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Virdish
2012-05-28, 03:14 PM
The Masque

http://cghub.com/files/Image/022001-023000/22145/548_realsize.jpg

“What are you…?” a lone man asked him, shaking in fear. “I am your worst nightmare incarnate.”- Relon, human Masque

Designers notes

Alright well this class is still a bit of a WIP but I wanted to get a feal for what my fellow homebrewers thought of the Chassis. I have a few idea for what I want to add but have yet to formulate them into text. I know that it is hard to comment on an undone class but I would like some input anyways if you can. I need some help filling out the dead levels. Here are my basic thoughts and idea's on the class
1. They are meant to be a bit of a glass cannon, able to hit hard but unable to take the brunt of the attack.
2. They should fit a similiar role as rogues in a party.
3. Someone told me that the fluff seems like a PrC. Any advice as to how to make it feel more open while keeping the idea of being powered by the Daemon Masque would be great.
4. Desperately need more idea's on aspects and Tainted Powers as I want to make their progression more smooth but at this point I don't have enough of them.
5. As always if something is broken and I missed it feel free to point it out.

The Daemon wars left deep scars on the face of Eridia and even so long after their end these marks are still plain to see. Wet nurses warn their children of Daemons prowling in the night to take them away to scare them into obedience. But save a very select few none know the truth of the power of these feared creatures. At the height of the Daemon wars there were mortals who turned themselves over to the Daemons. Most were killed on the spot, but a rare few were chosen to serve the Daemons. To these the Daemons gave a magnificent artifact called a Daemon Masque. When donned the wearer would gain phenomenal abilities and immense power. These servitors of the Daemons took the name Masques in honor of their source of power. When the Pantheon banished the Daemons to the lower planes these betrayers were killed, down to a man. However in the wake of their destruction the Daemon Masques were pilfered by a small group of unknown origin. They hid the Daemon Masques away across the four corners of Nerius. Not a one of them dared to don the masque and eventually their secret passed to the grave with them. A few of these Daemon Masques have been discovered, still possessing their innate power. Those foolish enough to don them find themselves born anew into the power of the masque.

Adventures: Masques adventure for many reasons. Many of them seek to test the limits of the new powers they have found. Others see the opportunity to make quick money with these while other’s adventure for the sake of spreading the Daemons power.

Alignment: Any

Religion: Masques are under no sway in the realm of faith by their masque and as such may worship whomever they please, though many find it hard to gain acceptance in the Eglesia due to their powers innate connection with Daemons. Some rare individual’s have gained a sort of grudging respect for a Masque after they prove their devotion to the Pantheon. Even corrupt powers may be used for the righteous cause, they would say

Background: The only thing that all Masques have in common is that they found one of the lost Daemon Masques.

Races: Any race may produce a Masque though with their natural wanderlust and free spirited nature Illari are the most common

Other Classes: Masques are often at odds with Cleric’s devoted to the Pantheon, though Daemon Cleric’s see them as comrades. Other classes see them more as idividual’s and may accept or disdain a Masque dependent upon that persons actions.

Role: The Masque is not a frontline fighter but he can be useful as back up to a Fighter or Paladin. He does best when allowed to get at his enemies without taking too much of a frontal assault himself.

Adaptation: Fairly easy. If you run a non Daemon’s Seal campaign just make the masque be connected to something else, perhaps an outsider though their powers are dark in nature so an evil outsider would be more apt. If you wanted to remove the Masque idea all together just refluff it so they gain their power innately or something along those lines.

GAME RULE INFORMATION

Masque’s have the following game statistics.
Abilities: Intelligence is important to the Masque as it fuels most of his abilities. He wears medium armor so he can benefit from a decent Dexterity score. Strength is of a lesser concern since he uses his Dexterity modifier for to hit and damage rolls. Constitution as always makes him sturdier for when his enemies do actually manage to hit him.
Alignment: Any
Hit Die: d6
Starting Age: As Barbarian
Starting Gold: As Rogue


