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Silva Stormrage
2011-12-16, 01:51 AM
Dusk Spiritualist

http://fc06.deviantart.net/fs12/f/2006/339/e/2/Tehres_the_Necromancer_by_Angeliq.jpg
Commoner: You healed me. Why? I thought you were a necromancer?
Dusk Spiritualist: Thats correct I am a necromancer, I didn't say I was a bloodthirsty psychopath with no feelings. I don't recall saying anything like that actually.

Background: Necromancy, feared for its associations with death and murder, long misunderstood. Necromancers would be hunted to the brink of death due to fear and mobs forcing them to rely on offensive magic often at the cost of the other side of necromancy, life. Necromancy is not death magic, it is the harnessing of the life force, either for killing people with blasts of negative energy and hordes of undead or for healing with positive energy and affecting the souls of targets. This is a true necromancer.


Notes: Unless noted otherwise all abilities take standard actions to use and have medium range. Also unlike normal spell like abilities all of the Spiritualist’s spell like abilities take somatic components. Also this class was made a long time ago before I really got some of the rules and balance. So there still might be some things I missed in my recent combing of this class.

GAME RULE INFORMATION
Dusk Spiritualists have the following game statistics.
Abilities: Charisma is the most important ability for Dusk Spiritualists. It increases their dc's and eventually their HP as well.

Alignment: Any
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: As cleric

Class Skills
The Dusk Spiritualist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (All Taken Individually) (Int), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis),

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Dusk Spiritualist

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

1st|
+0|
+0|
+0|
+2|Soul Strength, Energy Blast, Burst, Neutral Energy, Summon Skeleton Minion, Rebuke Undead

2nd|
+1|
+0|
+0|
+3|Necrosis, Radiant Infestation

3rd|
+1|
+1|
+1|
+3|Life Giving Veil, Grave Rot


4th|
+2|
+1|
+1|
+4|Fear, Synthesis

5th|
+2|
+1|
+1|
+4|Dark Armor, Last Grasp

6th|
+3|
+2|
+2|
+5|Soul Purge,

7th|
+3|
+2|
+2|
+5|Death’s Edict, Soul Tether

8th|
+4|
+2|
+2|
+6|Corpse Crafter

9th|
+4|
+3|
+3|
+6|Essence Link, Dark Fury

10th|
+5|
+3|
+3|
+7|Death’s Grasp

11th|
+5|
+3|
+3|
+7|Essence Surge, Choke

12th|
+6/+1|
+4|
+4|
+8|Shadow Essence, Feign Death


13th|
+6/+1|
+4|
+4|
+8|Deaths Grip Glorious Flare

14th|
+7/+2|
+4|
+4|
+9|Corpse Explosion

15th|
+7/+2|
+5|
+5|
+9|Lich Form

16th|
+8/+3|
+5|
+5|
+10|Uncontrolled Burst

17th|
+8/+3|
+5|
+5|
+10|Essence Armor

18th|
+9/+4|
+6|
+6|
+11|Controlled Burst

19th|
+9/+4|
+6|
+6|
+11|Skeletal Knight

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


Class Features

Soul Strength:(ex) The Spiritualist gains a bonus on saves on possession affects equal ½ HD to a maximum of + 10. This does not work on compulsions unless they somehow take control of the soul such as magic jar.

Rebuke Undead: Same As Cleric

Energy Blast (SU): Deals 1d6 negative energy or positive energy damage plus 1d6 for every 2 levels. There is no attack roll for this effect. The Spiritualist can reduce the amount of damage this deals by any amount as long as it still deals 1 point of damage.


