PDA

View Full Version : Malefic Horror (3.5, Peach)



eftexar
2011-07-22, 12:29 AM
Malefic Horror (3.5)

Abilities: Your charisma not only affects your force of personalty, but also determines the strength of all of your abilities.

Organization: Malefic Horrors are usually only part of cults if they join an organization, but they in general avoid grouping with other malefic horror's. Otherwise it becomes a contest to see who is the scariest.

Alignment: Malefic Horrors are always evil aligned, as they enjoy terrifying and torturing others. Chaos is also a common alignment, after all what better use is there than spreading chaos. Lawful isn't horribly rare as what better way to command your cronies than out of pure terror. A neutral alignment, however, is quite rare.

Religion: Malefic Horrors usually worship gods of slaughter or fear, although many stop worship and, in the process of attaining a god-complex, demand that they be worshiped.

Background: A malefic horror can come from many different backgrounds, but most malefic horrors' are those who have survived the tragedy of meeting a malefic horror at a young age.

Races: A malefic horror may be of any race, although most malefic horrors belong to races that can dream and are mortal enough to realize the true power of fear.

Other Classes: Your presence is so disconcerting that even necromancers and other users of the dark arts avoid you. A paladin will probably smite you on sight if he can manage to stop shaking long enough to move his feet.

Role: A malefic horror's role in a party is to sow chaos on the battlefield. Or more accurately to look awesome in a ridiculous outfit while the peasants nearby run away screaming in terror.

Class Features

Hit Die: d8

Starting Gold: As Warlock

Skills: Bluff (Cha), Climb (Str) Concentration (Con), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis) Profession (Wis), Sense Motive (Wis), and Spot (Wis).

Skill Points: 6 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Nightmares Known
1st|+0|+0|+0|+2| Dread Blast, Nightmares (Frightning) | 3
2nd|+1|+0|+0|+3| Fundamentals of Fear | 4
3rd|+2|+1|+1|+3| Resistance to Fear | 4
4th|+3|+1|+1|+4| Nightmare Blade (melee) | 5
5th|+3|+1|+1|+4| Fundamentals of Fear | 5
6th|+4|+2|+2|+5| Fearless | 6
7th|+5|+2|+2|+5| Stealth Dread Blast | 6
8th|+6/+2|+2|+2|+6| Fundamentals of Fear, Nightmares (Horrifying) | 7
9th|+6/+3|+3|+3|+6| Horrific Dread Blast | 7
10th|+7/+2|+3|+3|+7| Nightmare Blade (ranged) | 8
11th|+8/+3|+3|+3|+7| Fear Conduit | 8
12th|+9/+4|+4|+4|+8| Reoccurring Nightmare | 9
13th|+9/+4|+4|+4|+8| Fear You? No you Fear Me! | 9
14th|+10/+5|+4|+4|+9| Dream Mind, Nightmares (Terrifying) | 10
15th|+11/+6/+1|+5|+5|+9| Terrifying Presence | 10
16th|+12/+7/+2|+5|+5|+10| Nightmare Mind, Nightmare Blade (quick) | 10
17th|+12/+7/+2|+5|+5|+10| Night Terror | 11
18th|+13/+8/+3|+6|+6|+11| Malefic Dread Blast | 11
19th|+14/+9/+4|+6|+6|+11| Master of Fear | 12
20th|+15/+10/+5|+6|+6|+12| Fear Incarnate | 12
[/table]

Weapons and Armor Proficiencies: You are proficient with all simple weapons, plus one martial weapons of your choice. You are also proficient with light armor and shields (except tower).

Class Abilities

Dread Blast [Sp]:
A dread blast is a ray with a range of 60ft + 5ft per 2 malefic horror levels that uses a standard action to cast. It has a spell level equivalent equal to half your malefic horror levels to a maximum of 9th level. The dread blast is not subject to spell resistance and your target must make a will save DC 10 + 1/2 your level + charisma or be shaken. A target who fails by 5 or more is instead frightened and a target who fails by 10 or more is instead panicked. The fear effect lasts for a number of rounds equal to half your dread blast's level plus your charisma modifier.
Multiple uses of dread blast do not stack with each other for the purposes of level of fear, but continue to stack with other fear effects normally. A dread blast is subject to arcane spell failure for anything other than light armor or a buckler.