Masque


Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th


1st
+0
+2
+0
+2
Daemon Masque, Taint, Finesse, Aspect of the Daemon






2nd
+1
+3
+0
+3
Trapfinding, Sneak Attack 1d6






3rd
+2
+3
+1
+3
Darkness, Aspect of the Daemon






4th
+3
+4
+1
+4
Bonus Feat
0





5th
+3
+4
+1
+4
Sneak Attack 2d6
1





6th
+4
+5
+2
+5
Still Mind, Aspect Of the Daemon
2





7th
+5
+5
+2
+5
Greater Things to Fear
3





8th
+6/+1
+6
+2
+6
Sneak Attack 3d6, Bonus Feat
3
0




9th
+6/+1
+6
+3
+6
Aspect of the Daemon
3
1




10th
+7/+2
+7
+3
+7
Tainted Power
3
2




11th
+8/+3
+7
+3
+7
Sneak Attack 4d6
3
2
0



12th
+9/+4
+8
+4
+8
Bonus Feat, Aspect of the Daemon
3
3
1



13th
+9/+4
+8
+4
+8
Swift Aspect, Tainted Power
3
3
2



14th
+10/+5
+9
+4
+9
Sneak Attack 5d6
3
3
2
0


15th
+11/+6/+1
+9
+5
+9
Aspect of the Daemon
3
3
3
1


16th
+12/+7/+2
+10
+5
+10
Bonus Feat, Tainted Power
3
3
3
2


17th
+12/+7/+2
+10
+5
+10
Sneak Attack 6d6
4
3
3
2


18th
+13/+8/+3
+11
+6
+11
Aspect of the Daemon
4
3
3
3


19th
+14/+9/+4
+11
+6
+11
Tainted Power
4
3
3
3


20th
+15/+10/+5
+12
+6
+12
Sneak Attack 7d6, Daemon Form, Bonus Feat
4
4
3
3


Class Skills
Appraise, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disable Device, Forgery, Gather information, Hide, Intimidate, Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, sleight of hand, Spot, Use Rope

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor Proficiency: Masques are proficient with all simple weapons, and all light and one handed martial weapons, with light and medium armor. And with shields (except tower shields)

Daemon Masque(Su): A masque gains his power from an ancient artifact left over from the Daemon wars. These masks take many different forms but most are frightening in appearance. Once donned a mask may not be removed by anyone but the bearer of the masque. If a Masque removes his Daemon Masque he loses access to all of his class features until he dons the mask once again. If the masque is broken the he must find a new Daemon Masque, or create his own to regain access to his class abilities. To create a Daemon Masque takes 24 hours in prayer at a sight devoted to the Daemon that created his Masque originally. The mask that will become the Daemon Masque must be of masterwork quality. If it was magical before the ceremony then at the end of it all magical qualities are removed from it. A former Masque may still perform this ritual even though he does not have access to his other class abilities. In addition to recreateing a mask long ago it was discovered that a mask could be prepared for power in a ceremony much like the other and held in a sort of stasis. This ritual takes 24 hours in prayer at a sight devoted to the Daemon that created his original mask and takes 10 minutes to awaken when called on by the masque. This taxes the original mask though so the masque may only make a small amount of masks. He may make a number of masks in this fashion equal to his int mod.

Taint(Ex) The first time a person dons the Masque it will offer a choice to the wearer. As a free action they may trade in any class levels in any class other then this one for Masque class levels. This benefit must be used the first time donning the Masque or not at all. Once the decision is made it is final.

Finesse(Ex): Made to be quick a Masque is a blur on the battlefield, darting in and out of attack range. He may add his Dex mod in place of his Str mod for attack and damage rolls. This counts as weapon finesse for the sake of prerequisites.

Aspect of the Daemon(Su): A Masque is suited in the power of the Daemon’s and that power may be brought to bear in times of greatest need. He may take upon himself an aspect of those that gifted his predecessors with their power. As a move action a masque may manifest an aspect of the Daemon. When he does he manifests all aspects he has currently gained. This Manifestation lasts for a number of rounds equal to the masques Int mod. At every level marked in the table above he may choose an aspect he is able to manifest. He may use a manifestation Once per encounter at 1st level. At 5th level and every 5 levels thereafter he gains an additional use per encounter.

Claws of the Daemon Great astral claws appear over his hands. Granting two claw attacks with a base damage of 1d6 per 2 class levels (minimum 1d6).

Face of the Daemon: A fearsome visage takes shape over the masques face. The masque gains a bonus to intimidate checks equal to his int mod. In addition, during combat as a move action the masque may attempt to scare an opponent witless. The target must make a will save DC 10+1/2 masue level +int mod or be shaken for 1d6 rounds

Tail of the Daemon: A beastial tale appears behind his back. This tail may be used to make trip attempts. A masque is never threatened with a counter trip if his trip attempt fails. He does not provoke attacks of oppertunity by using this attack. It's reach is 15 feet.

