View Full Version : Demon of Decay(Monster) and Master of Decay(PrC)

Grimsage Matt
2012-03-26, 08:38 PM
Demon of Decay
Small Outsider (Evil, Chaotic) Hit Dice: 2d8 (9 hp)
Initiative: +4 (Dex)
Speed: 20 ft. (4 squares), fly 60 (good)
AC: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +2/-3
Attack: Claw +1 melee (1d4-1 plus corruption), or ray of corruption +6 ranged touch (2d6 plus corruption; max. range: 120 ft.)
Full Attack: Claw +1 melee (1d4-1 plus corruption), or ray of corruption +6 ranged touch (2d6 plus corruption; max. range: 120 ft.)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corruption, corrupt land, spell-like abilities
Special Qualities: Deathless in blight, immune to poison and disease
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 8, Dex 18, Con 10, Int 12, Wis 10, Cha 6
Skills: Knowledge (the planes, nature) +5*, Listen +4, Spot +4, Survival +5
Feats: Ability Focus (Corruption)
Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 2
Treasure: none
Alignment: Always Chaotic Evil
Advancement: 3-6(Small), 7-9(Small); Class levels.
Level Adjustment: +2(NPC)

Demons of Decay look like very ugly small humans with wings. They speak Abyssal and Druidic.

Corruption (Su): Health regeneration rates (natural healing through resting, fast healing, regeneration, etc.) are reduced by 25%, and spellcasters need to overcome SR 5 in order to cast a spell (if unsuccessful, the spell fails and can't be memorized again for 48 hours). Any normal plant hit by this ray withers and dies. Plant creatures receive 6d6 damage. The effect lasts 48 hours and can be negated with a Fortitude save DC 14. The save DC is Intelligence based(10+1/2 lv+Int mod)
Corrupt Land (Su): As Corruption, but effects a circular area. Plants become diseased or wither over the course of weeks and crops fail. Plant creatures receive 1d2 Con damage (Fortitude DC 14 negates) each day they remain in the area. The effect takes 48 hours to begin and spreads at a rate of 1/2 a mile a day. If the Demon that created the effect is destroyed, the corruption retreats at a rate of 20 ft. a day (holy water helps make it retreat faster).
Deathless in Blight (Su): When on corrupted land, the Demon of Decay selects one spot to be it's "blight spot". When it's body is destroyed it comes here and reforms in 2-8 (2d4) hours. Pouring a keg of holy water on the blight spot destroys the Demon and starts the retreat of the corruption.
Spell-like Abilities (Sp): 3/day - Inflict Light Wounds, Poison, Contagion. Caster level 7th. The save DCs are Charisma based.
Advancement; With Each HD, the Use per day of it's SLA's increases by 1. When they reach 7/day, they become at will. At 5HD, They can use Contangion as a Ranged touch attack. At 9 HD, it gains the range and spread of a fireball spell. The SR for corruption increases by 2 per HD. They automatcaly qualify for the Master of Decay prestige Class.

Master of Decay
Masters of Decay corrupt nature and spread decay and disease. The prestige class is particularly popular among fallen druids.

Hit Die: d8

Class & Level: Spellcaster 15th level.
Spells: Ability to cast Poison and Contagion.
Alignment: Any Evil.

Class Skills:
Skill Points: 2 + Int modifier per level.
Class Skills: Concentration (Con), Craft (alchemy) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Spellcraft (Int).

Level Base
Bonus Fort
Save Ref
Save Will
Save Special Spellcasting
1 +0 +2 +0 +2 Rotting touch (1) +1 existing class
2 +1 +3 +0 +3 Twist nature (1) +1 existing class
3 +2 +3 +1 +3 Rotting touch (2) +1 existing class
4 +3 +4 +1 +4 Aura of decay +1 existing class
5 +3 +4 +1 +4 Rotting touch (3) +1 existing class
6 +4 +5 +2 +5 Summon decay +1 existing class
7 +5 +5 +2 +5 Rotting touch (4) +1 existing class
8 +6 +6 +2 +6 +1 existing class
9 +6 +6 +3 +6 Rotting touch (5) +1 existing class
10 +7 +7 +3 +7 Plague wind, Twist nature (2) +1 existing class

Class Features:

Spells: Every level, Masters of Decay gain spells known, spells per day, and caster level as if they went up a level in their spellcasting class.
Rotting touch (Su): At first level and every other level after, a Master of Decay can use a touch attack to deal 2d6 damage per level of this ability. The Master of Decay may use this ability 1 time per day per level of this ability.
Twist nature (Su): Once per day, a Master of Decay can warp the area around him/her, within medium range (100 ft. + 10 ft./level). This effect functions as a Demon of Decay's corruption ability (Fortitude save DC 13 + Wis modifier to negate). The effect lasts for 1 round per level. At level 10, this ability can be used five times per day and dominates animals, also giving them the Corrupted template (or Drem Warped template).
Aura of decay (Su): In a radius of 10 ft. from the Master of Decay, normal plants that are smaller than medium size die. Tiny or smaller creatures under 4 HD die. Every round spent in the range of the aura inflicts 1 negative level (Fort save 13 + Wis modifier negates). The Master of Decay may use the aura as a ranged splash attack that deals 5 rounds of exposure. If used in such a way, the aura may not be reactivated for 1d4 minutes. Masters of Decay are immune to this effect.
Summon decay (Sp): The master of Decay can add demons of Decay to their options when casting Summon Natures ally I.
Plague wind (Sp): This ability spreads disease and effects everything within a 1 mile radius per caster level. The ability has a casting time of 10 minutes. It deals 1d3 temporary Con, Str, and Dex damage per day (no save). The effect lasts for 1 week per caster level, and can be dispelled with a DC 30 dispel check.

If a Demon of Decay takes levels in this class, they don't gain bonus spells. Instead they Gain SLA's.
1; Ray of Sickness 3/day, Blight 1/day.
2; Stinking cloud At will, Angry Ache at will.
3; Summon 1d6 Filth Hulks 1/Day, Blight 2/day.
4; Cloudkill 1/day, Blackrot at will.
5; Rot of ages at will, Ray of Sickness At will, Blight 3/day, Contagion is replaced with Contagious Touch.
6; Decompostion at will.
7; Blight 4/Day, Horrid sickness at will.
8; Mass contangion replaces Contagious Touch
9; Blight At will, Gains a mother cyst, can use Necrotic cyst 1/week and Necrotic tumor 1/day.
10; Mass contangion is Replaced with Epidemic.
Caster level is HD plus Master of Decay.

2012-03-26, 11:22 PM
This is a pretty neat class. I like the master of decay can both harm opponents directly and manipulate the battlefield with an aura of decay and the nature twisting abilities. Spellcasters are generally pretty versatile, but it's always nice to be able to use some supernatural abilities, if only for flavor purposes. The fact that evil druids appreciate it reminds me of a similar concept from Dark Sun (a 2nd edition game world), where some mages can use magic but only at the cost of desecrating the land beneath them. (The main difference, of course, is that your guy actually prefers it that way, while the poor mages of Dark Sun only have that as an unfortunate side effect).

Summon decay (Sp): Three times per day, as a standard action, this ability can summon 2d6 Demons of Decay. The summoned creatures stay for 3d6 hours. The caster receives 1 negative level per Demon of Decay. These negative levels last for 2d2 rounds.

The negative level thing doesn't sound like much of a penalty. What's to stop a master of decay from conjuring them at the beginning of the day, relaxing for the two minutes or so while the negative levels persist, and then adventuring for next couple of hours.

The ability itself is really cool, but it doesn't seem like that much of a burden since the caster can use the ability hours before s/he uses the benefits of the ability. I think you could actually do away with it if you wanted, or beef it up so that the negative levels last longer or even come up with a different penalty altogether.

The only other minor concern I have is that you have to already have 15 caster levels to get into this class. If by this you mean 15 class levels, then I don't see how a character can finish the class since they will reach epic level at around level 6. I might be misreading it completely, in which case ignore me, but I'm just having trouble understanding how it works.

All in all though, an excellent and flavorful rework of the druid archetype!

Grimsage Matt
2012-03-27, 08:17 PM
It's ment to be that can't sinish unless your epic. But, was planing on making a Vile Feat that cut out the caster level requirement, but the spells needed would remain the same.

Vow of Rot (Vile)
Prequites; Unspeakable Vow, Mad Faith.
Benifits; The Caster level requirement for the Master of Decay Prestige Class is dropped. You also Gain a 10ft arua of Decay that makes creatures other then you need to make a DC 10+con mod+1/2 level Fort save every minuite or take 1 Con damage. Natural animals and plant creatures have their starting attitude toward you lowered by 2 steps. Heck, even normal plants don't like you.