Nightmares [Su]:
At each level indicated (see chart) you gain the use of a new nightmare of your choice as long as your qualify for its rank (see parenthesis beside nightmares). A nightmare may not affect your target unless they fail their fear save, but usually has no save of its own.
You may choose from the following nightmares:

Frightening
Absolute Force
Your Dread Blast initiates a bullrush against your target. It uses charisma instead of strength, pushes the target the maximum distance rolled, and has a +1 bonus to its check per 6 levels you possess.

Obliterating Power
Your Dread Blast deals 1d6 + 1d6 damage per 3 malefic horror levels + 1d6 damage per 6 other class levels.

Arcane Ivy
Your Dread Blast entangles your opponent making them unable to move for 1d4 + charisma rounds. The target may make a save each round to move (for that round only), but this does not negate entanglements other penalties and the target must.

Slow Perception
You Dread Blast affects the target as if with slow for the next 3 + charisma modifier level rounds.

Dispelling Strike
Your Dread Blast affects the target as if they were struck with a dispel magic check against a single ongoing effect. If you do not choose an effect one is selected at random.

Time Lag
The target of your dread blast must make an additional will save (same DC) or wink out of existence for 1 round. During this time they do not exist and no effect may interact with them, and they may not interact with anyone else.

Reversed Force
This functions as the absolute force nightmare, except it pulls your target towards you and your target stops movement abruptly at the closest point to you without colliding with you.

Take To the Sky
This functions as the absolute force nightmare, except it throws your opponent up into the air.

Shrouding Shadows
Your target emits darkness as the darkness spell for charisma modifier rounds.
Special: If you have 10 or more malefic horror levels, this treats it as the deeper darkness spell instead.

Belligerent Flash
Your target emits light as the light spell for charisma modifier rounds.

Horrifying
Pain Eater
Your Dread Blast causes you to recover hit points equal to half the total damage rounded down your target has taken since the end your last turn.

Echoes of Horror's Past
Your Dread Blast causes your opponent to take half of all damage they took since the end of your last turn again.

Concussive Strike
Your Dread Blast stuns your target for charisma modifier rounds.

Lung Implosion
Your Dread Blast causes your target begins to suffocate as if there were no air to breath. They may make a new save each round to end this effect, but if they die from this lack of air, they implode.
Special: Targets normally immune to suffocation are still affected by this if they have a mouth and/or nose, but are granted a +4 circumstance bonus to their save.

Devour Fear
If your target is shaken (before applying the fear effect from your new dread blast) your Dread Blast grants you temporary hit points equal to your charisma modifier. If your target is frightened you instead gain temporary hit points equal to 1/4 your level rounded up + your charisma modifier. If your target is panicked you instead gain some equal to 1/2 your level rounded up + your charisma modifier. These last for 24 hours.
Special: Multiple uses do not stack. Instead the highest total takes precedence. Additionally you may not use this against the same target multiple times in the same day.

Arc of Terror
Your Dread Blast leaps from your primary target to another target within 60ft + 5ft per 3 levels you possess of that target. It may continue to do this as many times as it wishes, but each time, after the first, its range halves and the DC that must be made decreases by 2.

Malefic Transportation
Your Dread Blast teleports your target to anywhere within 60ft of their original position (of your choice). You may teleport your target into any terrain or area they could go into (without having to activate special abilities), even if it is harmful in nature.

Chaos Infusion
Your Dread Blast causes your target to become confused as if by the confusion spell for charisma modifier rounds.

Clinging Terror
Your Dread Blast becomes particularly terrifying. If your opponent shakes itself free of the fear effect before the end of its duration the fear effect returns 1d4 + 1 rounds later with a renewed duration.

Paralyzing Power
The target of your Dread Blast must make a fortitude save (same dc as dread blast) or be paralyzed for 1 round.

Terrifying
Flash Freeze
Your Dread Blast freezes your target. This functions similarly to entanglement, but your target may not move as long as affected and freedom of movement offers no help. Additionally breaking the ice requires a strength check by someone else with a DC of 10 + charisma modifier.
The ice also melts in temperatures over 70 degrees. For this purpose it has an effective health equal to twice your malefic horror levels + 1/2 other levels and takes 1 point of damage plus one point of damage per 10 degrees higher each round.
Any attack or effect targeting the ice damages both the ice and the character, although fire and electricity deal double damage to the ice.