Eyes of the Daemon: The masques eyes fill with internal flames and no darkness may hide his foes from his sight. The masque gains darkvision out to 60 ft, even magical darkness is able to be seen through with this ability.

Guile of the Daemon: The masque takes on the Daemon’s abilities to woo others. He gains a bonus to diplomacy checks equal to his int mod. He may also, as a move action attempt to charm an enemy. This makes the creature or humanoid targeted gain an aversion to attacking the masque. To attack it must make a will save DC 10+1/2 class level +int mod. This expires when the masques aspect expires.

Legs of the Daemon: The masque legs seem to ripple with immense power. He may immediately jump his full land speed as a free action. Later as a move action the masque may jump a length equal to his base land speed. This provokes attacks of opportunity only in the square he leapt from and the square he land in unless a flying creature is in his path. He does not need to make a jump check to use this ability.

Teeth of the Daemon: Great incisors grow from the mouth of the Masque, red as blood and sharp as daggers. The masque may make a touch attack on an enemy. If successful the Masque deals 1d4 damage per 2 Masque levels and recieves a number of temporary hitpoints equal to the damage dealt.

Ears of the Daemon: The masque uses his connection with his Daemon Masque to heighten his own senses. He gains a bonus to spot and listen checks equal to his int mod. If he hears an invisible creature with this bonus he may ignore 10% of concealment bonus.

Skin of the Daemon: The masques skin become hard as stone and appears black and stony. He gains a sort of red aura that emanates power. He gains a bonus to his AC equal to his int mod as natural armor.

Touch of the Daemon: The masques hand become callused and glow a deep bloody red. He may use a touch attack to attempt to rot his target. The target must make a fortitude save DC10+ 1/2 masque level+ int mod or take 1d4 con damage. This damage may also be applied to a natural attack including his Claws of the Daemon.



Trapfinding(Ex): As the rogue ability

Darkness(Sp): The masque reaches into the deapths of his power and expels a breath of pure darkness. At 3rd leavel he may create a globe of magical darkness directly in front of him with a radius of 25 ft with an additional 5 feet for every five levels after 3rd

Sneak attack(Ex): If a masque can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.

The masque’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the masque flanks his target. This extra damage as marked on the chart above. Should the masque score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a masque can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A masque can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The masque must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A masque cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Spells: Beginning at 4th level, a masque gains the ability to cast a small number of divine spells, which are drawn from the masque spell list. A masque may cast any spell on his list that he is appropriate level to cast without preparing it ahead of time. To cast a spell, a masque must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a masque.’s spell is 10 + the spell level + the masque's Intelligence modifier. Like other spellcasters, a masque can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the masque gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on his Intelligence score for that spell level. The masque must sleep 8 hours to cast spells the following day and may not cast spells if he is not wearing his Daemon Masque. Through 3rd level, a masque has no caster level. At 4th level and higher, his caster level is one-half his masque level.

Still Mind(Ex): A masque of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Greater Things to Fear(Ex): A masque is so familiar with the dread power that he wields that he becomes bolstered against fear. He gains immunity to fear both mundane and magical

Tainted Power(Ex): As the Masque becomes more powerful he learns to tap into greater resources within his Daemon Masque. At the levels stated a masque may choose ability listed below. This choice is permanent.


Charmed Eyes: The masques eyes gain the seductive quality of his dreaded sponsor. They turn either chemical green or blood red. As a move action he can attempt to charm a person or monster. This works like the charm monster or person spell with a DC of 10+ 1/2 class level+ int mod. He may use this charm a number of times per day equal to his int mod. He must have taken guile of the Daemon as an aspect before taking this Tainted power.

Infernal Senses: The masque gains blindsight out to 25 feet. He must have taken Ears of the Daemon as an aspect before taking this power.

Wings of the Destroyer: Great wings sprout from the masques back, giving him a flight speed equal to twice his normal base land speed with average maneuverability.

Toughened skin: the Masques skin takes on a resilient quality and a hard, near rocklike feeling. He gains DRX/cold where X is equal to his Masque level. He must have taken Skin of the Daemon prior to selecting this power.

