, ghosts, and vampires) by channeling the power of nature through any bone of a creature that has been dead for over one week. This ability works identically too the Cleric feature of the same name.
A Withered Hand may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Withered Hand with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against
undead.
Expanded Spell List: The Withered Hand gains the following spells added too his Druid spell list, he can prepare and cast them as normal druid spells
Level 0: Inflict Minor Wounds
Level 1: Inflict Light Wounds, Detect Undead, Summon Undead I
Level 2: Inflict Moderate Wounds, Death Knell, Command Undead, Summon Undead II
Level 3: Inflict Serious Wounds, Animate Dead, Speak with Dead, Vampiric Touch, Summon Undead III
Level 4: Inflict Critical Wounds, Death Ward, Summon Undead IV
Level 5: Inflict Light Wounds; Mass, Slay Living, Magic Jar, Summon Undead V
Level 6: Inflict Moderate Wounds; Mass, Create Undead
Level 7: Inflict Serious Wounds; Mass, Repulsion, Ethereal Jaunt, Control Undead
Level 8: Inflict Critical Wounds; Mass, Create Greater Undead
Level 9: Soul Bind, Etherealness, Astral Projection
Spontaneous Casting: A Withered Hand of Life has the ability to spontaneously inflict harm or summon undead allies. At first level, you can choose to spontaneously convert any spell you cast into either an "inflict" spell or "summon undead" spell of equal level. Once this choice is made, you can not change it
Wild shape: At every even numbered level you gain the ability to Wild Shape one additional time per day
Ghost Companion: At third level the Withered Hands animal companion gains the Ghost Brute template from Savage Species
Wild Shape(Undead): Beginning at fourth level a Withered Hand of Life gains the ability to use his Wild Shape to assume the form of any corporal undead creature, he can also apply any corporal undead template to a creature he could otherwise wild shape into, every point of CR in the template is treated as one HD in the wild shaped creature. For example a Druid 5/Withered Hand 7 could Wild Shape into a Polar Bear Skeleton.
Spectral Companion: At fifth level the Withered Hands animal companion gains the "Spectral Creature" template found in savage species, this replaces the ghost brute template gained at level three
Wild Shape(Incorporeal): At sixth level the withered hand may choose to wild shape into any incorporeal undead, he can also apply any incorporeal undead template to a creature he could otherwise wild shape into, every point of CR in the template is treated as one HD in the wild shaped creature.
Wraith Companion:At ninth level the Withered Hands animal companion gains the "Wraith" template found in savage species, this replaces the "Spectral Creature" template gained at level 5
Withered Body: At tenth level the Withered Hand of Life gains the undead creature type, all of his previous hit dice become d12s and he loses his constitution score. He also gains all the other benefits and weaknesses of the Undead type.

Playing a Withered Hand of Life
As a Withered Hand you walk a narrow rode between life and death, you attempt to bridge the waters between these concepts and create a better understanding. As such you do not see death as a travesty, merely as a part of life.
Combat: Withered Hands are hearty, they can last a long time in combat however their low base attack bonus means that they are unlikely to be a great help in combat without wild shaping. Their expanded spell list allows them to have a greater offensive casting role in the party. Many Withered Hands choose to heal their allies in combat as well.
Advancement: Most Withered Hand treat their spell casting as their primary function and use other powers to provide a versatility.
Resources: What resources might a member of this PrC be able to draw on..

Withered Hands of Life in the World
"Oh him, yeah he's kinda out there but he knows how to handle himself. One time we were going up against some vampires and he just walks up to the head of our party and says 'Move aside, we are not your meal tonight.' And wouldn't you know it, they walked away!"- Bronsh Krunknar, A fighter in the party of a Withered Hand of Life

Withered Hands of Life each veiw the world differently, some behave as druids would, while others preach understanding to others in the world. Some still view all the life force in the world as tools in their toolbox.
Daily Life: The daily life of a Withered Hand is one of contemplation, they meditate on the bridge between life and death and search for a greater understanding.
Notables: Donru Malikani is the father of the Withered Hands, he was the first one who had the sympathy and understanding to view undead as merely another kind of animal, he often wanders the world feeding zombies and vampires. Itthid Kransk is a more sinister withered hand, she has an affinity for ghosts and will often wild shape into beings that allow her to posses other people. She tries to twist the undead and the living to her will with her powers.
Organizations: The Withered Hand of life is an organization in itself, but members are welcome to join other organizations. Many join churches with gods of death, necromantic colleges or other drudic factions.