Pandora's Box
The target of your Dread Blast has the duration of any fear effects on it restored to their full amount. Additionally the target must make a fortitude save (same DC as dread blast) or anyone they make contact with during its duration must immediately make a will save (same DC as dread blast) or be affected as if struck with your dread blast. Additionally they may pass this effect on themselves in the same manner (if they fail their fortitude save) although, with each passing on of the effect, the DCs drop by 2.

Vindiction
The target of your Dread Blast must make a fortitude save (dc of 5 + 1/2 level + charisma modifier) or be vaporized along with, possibly, their equipment. Any inorganic material, other than your target, is spared.
Special: Any target who succeeds becomes immune to this nightmare for the next 48 hours.

Threads of Fate
Your target is hooked to intangible threads created by your Dread Blast that you may use to puppeteer them. Though you may control them at any distance that does not mean you can see what is going on, nor that you can force them to perform actions that are spell-like, mental only, or supernatural in nature. Controlling a target to take a fullround action takes a standard action.

False Moon
Your Dread Blast forces a lycanthrope or other shapeshifting race into its hybrid form (or non-human form if no hybrid form). Your subject may not make any attempt to exit it for the next charisma modifier minutes.

Hellfire Infusion
Your Dread Blast lights your target on fire with flames, which deal an additional damage to your target equal to quarter of your malefic horror levels plus a tenth of your other levels or your charisma modifier (whichever is higher). These flames do not touch equipment and may not be put out conventionally. Anyone who tries to do so, and makes contact in the process, is immediately subject as if they were struck by the effect too (and may pass it on themselves).
These flames may be extinguished only with an effect that removes curses, or an effect along the lines of wish or miracle. They do, however, fade away in charisma modifier + 1/2 malefic horror levels rounded up on their own.
Special: This ability may only target (and spread) to subjects who currently have a soul with their body.

Body Switch
Your Dread Blast requires your target to make a will save (same DC as dread blast) or your minds switch bodies. This effect may only be undone with a wish or miracle spell, an effect that ends possession, or with 30 minutes of meditation on your part. You retain any mental abilities not granted by feat, including all spell-like and supernatural abilities, but gain your targets feats and non-mental abilities. Your target also gains the same from you. You retain your will save, spell points/etc., and mental skills, as does your target, but your other stats are swapped. Your target may attempt a new save every hour to undo this effect.
Special: You may only use this nightmare once every 24 hours. Using it on a new target is not possible unless you return to your original body first.

Medusa's Gaze
The target of your Dread Blast must make a fortitude save (dc of 5 + 1/2 level + charisma modifier) or be petrified along with their equipment.
Special: Any target who succeeds becomes immune to this nightmare for the next 24 hours.


Lv2, 5, 8 > Fundamentals of Fear:
Any warrior knows that the root of all fear is power. As such you may choose a single progression at level 2, for which you gain benefits as listed. The progressions you may choose from are:

Path of the Barbaric
You gain the ability to range 2/day as the barbarian ability. At levels 5 and 8 you gain an additional use per day.

Path of Prayer
Choose a single cleric domain. You gain the domains benefit and first spell at 2nd level. At level 5 you gain the 2nd level spell and at level 8 you gain the 3rd level spell. Each spell may be used a number of times per day equal to your charisma modifier minus the spells level (to a minimum of 1). The save for any of these is changed to a DC of 10 + 1/2 level + charisma modifier.

Path of Mystery
Choose a single mystery path. You begin with the 1st level mystery in that path and gain the second at level 5 and the third at level 8. The highest level of these mysteries is cast as an arcane spell and may be used once per day, the second highest is a spell-like ability and may be used twice per day, and the third is a supernatural ability that may be used thrice per day. The save for any of these is changed to a DC of 10 + 1/2 level + charisma modifier.

Path of the Warrior
Your levels in malefic horror count as fighter levels for the purpose of qualifying for feats. At levels 5 and 8 you acquire a fighter bonus feat.