Burst: (su) The Spiritualist is able to actually cause positive energy damage to damage living creatures by causing massive influxes of positive energy in creatures similar to the Positive Energy Plane. Any creature healed by the Spiritualist through whether positive or negative energy gains the excess amount as temporary hit points. These temporary Hit Points stack with any other that are active. Anyone who has these temporary hit points feels incredibly energetic and powerful but their body can not handle the damage this positive energy is dealing to them. The targets gain a + 1 bonus to attack rolls and a + 1 dodge bonus to ac and reflex saves for every 15 points of temporary HP they have (minimum + 1). If a target has had temporary HP from this ability for five consecutive rounds or temporary HP that is greater than one half of their maximum HP this ability requires a save each round to avoid blowing up and affects undead. The fort save dc is equal 10 + ½ the Spiritualist’s class level + the Spiritualist’s charisma modifier. Any target who has temporary HP caused by this ability equal to his max hp dies with no save and explodes. Any target who needs to make a fort save to avoid exploding realizes that their body can’t handle the energy.

Neutral Energy:(ex) The Spiritualist’s body and soul is not powered by negative energy or positive energy but neutral energy, a mixture of the two. Neither Positive energy nor negative energy deals damage or heals him. However, if affected by a negative energy or positive energy affect his soul becomes unbalanced and can only deal the opposite of what the ability dealt. He can balance his soul by blasting himself with energy blast this balancing affect does not heal himself or deal damage. He can however, heal himself with any of his own spells that heals or deals damage.

Skeletal Familiar: (Sp) The Spiritualist can enter a pact with a deceased person in which the Spiritualist can call upon its powers and form an undead skeleton at level 1. The undead gets the same bonuses as the Necromancer Variant ability of the same name and functions similarly except for these exceptions. The Undead is summoned with 10 consecutive rounds of chanting and no material gold cost. Whenever the skeleton is summoned it has maximum hp no matter what HP it had last time it was summoned. The Skeleton can be dismissed as a standard action. If the skeleton is destroyed it takes another 10 rounds to summon, if it is merely dismissed it takes a standard action. The Skeleton has the elite array for stats and is intelligent unlike normal skeletons and in addition is healed by both negative and positive energy. Also this skeleton gains a bonus on attack rolls equal to one half of its hd.


Necrosis: (Sp) Swift action affects a target with a slow draining effect that deals 1d6 per three character levels (minimum 1) a number of rounds equal to ½ of the Dusk Spiritualist character’s level. Each round the target gets a fort save for half damage. Usable 1/Encounter/2 HD. Only usable on one target at a time

Radiant Infestion: (Sp) Covers a target in pulsating spores of positive energy. Anyone attacking that target has a 20% chance of healing themselves for the amount of damage they dealt. This only works on targets healed by positive energy or the skeletal familiar. Any target affected by burst adds their damage dealt to themselves to their temporary HP. Usable 1/Encounter/HD. Fort Save Negates the effect. Dc equal to 10 + ½ HD + Cha Modifier.

Life Giving Veil: (Su) Whenever a target dies through burst all allies of the Spiritualist gain 20% of their max HP up to a maximum of their Max HP. This only affects targets within 30ft of the killed person. 10% of all damage done by the Spiritualist heals allies within 30ft of the Spiritualist as he siphons away the energy from the person and uses it to heal minimum of 1 health healed. This affect lasts for an hour. Usable at will.



Fear: (Sp) One target must make a will save or be frightened and run away as the fear spell. If the target takes 10 or more damage in the round the effect ends.Save DC equal to 15 + ½ HD + Cha Modifier. Usable 1 / Encounter / 4 HD


Synthesis: (Ex) One target when affected by Life Giving Veil is healed for 150% more than normal. This must be chosen when casting Life Giving Veil. Can not target the Spiritualist. For example if the Dusk Spiritualist deals 100 Damage than allies heal 10 HP if they are within 30ft of me. If the synthesised target is within 30ft of me he heals 15 HP.

Dark Armor: (Sp) At will the Spiritualist can cast Death Armor (Spc) as a spell like ability. This lasts until canceled.

Last Grasp: (Sp) Using negative energy to grasp at a target’s soul the Spiritualist deals 1d6 negative or positive energy damage per 4 hd every round. Fort Save Negates. Lasts 1 round for every 3 HD. Any healing that affects the target is turned into damage unless the caster makes a check equal to the Spiritualist’s HD + 12. Also any healing affect that targets him weather or not it is turned into damage adds another stack of last grasp. So if 2 healing spells were cast it would deal 1d6 per 4 HD 3 every round and any new healing spell requires 3 checks. When a new stack is formed it refreshes the duration. The extra stack and refreshing do not happen when the healer is the Spiritualist. This deals positive energy to undead. A single spell that heals over time (lesser vigor etc) only can trigger the extra stack once.