Shift: The masque is more closely attuned to the lower planes, where his power originates. He may teleport to a space he can see as a move action. He may take up to one person with him. He may not teleport to an uninhabitable space. If he teleports in an occupied space the current occupant take 2d6 fire damage and is pushed back 5 ft in a direction of the masques choosing.

Transient Form: The masque no longer entirely exists within this plane. His soul resides partially in the abyss with his masques creator. whenever an opponent attacks him with a melee, touch, or ranged attack they suffer a 25% miss chance. Magical attacks still effect him normally

Cursed Blade: The masques connection to his source of power has altered his weapons to dread forms of themselves. Any weapon he wields is treated as evil aligned. Its crit range is doubled. This does not stack with other effects that improve crit range in addition he may choose to maximize the damage from one attack per round.



Swift Aspect(Su): At 13th level he is so accustomed to the dark energies of his Daemon Masque that he may now manifest an aspect as a swift action.

Lasting Aspect(Su):The Masques body and soul become increasingly accustomed to wielding the power of the Daemons. His aspects now add 1/2 his class level to the their duration.

Daemon Form(Ex): At 20th level the Masque is no longer entirely of this world. He is forevor more treated as either a Daemon or a his original type, whichever is more benificial. In addition his Daemon Masque has become so attuned to him that even when he removes it he does not lose the power's of his class and if lost it will rematerialize in his hand after 1d4 turns even if completely destroyed. He may also choose to treat all damage done by any attack as fire damage and Daemon aligned to overcome DR.

Masque spell list

1st level:babau slime, blessed aim, bloodhound, branch to branch,bouyant lifting, chill of the grave, grease, summon undead 1, inflict light wounds, mage hand, obscuring mist, pass without trace, invisible servant

2nd level: Awaken sin, baleful transportation, binding winds, briar web, combust, Summon undead 2, coldfire, wave of grief, inflict light wounds mass, alter self, invisibility, knock, melf's acid arrow, produce flame, rope trick, spider climb,

3rd level: Battle Hymn, Bonefiddle, bottle of smoke, clarity of mind, summon undead 3, weapon of energy, weather eye, inflict moderate wounds, invisibility purge, misdirection, non detection, poison, see invisibility, suggestion,

4th level: blindsight, bloodstar, clutch of orcus, summon undead 4, wind at back, unhallow, scrying, break enchantment, inflict serious wounds, greater invisibility, modify memory, neutralize poison, passwall, phantasmal killer

JoshuaZ
2012-05-28, 03:53 PM
I was expecting this to have a quote from Masque of the Red Death. You should probably specify which abilities are (Su) and which are (Ex).

A few more Tainted Power options might be nice. Maybe something sort of vampiric that gets them temporary hit points for doing damage? Or the option of sneak attack?

Does the Finesse class feature count as Weapon Finesse for prerequisite purposes?

Overall, this looks like it is probably somewhere in T4, but the large number of effectively dead levels may reduce the fun amount. Increasing the number of options for Tainted Power and having Tainted Power start an earlier level could definitely help. Overall, I like the basic idea.

nonsi
2012-05-28, 03:56 PM
Levels 13 and 17 are perfectly dead (I'd also say 5, but at those levels, 6 skill points still count for something).

Virdish
2012-05-28, 04:17 PM
Thanks. I forgot about putting the (ex) (su) tags. I like the idea of a vampyric tainted power. Also when would you suggest moving it down to. I originally had him with a sneak attack but I thought that it might be too close to the rogue. I'll add it in as either a aspect or tainted power. My goal for this guy is to make him tier 3. I also thought of giving him a sort of evolution to the guille aspect that would give him charm and then suggestion. I was thinking to fill one of his dead levels of giving him a darkness ability.

nonsi
2012-05-28, 05:29 PM
Give it SA at levels 5, 11 and 17.
This way you'll have only 4 levels left to fill (and the Rogue needs some serious face lift as it is.).

Virdish
2012-05-28, 06:26 PM
Sounds good. I added the vampyric ability to the aspects. And once I get back to my computer I'll edit my current entry of SA

Virdish
2012-05-29, 01:54 AM
I made the suggested Changes to SA. I gave them 2d6 at every 5th 11th and 17th which is still 3d6 lower then the rogue gets. I think it looks decent.

nonsi
2012-05-29, 10:39 AM
Level 13 is still dead.
The other empty levels are also dead, but level 13 is flawlessly dead.