Path of Thievery
Starting from this point on you gain 2 additional skill points each level of malefic horror. At level 5 you gain the evasion ability and at level 8 you gain the uncanny dodge ability. If you already possessed either (or later acquire them again) you gain the improved versions of the ability.

Path of Speed
You gain a +20ft to your base land speed. At level 5 you gain the scout's (see comp adv) skirmish ability at +1d6 damage. At level 8 this improves to also grant the +1 ac bonus.

Path of the Assassin
You acquire the ninja's (see comp adv) ambush ability at +1d6 damage. At levels 5 and 8 this damage increases by +1d6.


Lv3 > Resistance to Fear:
You gain a +4 bonus to any roll to resist a fear effect or a fear-based effect.

Lv4, 10, 16 > Nightmare Blade [Su]:
As a standard action you may deliver a nightmare you know as part of a melee strike. Your melee attack must deal damage for this to function and your target is entitled to a DC 10 + 1/2 level + charisma modifier will save to negate the nightmare.
At level 11 you may use you a nightmare as part of a single standard action ranged attack.
At level 16 you may channel a nightmare through any physical melee or ranged attack that you make at no extra action to you. You may not affect the same foe with more than one nightmare (or the same one multiple times) this way during an attack sequence and may not add this effect to an attack of opportunity.

Lv6 > Fearless:
You become immune to fear effects.

Lv7 > Stealth Dread Blast:
If you strike a target with your Dread Blast and he is unaware of your presence, and he then fails the save he is unaware that he was even attacked, only feeling the inexplicable fear of your Dread Blast (and possibly its nightmare).

Lv9 > Horrific Dread Blast:
If you strike a target who is immune to fear with your Dread Blast he must still make a save. If your target fails the save then it loses all of its immunities to fear for the purposes of any malefic horror ability, other than Terrifying Presence, for the next hour + 1 hour per charisma modifier. Your nightmare ability may not affect your target as part of the blast that strips away their immunity.

Lv9 > Fear Conduit [Su]:
If you are subject to a fear effect (or an effect with a fear-based component), and you make a successful save or it has no effect on you, you automatically reflect the effect back on the target. This ability does not function if you are completely incapacitated both mentally and physically.

Lv12 > Reoccurring Nightmare [Sp]:
You may only target someone who has been subject to a nightmare within the last 24 hours. As a standard action you may affect your target with the same nightmare, regardless of distance, again, without firing a dread blast. This ability, once used, requires 8 hours of rest to recover.

Lv13 > Fear You? No you Fear Me!:
When targeted by an effect that would have caused you to be shaken, frightened, or panicked, even if it would have no effect on you or if it is deflected, you gain a +2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for the duration it would have had.

Lv14 > Dream Mind:
You become immune to the effects of phantasms. Additionally when affected by a 'dream'-based, 'sleep'-based, or 'nightmare'-based effect you gain a +4 to your saves.

Lv15 > Terrifying Presence [Ex]:
You gain a 60ft aura of fear that may be activated or deactivated as a swift action. Anyone who enters it must make a will save DC of 10 + 1/2 level + charisma or be shaken. A target who fails by 5 or more is instead frightened and a target who fails by 10 or more is instead panicked. The fear effect last for a number of rounds equal to half your malefic horror levels rounded up plus your charisma modifier.
A target who makes a successful save becomes immune to this effect for 24 hours.

Lv16 > Nightmare Mind:
As an attack of opportunity against someone who has used a phantasm against you (this is made after they declare the effect, even if you already made an attack of opportunity), you may make an opposed caster level check (using your character level in place of caster level) to turn the effect back on your opponent.

Lv17 > Night Terror [Su]:
If you affect a target with a reoccurring nightmare and they are asleep when you strike them with it they immediately lose all benefits of rest they currently have from that night and may not sleep for 24 + charisma modifier hours. Only an effect that removes curses, dream effects, or spells such as wish or miracle may remove this effect.

Lv18 > Malefic Dread Blast:
Your dread blast, in addition to its normal effects, deals your charisma modifier worth of damage. If your target is good aligned your dread blast deals an additional amount of damage equal to 1/2 your malefic horror levels.

Lv19 > Master of Fear:
You gain a +4 bonus to any rolls to resist any effect that would attempt to strip you of your fear immunity and, in the case that does happen, to resist fear effects. Additionally your dread blast gains a +4 to its DC for the purposes of the Horrific Dread Blast ability.