Soul Purge: (Sp) Using neutral energy the Spiritualist tries to tear asunder a targets soul and regain his stamina. Deals 1d6+2 positive or negative energy damage per class level a round and heals the Spiritualist for the same amount. Can gain Temporary hit points from this affect equal to ¼ his max HP. When using this ability the Dusk Spiritualist needs to conentrate each round on it. This ability can last up to 1 round per level. Fort Save for half . 2 Round cooldown. Usable 1/encounter/5 HD.

Death’s Edict: (Sp) Negative Energy surrounds the target and deals 1d6 damage per HD and stuns for 2 rounds and reduces their movement speed by 50% a fort save halves the damage and negates the stun. Usable 1/encounter/3 HD

Soul Tether: (Sp) As an immediate action the Spiritualist can prevent someone from dieing. This is similar to a delay death affect. Range of 60ft. The Spiritualist has to concentrate on this every round for it to continue working.

Corpse Crafter: (Ex) The Dusk Spiritualist gains a corpse crafter feat that he qualifies as a bonus feat. In addition the Skeleton Minion gains the benefit of any corpse crafter feat the Dusk Spiritualist takes.

Essence Link: (Sp) The Dusk Spiritualist can cause a link between him and his minion to form. While this ability is active anytime your undead minion deals damage you gain 1d6 hp/ 4 HD. Lasts 10 Rounds. Usable once per encounter.

Dark Fury: (Sp) Swift Action: A negative energy surge in a singular target. Deals 1d2 + charisma modifier per two class levels. Anyone damaged by this ability must make a fort save or be stunned for 1 round. This ability has a 2 round cooldown. Usable at will.

Death’s Grasp: (Sp) As a swift action the Dusk Spiritualist curses the target with the touch of death. Every time the target takes an action, (Full attack, Move, Standard, Swift, Free) they take 1d6 damage + ½ Cha Modifier of negative energy damage. This damage can interrupt spell casting. Lasts for 10 rounds. A fort save negates this effect. This is usable at will but has a 3 round cooldown and can only affect one target at a time.

Choke: (Sp) The Spiritualist chokes a target stunning them if they fail a fort save (DC 10 + 1/2 class level + charisma modifier). This lasts 1 round/HD. After 5 Rounds they begin to suffocate. After the third round they can begin to make a fort save every round as a full round action to stop the affect the dc is equal to the original save dc - 1 for every round past. If they pass their fort save then they have a 50% chance of spell failure if the spell has verbal components for 1 round. Usable At Will. Cooldown of 3 rounds.

Essence Surge (Sp) Immediate Action. Heals one target within 60ft for their maximum HP. This can be used 1/day/ 5 HD. The Dusk Spiritualist deals 50% less damage for the next 2 rounds after using this ability.

Shadow Essence (Sp): Consuming shadows around him the Spiritualist gains stamina and resistances. The Spiritualist gains 50% of his health as temporary HP as a mass of shadows begin to form a shield around him. Also makes the Spiritualist immune to nauseating effects, light affects, blindness, poison and disease. Lasts 1 Hour/HD the spell ends once the temporary HP is used up. Usable once a day/6 HD.

Feign Death: (Ex) When taking damage the Spiritualist can make a bluff check to make it look like the attack killed him. This is opposed by the targets sense motive check. The opponent gets + 5 if the attack is normally not incredibly threatening (for example, a single arrow to the shoulder). Also any opponent gets a + 10 for every time this ability is used in an encounter.