Saidoro
2012-05-30, 02:38 AM
I like it, it's rough around the edges but it's a cool idea.
Here's what I found:
-They should probably be proficient with simple weapons and light and one-handed martial weapons. As it is they can use a longsword but not a shortsword.
-As things stand removing his Masque removes his Demon Masque class feature, thereby removing his ability to make another masque. Do something about that. Also, what happens if their masque is stolen but not destroyed? Can they make a new one? Can they make several backup Masques so they have a degree of protection against theft?
-Would it be correct to assume that claws of the daemon grants two claw attacks with a base damage of 1d6 per 2 class levels (minimum 1d6)? If so you should phrase it more the way I did. Also, this is by far the best aspect for most builds.
-Face of the Daemon needs to specify a DC. It also needs to specify what "scare an opponent witless" means. And I'd like to suggest decreasing it to a swift action to use.
-Tail of the Daemon should either not provoke attacks of opportunity for tripping or have spiked chain style reach. Or preferably, both.
-Darkvision doesn't really compete with anything else on the list, it's the sort of thing that gets handed out with races more or less for free. I would suggest either upgrading to the see in magical darkness ability devils get or making it scale to also grant detect magic/see invisibility/True seeing as you level up.
-Most diplomacy checks last longer than guile of the demon does. What happens if it runs out midway through?
-You might want to make legs of the Daemon grant a free jump when it's first activated. That would make it a little more combat relevant by not taking your whole turn to move 30 ft.
-Teeth of the Daemon should be 1d4 per 2 class levels.
-Sneak attack should be granted in increments of 1d6.
- There is no mind blank monk feature. Did you mean still mind? or the mind blank spell?
- Infernal senses should grant 30 ft of blindsense. Also, bumping it to blindsight probably wouldn't be too bad.
-Wings of the destroyer should probably move at double base land speed. You don't really need to do this, but I think it would be a good idea.
-For Shift: Define uninhabitable. What happens to the person in the occupied square after he takes the 2d6 damage? people can't be in the same square unless they are grappling.
-Daemon form uses a few terms not common to d&d as a whole. I'll assume they have meaning in your campaign setting, though.

For the dead levels:
-an ability that extends the duration of aspect of the daemon or lets it be activated as a swift action.
-You could probably add spellcasting on the paladin chassis without breaking things if you wanted.

Virdish
2012-05-30, 03:58 PM
*I'll definitely make the changes to their proficiencies thanms for catching that.
* I have an idea about the masks. Perhaps I could give him the ability to make a number of backup masks that he could transfer the power to with an hour of meditation. Perhaps base the number of spares he has by his level. Maybe 1 per every 4 levels. I'll also put a clause in there to the effect of he can make a masque even without access to his other class features.
*Your assumptions about the claws is correct and I'll make sure to fix it. I do know it's the best aspect but it's meant to be their main weapon that they ha
ve in their arsenal. Should I maybe just give it as a cl ass feature instead of an aspect?
* I'll specify the DC on face of the daemon. It is supposed to be 10 +1/2 class level + int mod.
* I'll include both of those in tail of the daemon.
* I was actually already looking at upgrading it to magical darkness so done.
* With guille I'm not sure what your question is.
* I'll give a free jump to legs as well.
* Yeah I meant still mind. Not mind blank.
* I originally wanted to do blindsight but thought it might be a little op. I'll change it.
* I like the change to wings. My version seems arbitrary.
* With shift I'm not quite sure how to explain uninhabitable in mechanical terms. I meant to say that he gets pushed 5 feet per half class level in the direction of the masques choice.
* Yes the seemingly out of place terms in daemon form are specific to my campaign. Closest analouge for a normal campaign would be evil aligned or possibly unholy.

As for the dead levels.
I'll edit your first suggestion into aspect at thirteenth level to fill that slot.

As for spellcasting. I originally wanted to stay away from casting due to the difficulties of making a spell list for them especially since I am afb. I tried a spellcasting class and it was a huge flop because I couldn't give them a spell list. I think it would fit this class but I don't have the resources right now to do it.

I'll make the changes as soon as I have access to a computer with internet hooked up. My phone doesn't seem to want me to edit posts right now.

Virdish
2012-05-30, 07:58 PM
Updated a lot. Please check it out and tell me what you think now. I think he's close to tier 3 now. Hopefully.

