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View Full Version : Vurdmeister (d20modern)



Krennel
2010-08-03, 02:44 AM
I'm looking for somebody to suggest skills, skill points a level, and prereqs. It is heavily influenced by the sorcerer from d20past.
It can also be easily adapted for dnd3.5 use.
the concept is based on the Casters from the series by Brent Weeks, though with some creative liberties taken.
In the world: Vurdmeisters were feared in the old world, and it’s something that carries over into the mundane word. Their Vir, the black lines that cross their skins, distinguish them from the general populace, and are difficult to hide. The more powerful the Meister, the more Vir, which are like moving black snakes just under the skin. When casting their eyes turn bright black and their skin glows white, standing out in a crowd.
They focus almost solely on combat, power being their driving force. They are often depraved individuals; drugs and murder are one part of their daily to do lists. Thieving and murdering is another aim they will take, their shortsighted lusting make them often on the wrong side of the law. Unlike wizards they don’t prepare spells, and unlike sorcerers they don’t have a certain number a day. Instead a Vurdmeister has a certain amount of magical stamina, affected by his CON score, which determines how many spells he can cast a day.
Level:BAB Fort Save Ref Save Will Save Special abilities
1st:+0 +1 +0 +1 Arcane Skills, Vir
2nd:+1 +2 +0 +2 Vir Slam
3rd:+1 +2 +1 +2 Bonus Feat
4th:+2 +3 +1 +3 Terrifying form
5th:+2 +3 +2 +3 Vir flight
6th:+3 +4 +2 +4 Bonus feat
7th:+3 +4 +3 +4 Vir Armor
8th:+4 +5 +3 +5 Bonus Feat
9th:+4 +5 +4 +5 Dark Offering
10th:+5 +6 +4 +6 Vir Mastery
Defense Reputation Power points
+1 +2 6
+1 +2 8
+2 +2 10
+2 +3 12
+3 +3 14
+3 +3 16
+4 +4 18
+4 +4 20
+5 +4 22
+5 +5 24
Arcane skills: As described for wizard.
Vir: Black snakelike tattoos line your body, they move and twist, becoming more numerous and present as you gain power (levels) as a Vurdmeister. They power your magic with strength drawn from the dark goddess Khali. A DC 15 concentration Check is needed to hide the Vir. They will be hidden for as many minutes as you have levels.
The vir may affect anything within a few feet, or the same square, as the caster. They can only crudely manipulate objects, like lifting a small object or cocking a shotgun. Firing a gun or typing on a computer is to complex. To any observers, and the Vurdmeister, there are thick black tendrils emanating from the Meister.
Vir Slam: The vir can be used as weapons, a pair of black snakes that attack targets within 5 feet of the Meister. It is treated as a touch attack that deals 1d6+ strength damage. He may not make a full attack with the Vir, controlling them is to taxing.
To observers it appears as if a pair of black snakes are trailing from the user and biting or hitting the target.
Bonus Feats: A Vurdmeister gets bonus feats at 3rd 6th and 8th level. They may be chosen from this list, and the Vurdmeister must meet all the requirements for the feat.
Archaic Weapon Proficiency, Exotic Weapon Proficiency, Dodge, Far shot, Mobility, Windfall, Weapon focus.
Terrifying Form: When casting a vurdmeister begins to glow, his eyes turn black and his skin turns white as he shines like a candle, though only to those who can observe him casting. Those who are within fifty feet and can see the vurdmeister casting must make a DC 10+vurdmeister level+wisdom modifier or become frightened for a number of rounds equal to vurdmeister levels of the caster.
Those who cannot see the Meister or who make the save burst into a cold sweat, but are otherwise unaffected by and vurdmeisters ability for 24hours.
Vir flight: The vir can become a set of crude dark wing emanating from any point on the Meister’s body though it is most commonly the back. Fly speed is 50ft with poor maneuverability.
Vir Armor: once a day for a number of rounds equal to the Vurdmeister’s levels in this class, the Meister may harden his Vir to defend against all attacks. The rounds need not be consecutive.
The Meister get +3 to his Ac and DR1/Magic
Dark Offering: As an offering to the goddess Khali, A vurdmeister may replace the Damage from his Vir Slam attack with a lethal poison. The save dc is 10+Charisma. It drains 1d6 con every hour until the subject is dead. At that point the subject turns into dust as floats away at the first breeze.
Vir Mastery: The range of the Users Vir extends to 10feet, and damage increases to 1d8. The user can also make a full attack with his Vir.