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View Full Version : Savant of Pain(Divine Aura) 3.5e PEACH



BelGareth
2010-07-27, 09:52 AM
Savant of Pain
"I can ail what cures you"

The Savant of Pain is a tool of his god, much like a Healer in all respects with the exception that a Savant of Pain Inflicts pain upon people.
As most clerics are able to heal and inflict pain upon their enemies a Savant is able to Inflict Pain upon their opponents with ease, mastering the negative energy they use.

Adventure: Savant’s of Pain are the Divine answer to Battle Magic, albeit they take a little different approach they tend to be in groups of adventurers leading them towards a common goal often a particular enemy which their Deity is not fond of.

Characteristics: Savants of Pain are Savants of the Negative Energy, they forgo using positive energy thinking if they kill the enemy first then who will there be to heal?

Alignment: Savants of Pain come from any non good alignments, obviously Evil aligned races tend to have more Savants than most. Savants don’t lean towards either chaotic or Lawful having a full mixture of both.

Religion: Religion’s whom have the Domains of Death, Destruction and War are the most common to have Savants of Pain within their ranks, although any God can have one serve them. All Gods know the importance of balance (well most do) and so you can find Savants of Pain in most religions. It is possible to be a Savant of a good god.

Background: Most Savants of Pain are Torturers (in evil societies) or Punishers (in Lawful societies), others hold a rank within their Religious order only going out to destroy a Horde of orc’s, Nearly all Savants are called upon by their god to perform these deeds in their name.

Races: All races are capable of becoming Savants of Pain, Dwarfs excel at this class even if they deal a little less damage than others. The thrill of striding through battle to lay your hands on an enemy of your race to release your deities power upon them is sufficient for most races, Elves on the other hand are few and far between.

Other Classes: Clerics of goodly Gods frown at Savants if they are not from the same order or clergy, Healers abhor evil Savants and only tolerate neutral ones, Fighter types will be cautious and then learn to like Savants as capable wielders of death. Paladins are usually caught off guard by Neutral Savants and do not know what to do.

Role: A Savant of Pain is capable of dealing with foes in close combat, supplementing the Fighter types within the party very efficiently. Having a spellcaster able to heal in the party is almost a must, as the Savant is only capable of finding and killing their enemy, and only capable of small amounts of healing.

Game Info
Abilities: Wisdom determines how many spells you have and how strong your spells are. While Charisma determines how powerful your special abilities are.

Alignment: Any non good.

Hit Die: D8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|
Baneful Aura, Spontaneous Spells

2nd|
+1|
+3|
+0|
+3|
Negative Manipulation

3rd|
+1|
+3|
+1|
+3|
Negative Knowledge, Boost Aura

4th|
+2|
+4|
+1|
+4|
Negative Healing

5th|
+2|
+4|
+1|
+4|
-

6th|
+3|
+5|
+2|
+5|
Savants Touch

7th|
+3|
+5|
+2|
+5|
Negative Resistance

8th|
+4|
+6|
+2|
+6|
Weakening Aura

9th|
+4|
+6|
+3|
+6|
-

10th|
+5|
+7|
+3|
+7|
-

11th|
+5|
+7|
+3|
+7|
-

12th|
+6/+1|
+8|
+4|
+8|
-

13th|
+6/+1|
+8|
+4|
+8|
Negative Maximize

14th|
+7/+2|
+9|
+4|
+9|
-

15th|
+7/+2|
+9|
+5|
+9|
-

16th|
+8/+3|
+10|
+5|
+10|
Negative Immunity

17th|
+8/+3|
+10|
+5|
+10|
-

18th|
+9+4|
+11|
+6|
+11|
-

19th|
+9/+4|
+11|
+6|
+11|
-

20th|
+10/+5|
+12|
+6|
+12|
Draining Aura
[/table]