Empedocles
2012-06-02, 07:14 PM
This looks excellent and the fluff issues I had with it before are feeling less and less substantial. I'd be in favor of spellcasting with the paladin chassis. It fits the theme, and would bring it up to tier 3 (tier 4 as of now).

Good work though.

togapika
2012-06-02, 07:22 PM
Give it a unique capstone instead of just number increase and a bonus feat

Virdish
2012-06-02, 08:43 PM
Well since support of the spellcasting version seems to be high I guess I'll write that up. Just gotta pour through some spell lists to see what I'm gonna give him. Also gonna throw in another tainted power that I thought of. Giving him a miss chance fluffed to be him residing partially in the abyss. Or should I give that as a full class feature?

Empedocles
2012-06-02, 10:05 PM
Well since support of the spellcasting version seems to be high I guess I'll write that up. Just gotta pour through some spell lists to see what I'm gonna give him. Also gonna throw in another tainted power that I thought of. Giving him a miss chance fluffed to be him residing partially in the abyss. Or should I give that as a full class feature?

I think it works best as a tainted power.

Virdish
2012-06-02, 11:14 PM
Added as a Tainted power. Now to continue pouring through the spell compendium.

Virdish
2012-06-03, 07:18 PM
Updated it with a spell list. I'm not sure how much it helps. It is a really small list but with his ability to cast any spell on his list without preparing it ahead of time should make the range of spells more helpful. This way if he needs a spell he can just throw it out so long as he has a spell slot available.

Empedocles
2012-06-03, 07:22 PM
I'd suggest alter self as a spell.

Virdish
2012-06-03, 07:25 PM
Done. Anything else you can think of that would fit and still keep it within the purveiw of cast spontaneously without spells known.

Empedocles
2012-06-03, 07:26 PM
Maybe invisibility? This is going after the rogue, right?

Virdish
2012-06-07, 08:17 PM
Alright so I have added a spell list and this seams almost done. Except for one thing that keeps jumping in my face. They don't have enough choices for Tainted Powers. If anyone can think of something that might be helpful It would be appreciated. Also if someone could give an updated idea of their Tier it would be really helpful.

Empedocles
2012-06-07, 09:00 PM
At 1st glance...low tier 3?

Morph Bark
2012-06-18, 03:13 PM
So he only gains Aspect of the Daemon at levels 1, 6 and 9? That's not a whole lot and doesn't sound like a very logical progression.

If he manifests an Aspect, does he manifest all the ones he has, or must he manifest them seperately?

Adding more Aspects sounds like a good idea, or making you able to take more of them. Tail of the Demon should say that its reach is 15 ft, not range, considering it is a melee weapon. Guile of the Demon is too strong, as it grants Charm Person at will at level 1 (which shouldn't happen until at least level 3 or 6) and worse yet, Charm Monster, which is... what was it, a level 4 spell? Perhaps make that into a seperate Aspect that requires Guile of the Demon and can only be taken from level 12 onwards.

Do you need to make Jump checks to use Legs of the Demon's ability? It kinda makes me think of the Sudden Leap maneuver from the ToB Tiger Claw discipline.

Still Mind can be copy-pasted from the Monk ability, as it is part of the OGL. Saves needing to cross-reference it.

Tainted Power sounds like permanent Aspects of the Daemon. Perhaps it would be an idea to make some Aspects of the Daemon that are like lesser versions of Tainted Power and some Tainted Powers that are greater versions of Aspects of the Daemon? It doesn't have to be perfect corrolates. For instance, Infernal Senses could be lined to an Aspect that grants Listen bonuses and a few other little things (perhaps the ability to cast all your Masque spells as Silent spells?). If you expand the Aspects of the Daemon progression to include level 3, 12, 15 and 18, you could move Tainted Power to be one level later (and add in another one at level 10 to fill up the dead level).

It feels kinda like a Fighter/Blackguard overall, so I think it falls squarely into Tier 4 range, even with those changes/additions.

Virdish
2012-06-18, 09:40 PM
I didn't think about whether they should be able to manifest multiple aspects at one point. Maybe I should allow them to.

I see your point on Guile. I should go through and add prereqs on them. masque level certain. I will deffinently add more aspects and Tainted Powers. I had a long period of lack of inspiration but I think it's past me. I made the changes you pointed out. Thank you for pointing them out to me. I

As for Legs I was thinking no. Which I will annote in the description.