NPC Reaction
Most NPCs view Withered Hands in the same manner as they do necromancers, alot of fear and misunderstanding. Other Druids tend to be polarized in opinion of them, some respect and admire their understanding while others view them as abominations of everything a druid is supposed to stand for.

Withered Hand of Life in the Game
Withered Hands of Life maintain all the functionality of the Druid while enhancing their wild shape, animal companion and summoning capabilities. Mostly their roll is primary healer with a secondary role of back-up caster.
Adaptation:The class can be adapted to be an organization of evil druids to be a cabal of villains, alternative they could be an organization dedicated to shepherding the undead into a full passing. The main power in adaptation of this class is it's tiny size, the world most likely won't contain more than a handful of members.
Encounters: Players can encounter a Withered Hand of Life in a variety of pretext, the withered hand of life may hunt them down after disturbing an otherwise peaceful undead or the Withered Hand may be asking for help in a quest of understanding.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Note: I have never made any homebrew before so please PEACH, The rest will be up when I can

nonsi
2010-07-19, 09:55 AM
I must say, though the execution doesn't make this PrC overly tempting, the concept of someone who attempts to bridge the gap between life and unlife is innovative and I find it most interesting.

But as I said - the execution is a bit lame.

For losing 3 caster levels, BAB progression AND Fort saves, you need to present some sort of a mechanical incentive to choose this one over say a straight Druid (let's settle for the Shape-Shift variant for now) or a straight Dread Necromancer.
Furthermore, most of your features pose very little inconvenience to the majority of your opponents by the time you get them, so they remain mostly in the realm of fluff


Nevertheless, the idea is quite inspiring.



Additional features to consider:
- Gains all benefits from both negative AND positive energy.
- Also gains spont. healing and healing spells to his spell list.
- Modifies reaction one step in his favor on all encounters and never attacked by vermins or mindless undead (unless attacking first).
- Gains resistance to poison, disease, neg. energy...
- Changes to an entirely new HYBRID form.

Volthawk
2010-07-19, 01:16 PM
Also, this is a very attractive dip. One level gives you:

-Rebuke Undead (now druids can DMM as well as all their other stuff!)
-31 new spells on your list
-More spontaneous casting options

For no caster level drop.

PairO'Dice Lost
2010-07-19, 02:17 PM
Also, this is a very attractive dip. One level gives you:

-Rebuke Undead (now druids can DMM as well as all their other stuff!)
-31 new spells on your list
-More spontaneous casting options

For no caster level drop.

Indeed. Without looking over the rest of the class, the first level definitely shouldn't progress casting. Also, to make it less of an obvious dip and fill the dead level, I'd move rebuking to 7th level and let them rebuke as a cleric of twice their class level to compensate.

Milskidasith
2010-07-19, 02:35 PM
Entry Requirments
Class Features: Must be able to wild shape, Must have an Animal companion
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil
Special: Peaceful contact with at least one undead creature
Skills: Knowledge(nature) 8 ranks, Knowledge (religion) 4 ranks

You can enter as a Wildshape Ranger, you know.


Hit Dice:[/B] d12

[QUOTE]{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting
1st | +0 | +0 | +0 | +2 | Rebuke Undead, Expanded Spell list, Spontaneous Casting | +1 level of existing Spellcasting class
2nd | +1 | +0 | +0 | +3 | Wild Shape(+1/day)| +1 level of existing Spellcasting class
3rd | +1 | +1 | +1 | +3 | Ghost Companion |
4th | +2 | +1 | +1 | +4 | Wild Shape(+1/day), Wild Shape(Undead) | +1 level of existing Spellcasting class
5th | +2 | +1 | +1 | +4 | Spectral Companion | +1 level of existing Spellcasting class
6th | +3 | +2 | +2 | +5 | Wild Shape(+1/day), Wild Shape(Incorporeal) |
7th | +3 | +2 | +2 | +5 | | +1 level of existing Spellcasting class
8th | +4 | +2 | +2 | +6 | Wild Shape(+1/day) | +1 level of existing Spellcasting class
9th | +4 | +3 | +3 | +6 | Wraith Companion |
10th | +5 | +3 | +3 | +7 | Wild Shape(+1/day), Withered Body| +1 level of existing Spellcasting class [/table]


A druid PrC probably shouldn't have a worse chassis than the actual druid, however. It should maintain it's middle BAB and good fort save.