{TABLE=HEAD]LEVEL|0 lvl|1ST |2ND |3RD |4TH |5TH |6TH |7TH |8TH |9TH
1st|4|2|-|-|-|-|-|-|-|-
2nd|4|2|-|-|-|-|-|-|-|-
3rd|4|2|-|-|-|-|-|-|-|-
4th|4|3|1|-|-|-|-|-|-|-
5th|4|3|2|-|-|-|-|-|-|-
6th|4|3|2|1|-|-|-|-|-|-
7th|4|4|2|2|-|-|-|-|-|-
8th|4|4|3|2|1|-|-|-|-|-
9th|4|4|3|2|2|-|-|-|-|-
10th|4|4|3|3|2|1|-|-|-|-
11th|4|4|4|3|2|2|-|-|-|-
12th|4|4|4|3|3|2|1|-|-|-
13th|4|4|4|4|3|2|2|-|-|-
14th|4|4|4|4|3|3|2|1|-|-
15th|4|4|4|4|3|3|2|2|-|-
16th|4|4|4|4|3|3|3|2|1|-
17th|4|4|4|4|3|3|3|2|2|-
18th|4|4|4|4|3|3|3|3|2|1
19th|4|4|4|4|3|3|3|3|2|1
20th|4|4|4|4|3|3|3|3|2|2
[/table]


Skill points at 1st: (4 + INT Modifier) x 4
Skill points at Each additional level: 4 + INT Modifier

Skills: Bluff, Concentration, Craft, diplomacy, Intimidate, knowledge (arcana), Knowledge (Religion), knowledge (the planes), Profession, Spellcraft.

Weapon and Armor Proficiency: Savant’s of Pain are proficient with all types of armor and shields (except Tower Shields) and with Simple Weapons.

Spells: A Savant of Pain Cast Divine Spells, which are drawn from the Savant’s of Pain Spell list. A Savant can cast any spell he knows without preparing it ahead of time. A Savant knows all spells on his list according to Level. To cast a spell a Savant of Pain needs a Wisdom score of 10 + the spells Level, the difficulty class for saving throws is 10 + the spells level + the Savant’s of Pain Wisdom Modifier. The Savant of Pain receives bonus spells if he has a high enough Wisdom score. Savants of Pain do not need rest for their spells, instead they must meditate at a given time each day.

Alignment: A savant’s alignment must remain within one step of his deity, this also restricts what spells he can/cannot cast just like the cleric ability.

Spontaneous Spells: A Savant is able to spontaneously cast any Inflict spell just like the cleric ability. This includes any version of the Harm spell.

Baneful Aura(su): A Savant of Pain gains the supernatural ability to project a Baneful aura to all of his enemies. This is a Enchantment ability, any creature moving into the aura gets a save to ignore the affects Will DC = 10 + 1/2 Savant’s of Pain HD + Savant’s of Pain Cha Modifier. This Aura has a range of 30 ft with the Savant of Pain at the center. This does not affect allies of the Savant. Creatures only make a save and are affected once per 24 hours. Upon failing a creature receives a negative bonus to Hit, saves and AC equivalent to the 1/2 Savant of Pain Cha modifier (this negative bonus does not affect the save), this bonus cannot exceed the Savant’s of Pain HD and last for 1 round /HD. This aura can be activated as a free action.

Negative Manipulation(su): From the Savant’s constant connection to Negative energy he is able to Manipulate objects and creatures imbued with it. As a standard action the Savant of Pain can attempt to 'suck' the energy from constructs [undead], the Savant of Pain must attempt a melee touch attack on a creature of the undead type. If successful the Savant deals negative levels equal to 1/2 his Cha modifier to the Undead creature. This cannot exceed the Savant’s of Pain HD, these Negative Levels are permanent. This affect bypasses any immunity any Undead have to Energy drain or Negative Levels. A Savant of pain can deal negative levels equal to his HD/day.

Boost Aura(su): A savant of pain at this level learns to supplement his Aura’s to affect more of his enemies, as a standard action a Savant of Pain can sacrifice a spell per day to reset the auras save time. In other words all creatures who have been affected (whether they saved or not) by the aura can be affected by it again. A savant must sacrifice a spell level for each creature he/she wishes to affect again.

Negative Knowledge(ex): The Savant’s of Pain gains insight into anything regarding Negative Energy from his close workings with it, a Savant of Pain making a knowledge check regarding Negative Energy gains a +4 bonus.