Death’s Grip: (Sp) As a standard action the Spiritualist targets up to 5 creatures none farther than 30ft from each other. All are nauseated for 1 round/hd unless they make a fort save. Also all attacks against the targets made by the Skeleton Minion deal an extra 5 points of damage and reduce the targets move speed by 20% which stacks up to 80% less movement speed. The slowing and increased damage effect is caused regardless of the result of the saving throw. The DC is 10 + 1/2 class level + charisma modifier. This ability is usable 1/encounter/6 HD

Glorious flare: (Sp) As a standard action the Spiritualist unleashes a massive burst of positive energy in a 100ft radius. This does not heal or damage any creature. This affect causes allies healed by positive energy the Skeleton Minion and the Dusk Spiritualist to be affected by a haste spell. Any creature that is damage by positive energy is affected by both slow and blindness if they fail a reflex save. This is usable 1/encounter/6 HD.


Corpse Explosion: (Sp) As a standard action the Spiritualist curses one target who makes a fort save. If they fail they are nauseated for the duration of this affect, 1 round/HD. Regardless of the saving throw if the target dies within 1 round/class level everything in a 30ft radius of him takes 2d6 points of force damage per hd of the target, reflex save for half. The DC is 10 + ½ Dusk Spiritualist’s Class level + Charisma modifier. This damage heals the Spiritualist’s familiar.

Lich form: (Ex)Becomes a Lich. The Dusk Spiritualist gains the Pathfinder Lich Template for no level adjustment. Has to pay the gold for the phylactery. He can create a phylactery even if the character does not have craft wondrous item.

Essence armor: (Su) In addition to dark armor’s normal effect, it deals an additional 10 damage and heals the Spiritualist 10 hp + ½ of the death armor damage. The healing applies even to ranged attacks. This healing is applied after the damage is dealt.

Controlled Burst: (Su) Now the Spiritualist can heal a target up to 50% more than his HP max without causing burst to apply. The target also doens’t have to make fort saves to avoid exploding if the target has had temporary HP for 5 consecutive rolls.The bonus to rolls does not apply either.

Uncontrolled Burst: (Su)Now the Spiritualist has gained expertise on how to cause positive energy to kill the living. Any creature that dies from burst causes a massive explosion of positive energy that causes everyone around it in a 60ft radius to gain temporary hitpoints equal to half the amount of temporary hitpoints the killed creature had. A reflex save (dc 10 + ½ class level + charisma modifier) negates the temporary hit points.

Skeletal Knight: The Skeleton Minion gains a plus 4 bonus to strength and dexterity as well as 2 hp/hd. As well the skelton familiar gains the spell stiched template (Complete Arcane) for free and can select any spell on the wizard’s spell list for the spell stiched template. The Dusk Spiritualist does not have to pay for the template.

Vortex: (Sp)The ultimate spell of devastation. As a full round action the Spiritualist can cause any number of targets within 100ft to make a fort save or die. Any creature that dies has their soul ripped out and cast into the center of the radius. Regardless of the save result all targets are nauseated for 1 round. The vortex than explodes in a radius of 100ft the number of people killed. dealing negative or positive energy damage, Spiritualist’s choice, depending on the number of people killed in the initial blast, 10d6 + 5d6/person killed (Max 40d6 damage). Usable 1/Day. This ability heals the Spiritualist and the Skeletal Familiar no matter what type of damage it deals.The explosion goes through walls and other things that stop LOE unless they specifically block magic.

bobthe6th
2011-12-16, 02:34 PM
This is really cool. Will give a fuller read latter, but it is damn nice.

Silva Stormrage
2011-12-19, 06:03 PM
This is really cool. Will give a fuller read latter, but it is damn nice.

Thanks for the compliment :smallbiggrin:.

Anyone have any comments on the power level of this class? I tried to make a decent tier 3 necromancy healer.

bobthe6th
2011-12-19, 06:08 PM
I stand by my first statment... not sure how balanced it is. at will healing is a bit of a problem.

Silva Stormrage
2011-12-20, 01:44 AM
I stand by my first statment... not sure how balanced it is. at will healing is a bit of a problem.

Eh I don't see it as that large of a problem. Dread Necromancers get it too and not that many agree on them being over powered because of it. If anything it helps melee a bit out because they don't have to worry that much about their one limited resource, hp.