Lv20 > Fear Incarnate [Su]:
You may affect any target who failed their save against your terrifying presence, immediately upon their failed save and no later, as an immediate action with a nightmare affect as if they had been hit with your dread blast ability. This provokes no attacks of opportunity.


Qualifying for and Interacting with Prestige Classes:
You qualify for any class that requires an eldritch blast and/or invocations as if you had an eldritch blast and/or invocations as a warlock pf a level equivalent to your malefic horror levels.
Additionally, as long as it is reasonably applicable, you may modify your nightmares with class abilities that modify invocations and you may modify your dread blast with any class abilities other than invocations that modify eldritch blasts. You may not, however, modify eldritch blasts or invocations with abilities from the malefic horror class.

Design Notes:
The idea behind this class was to create a character that used fear as a weapon. I looked at invocations and decided, yeah something like that. From there I sort of took up a theme reminiscent of dreams.

eftexar
2011-07-22, 11:49 PM
I haven't done the daydreams yet and still have some more nightmares to add, but the class, as is, should be enough to peach.
I plan on, for the daydreams, making minor buffs or the ability to strip buffs from foes.
So thoughts?

Analytica
2011-07-23, 08:18 AM
I like it, but it is slightly inelegant to use an uneven number of skill points (I say take up to 6, really, as they should have a lot of social skills), and also to use nonstandard save progressions. Further, I think the limitations on daydream use are harsh. The selling point of warlocks is that you don't need to track what you have used already, which makes sense here also.

You might want to have a look at the Dragonfire Adept invocation user as well, from Dragon Magic, to see that system from another angle.

eftexar
2011-07-23, 10:34 PM
Alright, Analysis, I addressed some issues you brought up. I changed the skill points to 6 and also how daydreams are used. As for the nonstandard save progressions I'll be changing that shortly.
Alright I just need to finish nightmares and daydreams. If anyone has ideas it would be much appreciated.
I added enough nightmares and daydreams for people to actually make some choices. A question though, where is the mishap chart that shifts people to a random plane?
Besides that any thoughts in general?
Also, is the body switch nightmare too powerful?

Dralnu
2011-07-24, 06:50 PM
I like the concept. I have a fuzzy memory about some fear-based PrC in Complete Mage that wasn't good and I think I saw another bad attempt in Libris Mortis. This one looks solid, has loads of fear effects, makes sure you aren't getting feared yourself, and most importantly it can defeat immunity to fear.

I kind of wish it used the invocation system or psionics system though, mostly so the class is cross-compatible and easier to multiclass with. Invocation seems like a no-brainer as there's so mechanical similarities to warlock already, but some of the dread blasts and daydreams might be too powerful as at-wills, at least the rank 1 ones. Psionics would be cool just because it's such an elegant system and a fear-based psionic class gives me an awesome Psycho Mantis from Metal Gear Solid vibe. Not to say your resource system is bad or anything. It's very simple to understand. But it's oh-so close to invocations that maybe its worth taking that extra nudge?

Oh yes, and you should definitely find a worthy picture for this class. I can't speak for everyone, but I know that many people (myself included) will actually be more interested in a class if it has a sexy picture.

eftexar
2011-07-24, 09:16 PM
I don't think I want to change the system. I have this habit of reinventing any system I homebrew with, some tweaks if you will so it works how I think it should (if you look at any of my other homebrew classes, you'll see all of them have a unique casting system if they can cast). Anyways I'll add a section at the bottom of the class on prestige classes.

Edit-
As for the nightmares being too powerful because they are usable at will, which ones do you think are too powerful?
And as far as the daydreams go the only solution I can think of is to not allow access to them until a higher level. Which I think I'm going to do.
And as for a picture I don't have any artwork or know anyone who would let me use a pic.
Removed the daydreams feature and added some new class abilities: Fundamentals of Fear, Fear You? No you Fear Me!, and Nightmare Mind.

eftexar
2011-08-20, 04:52 PM
*casts true resurrection*

eftexar
2011-08-23, 05:49 PM
Nobody has any comments? I'm not sure if that means it sucks, or if it's too good to suggest anything...