Negative Healing(Ex): The Savant’s of Pain is able to manipulate the Negative Energy so well he is able to 'Heal' with it. Any Necromancy spell the Savant’s of Pain can cast which deals damage he can instead use to Heal. These are not as effective as regular healing spells and as such only heal half the amount.

Savants Touch: Through constant application of inflict spells the Savant gains the supernatural ability to infuse his inflict spells with extra potency. At 6th level the Savant adds his Cha modifier to the damage dealt of all inflict and Harm spells. At 10th he adds 2 points per level .

Negative Resistance(ex): The Savant’s of Pain gains a Resistance to Negative energy, a Savant’s of Pain does not receive any affects for being in a Negative Energy environment (the Negative Plane for example).

Weakening Aura(su): The Savant’s of Pain develops the ability to physically weaken his opponents, This is an Enchantment affect with a Fort DC = 10 + 1/2 Savant’s of Pain HD + Savant’s of Pain Cha Modifier. This has a range of 30 ft and can be activated as a free action replacing the Baneful Aura. Only one Aura can be active. All creatures who fail receive a negative bonus to STR, CON, and DEX equal to half the Savant’s of Pain Cha modifier. Creatures must make a save every round while inside the area of affect just as the Baneful Aura. (the save uses the original Fort save)

Negative Maximize(ex): The Savant’s of Pain can Maximize any inflict spell he casts as a full round action once per day(including Harm). This can even be used in conjunction with negative healing. This is identical to the Warmages Sudden Maximize.

Negative Immunity(ex): The Savant of Pain becomes immune to Negative Energy attacks, any negative energy attacks, spells, spell like ability's, supernatural ability's and ability's. The Savant is also immune to Energy drain from negative sources (this includes spells from the school of necromancy)

Draining Aura(su): At 20th Level a Savant’s of Pain can Drain multiple enemy's essence at once. This aura can be activated as a free action (only one aura can be active), All Enemy's within 30 ft who fail a Fort save gain a negative Level at the end of their turn. Fort DC = 13 + 1/2 Savant’s of Pain HD + Cha modifier. This is an extremely hard Aura to manifest and requires concentration to hold, a Savant of Pain must take a Standard Action to maintain the Aura, and make Concentration checks as applicable. This does not affect undead creatures or creatures of the negative Energy plane.

Spell List

0 Level - Inflict Minor Wounds, Guidance, Light, Resistance, Virtue
1st Level - Bane, Cause Fear, Command, Doom, Inflict Light Wounds
2nd Level - Hold Person, Inflict Moderate Wounds, Shatter, Sound Burst, Black Karma Curse
3rd Level - Bestow Curse, Blindness/Deafness, Contagion, Inflict Serious Wounds, Dispel Magic,
Curse of Arrow attraction, Mark of Doom
4th Level - Death Ward, Inflict Critical Wounds, Poison, Dismissal
5th Level - Command, Greater, Inflict light Wounds, Mass, Slay Living, symbol of pain
6th Level - Banishment, Forbiddance, Harm, Inflict Moderate Wounds, Mass, Greater Dispel Magic
7th Level - Destruction, Inflict serious Wounds, Mass, Word of Chaos/Dictum/Blasphemy, Power Word Blind, Pulse of hate
8th Level - Inflict Critical Wounds, Mass, Symbol of Death, Shield of Law/Cloak of Chaos/Unholy Aura, Power Word Stun, symbol of Death
9th Level - Energy Drain, Implosion,*Harm, Mass, Wail of the Banshee, Power Word Kill

*Just like Mass Heal

Advancement:

Obvious choices for feats would include ability focus (one for each aura), spell focus Necromancy, and combat casting. Anything that increases the DC of your Auras and inflict spells is going to do you good. Your not a great healer but you can work in a pinch so Augment healing while seemingly at odds to what you do is a great choice and works great fluff wise as your character studies every aspect of his trade. (although this is a little hard to get as the Heal skill is not a class skill).

Options for Multiclassing could include a dip into cleric, many savants dip into cleric or go evenly through both, at the same time many Savants display abilities along the lines of Warlocks and many of these Savants progress their abilities simultaneously. Some have even been rumored to be a Healer Savant, obviously being Neutral would be a must. A good Prc would be ordained champion, however this would require a complex leveling structure in order to qualify.