Virdish
2012-06-18, 11:48 PM
Added some new Aspects and Powers as well as made a few more edits. He now officially has no more dead levels as well as having a bit more utility. If anyone can think of some others that might fit the theme I would appreciate the input. Also though I want it to be relatively small I think that his spell list may be a little bit lackluster. Any additions someone would suggest there would also be helpful.

Virdish
2012-07-02, 07:14 PM
So I was thinking of something to bring this class up to tier 3. What if I gave them the ability to perhaps change into some form of infernal creature. (kind of like the druids ability but less potent hopefully.)

Scholar23
2012-07-02, 09:39 PM
just an idea, but maybe he could have a patren with a particuliar type of deamons or even every 5 levels or so have another parton. each could give him some flavor as to his general demonic powers in addtion to his tainted and deamonic manifestations.

For example ones parton could be the deamon lord Orcus (or whatever) who is the prince of the dead. at frist level he could rebuke undead and gain acess to the relgion skill. or have him start gaining undead traits as he levels (just small bonuses mine) so to make him seem more unique.:smallsmile:

then for fluff you could say that how he gained his power is with dealing with the partren in exchange for power or something, then as he grows he could be trying to overtake his new master or become their champion. just another suggestion to add to the class's general concept

another thing you could do is have him be able to cast from level one ( strating with lv 1 or 0 spells) while keeping his sp lv cap at four. this way he gets that little extra amout of surprise and kick.

to balance this out maybe drop some abilities like darkness and such, change the aspect of the deamon to every three levels or two ( two should defently up the tier once more aspects are added) and add the the "partons boon talents" every four or so levels.

hopes this helps:smallbiggrin:

Virdish
2012-07-03, 09:16 AM
Actually I like it. I need to work on the mechanics of it and everything but I like your idea for patron boons. I'm deffinently going to add your undead type. I think it will be based on the masque though as I kind of want to keep this class away from being evil aligned and devoted to his daemon. So I'll add mask categories. I'll fold darkness into his spell list instead of being a actual class ability. So basically you will have to choose at level one the type of patron who created your masque which will give you a set of level bonuses. I'll also move casting to level one. Thanks for the idea's give me a little to work out these changes.

Scholar23
2012-07-03, 02:44 PM
thanks:smallbiggrin:

Can't Wait, so if you need anything else for it just ask or if you just need some help tweaking.

Virdish
2012-07-03, 09:06 PM
Masque of the decaying
This masque was created by a Daemon of decay. It's bearer will appear unhealthy and gaunt almost as if he were on the brink of death.
1st: The bearer of the mask takes on qualities of of the undead. His eyes appear lifeless. He gains darkvision out to 60 feet. He is also healed by negative energy and harmed by positive energy.
5th: As the bearer becomes more like his patron his body is held together by more then normal mortals. He is no longer at risk of dying from massive damage though since he is still alive he does not automatically die at 0HP
10th: The bearer of the masque's mind becomes alien to this world as it is warped by the dark powers of their Patron. They are immune to mind affecting effects.
15th: The bearer of the mask furthers his transformation and gains immunity to poisons, paralysis, sleep effects, stunning, and disease. He also no longer needs to eat, sleep, or breath though he may if he wants to. A masque must still rest for 8 hours to regain spells though he need not sleep. He may simply meditate for 8 hours.
20th: At 20th level the bearer is so warped by the fell powers of his patron that he is undead in all but name. His HD all become D12's and he becomes immune to effects that require a fortitude save (unless that effect also effects innanimate objects or is harmless)

This seem like too much?

Scholar23
2012-07-04, 09:52 AM
Could you post my messege here please for some reason i replied instead of posting it here. sorry about that.:smallredface:

Virdish
2012-07-04, 12:00 PM
at first it seems a little disjointed, rereading it it seems to balance out till level 15 where all these immunities kick in. i would have it so those are spread apart while haveing his dark sight start at 30 and as an advance ment let itgrow till he could see lifr and undeath. this way you don't have multiple things just showing up. as to the sudden swith to healing to negitive energy it leaves one to wonder why all the sudden he heals negitivly.:smallannoyed: To me it seems more like he should just be considered undead with a hign turning restince once he hits level twenty.

oh another idea i had was thatfor your chosen parten grants several addtional spells to thier spell list.

so for this one he could get summon undead, death watch, detedct undead, etc.

soas to give him more of that unqiue feel

hope this helps:smallsmile:

I was thinking of adding a patron that allows rebuke but I don't know what else to add to that. He already has the inflict spells on his spell list. I guess I could take those off and give them solely to that patron but then that feels like taking from the class.