Rebuke Undead: Any Withered Hand, regardless of alignment,
has the power to rebuke or command undead creatures (such as skeletons,
zombies, ghosts, and vampires) by channeling the power of nature through any bone of a creature that has been dead for over one week. This ability works identically too the Cleric feature of the same name.
A Withered Hand may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Withered Hand with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against
undead.
Expanded Spell List: The Withered Hand gains the following spells added too his Druid spell list, he can prepare and cast them as normal druid spells
Level 0: Inflict Minor Wounds
Level 1: Inflict Light Wounds, Detect Undead, Summon Undead I
Level 2: Inflict Moderate Wounds, Death Knell, Command Undead, Summon Undead II
Level 3: Inflict Serious Wounds, Animate Dead, Speak with Dead, Vampiric Touch, Summon Undead III
Level 4: Inflict Critical Wounds, Death Ward, Summon Undead IV
Level 5: Inflict Light Wounds; Mass, Slay Living, Magic Jar, Summon Undead V
Level 6: Inflict Moderate Wounds; Mass, Create Undead
Level 7: Inflict Serious Wounds; Mass, Repulsion, Ethereal Jaunt, Control Undead
Level 8: Inflict Critical Wounds; Mass, Create Greater Undead
Level 9: Soul Bind, Etherealness, Astral Projection
Spontaneous Casting: A Withered Hand of Life has the ability to spontaneously inflict harm or summon undead allies. At first level, you can choose to spontaneously convert any spell you cast into either an "inflict" spell or "summon undead" spell of equal level. Once this choice is made, you can not change it

This is a very powerful dip; entering the class is completely free, and you get the ability to use Divine Metamagic burning your rebuke attempts. Granted, you aren't going to actually be able to turn anything, which makes this class unattractive long term with the lost casting.


Ghost Companion: At third level the Withered Hands animal companion gains the Ghost Brute template from Savage Species

So at the first level you lose spellcasting, you get to nerf the animal companion this class doesn't progress? Ouch.*

*Note: The Ghost Brute special attacks are not worth losing all capability of being a good grappler/charger/whatever the animal normally would be. At best, you could get a liberal DM to let you grab a ghost touch amulet of natural attacks (or whatever the item was, I can't recall), but otherwise, the animal companion is neutered by this (and not being progressed).


Wild Shape(Undead): Beginning at fourth level a Withered Hand of Life gains the ability to use his Wild Shape to assume the form of any corporal undead creature, he can also apply any corporal undead template to a creature he could otherwise wild shape into, every point of CR in the template is treated as one HD in the wild shaped creature. For example a Druid 5/Withered Hand 7 could Wild Shape into a Polar Bear Skeleton.

I know you probably intended it, but this class actually doesn't progress wild shape either. You get an extra use, but you only wildshape as a druid of whatever level you entered, by text.


Spectral Companion: At fifth level the Withered Hands animal companion gains the "Spectral Creature" template found in savage species, this replaces the ghost brute template gained at level three

This is an even bigger nerf because now you can't even itemize to keep the creatures normal attacks, and if you are ever in sunlight, you don't even have an animal companion! Why are you doing this to the poor Druid? He already lost spellcasting, wildshape, and animal companion progression to various extent, and now you're kicking him while he is down. Poor druid. :smallfrown:


Wild Shape(Incorporeal): At sixth level the withered hand may choose to wild shape into any incorporeal undead, he can also apply any incorporeal undead template to a creature he could otherwise wild shape into, every point of CR in the template is treated as one HD in the wild shaped creature.

This (and possibly corporeal wild shape) is likely broken. Again, it's not progressing wildshape, but if it was, CR is generally much lower than HD even for animals. In this case, you can easily wildshape into creatures with very, very powerful special attacks, especially if they happen to be one of the many under CR'd monsters.


Wraith Companion:At ninth level the Withered Hands animal companion gains the "Wraith" template found in savage species, this replaces the "Spectral Creature" template gained at level 5

This is arguably weaker than the already painful spectral template, since negative levels affect a lot more than some constitution drain, and the spectral creature *can* fly faster. Either way, it sucks.


Withered Body: At tenth level the Withered Hand of Life gains the undead creature type, all of his previous hit dice become d12s and he loses his constitution score. He also gains all the other benefits and weaknesses of the Undead type.

He should get Undead Toughness along with this (cha to HP) or it's a rather weak (and possibly weakening) capstone.

In short, this class is pretty weak. It's free to enter, so a one level dip doesn't hurt too much (one level behind on animal companion and wildshape) if you want divine metamagic, but to actually take it to ten, you lose ten levels of wildshape and animal companion progres, your animal companion becomes either useless (in sunlight) or mostly useless (otherwise), you take a huge drop to your HP, you lose some BAB, you lose fort saves, and you get a type that you could have more easily grabbed with 1000 EXP and a lost level (not LA). The free spells aren't bad, though, but those are what you can dip for.