Scholar23
2012-07-04, 10:24 PM
drop the darksight till he hits level three or so, but as to rebukeing undead i'm not sure were to place that my suggestion is to learn more about him and give him ablilities taliored because of orcus, and not just make ones character undead. A good place to start would be the Book of Vile darkness which i have a pdf copy of. Or you could barrow it from 4shared.

In either case here is a quick description of him:

"grossly fat demon lord" covered in goat-like hair, 15 feet tall, with a goat-like head and legs, and the horns of a ram rather than those of a goat. His arms are human, but "Vast bat wings sprout from his back, and his long, snaky tail is tipped with a poisonous head". The book also notes that he is extremely intelligent, and mentions a number of magical abilities that he can use, such as being able to summon certain types of undead - "for he is their Prince".
Wiki source

also for spells why not give him acess to the death and/ undeath domians or something similar, this way he has the same spell list but addtional spells from his parton

Also look into the Vile book of darkness spells ARCANE AND DIVINE, don't limit his spell selection sine his most powerful spell will only be level for

Also give him the ability to cast level Zero spell, they add alot to what bits of trickery he could do while doing anything from combat to .. well anything

if you have the pdf look on page 71 for Thrall of Orcus; if thinks thats what its called.

just a few ideas

Virdish
2012-07-04, 11:49 PM
I do have the pdf. I have most of the 3.5 books. Over the next few days I'll rewrite the patron abilities for the orcus type. I'll keep it general since the campaign setting I was designing this for doesn't quite use the normal cosmology but I'll put a note in that orcus inspired it so in a normal campaign orcus would be the patron. Should I just straight up give him a domain in the classic idea of he gets extra spell slots for those spells? Or should I keep it spontaneous and just add those spells to his spell list?

Scholar23
2012-07-05, 12:10 AM
keep it like you had, unless you want him getting a book of sjadows or something, but having to perpare like a wizard could be a boon for another parton.

List of parten idea's:
1. All demons from 3.5 with cr 10 and up
2. Evil gods for inspiration for partons (ex nerull's basic idea of world extermination of all life)
3. A parton of decay
4. partons of the seven deadly sins
5. once i get more ideas

on page 125 in wile book of darkness there is a list of deamon lords

might be a good place to look for partons

Virdish
2012-07-09, 05:35 PM
Thanks for the advice. I haven't had any time to look at stuff since I have been in the hospital.

Scholar23
2012-07-09, 08:38 PM
thats fine, just get better and focus on that, life comes frist and our view on realaity second:smallamused:, mispell intended.

Virdish
2012-07-12, 02:38 PM
Alright. After an extended break due to personal issues I'm really gonna start cracking away at this idea we've been kicking around. Here is the basic right up that once I have more to put in will find it's way into the class. Unlike aspects once you go down one of these paths you are stuck. You get what it says you get at each level that you get it.

Creater's Boon; Though not tied to the creator of his masque the bearer does have a connection to the infernal powere that bound the power of his masque. This manifests within the bearer over time as he becomes more in tune with the dread power of his masque. At (levels to be specified later) the bearer unlocks new abilities hidden in his masque. He gains the bonus's and abilities listed below. He must choose one path at first level. This decision is final and can not be changed short of the bearer forsaking his masque and binding himself to a new masque.

Scholar23
2012-07-12, 10:54 PM
Creater's Boon; Though not tied to the creator of his masque the bearer does have a connection to the infernal powere that bound the power of his masque. This manifests within the bearer over time as he becomes more in tune with the dread power of his masque. At (levels to be specified later) the bearer unlocks new abilities hidden in his masque. He gains the bonus's and abilities listed below. He must choose one path at first level. This decision is final and can not be changed short of the bearer forsaking his masque and binding himself to a new masque.

I think this will defently up the ante on this class, and once you wip up some partons we can straigthen out the wording. All and all its good to hear you are doing better and i can't wait to see what you have in store.

P.S. Might we just call it the Partoon's Boon since the concept is base on lord and princes it just seems to have that hand me down ring to it.:smallsmile: