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GumboGumblegrub
2013-01-06, 11:00 PM
{table=head]{colsp=6}Table: The Mord'Sith
Level | Base Attack Bonus | Fort | Ref | Will |
Special Abilities

1st | +0 | +2 | +2 | +2 | Fast Movement, Painful Touch 1d6, Flick to Grasp
2nd | +1 | +3 | +3 | +3 | Evasion, Magic Bond, Staredown
3rd | +2 | +3 | +3 | +3 | Painful Touch 2d6
4th | +3 | +4 | +4 | +4 | Uncanny Dodge
5th | +3 | +4 | +4 | +4 | Painful Touch 3d6, Agiel Mastery
6th | +4 | +5 | +5 | +5 | Defensive Roll, Killing Touch 1/Day
7th | +5 | +5 | +5 | +5 | Damage Reduction 2/-, Painful Touch 4d6
8th | +6/+1 | +6 | +6 | +6 | Improved Uncanny Dodge, Mass Staredown
9th | +6/+1 | +6 | +6 |+6 | Improved Evasion, Painful Touch 5d6
10th | +7/+2 | +7 | +7 | +7 | Improved Staredown, Damage Reduction 4/-, Killing Touch 2/day
11th | +8/+3 | +7 | +7 | +7 | Painful Touch 6d6
12th | +9/+4 | +8 | +8 | +8 | Slippery Mind, Frightful Presence
13th | +9/+4 | +8 | +8 | +8 | Damage Reduction 6/-, Painful Touch 7d6
14th | +10/+5 | +9 | +9 | +9 | Killing Touch 3/Day
15th | +11/+6/+1 | +9 | +9 | +9 | Painful Touch 8d6
16th | +12/+7/+2 | +10 | +10 | +10 | Damage Reduction 8 /-
17th | +12/+7/+2 | +10 | +10 | +10 | Painful Touch 9d6
18th | +13/+8/+3 | +11 | +11 | +11 | Killing Touch 3/day
19th | +14/+9/+4 | +11 | +11 | +11 | Damage Reduction 10/-, Painful Touch 10d6
20th | +15/+10/+5 | +12 | +12 | +12 |Deathless Resolve [/table]
The Mord'Sith Class Skills: (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex), Use Rope (Dex).
Skill Points at 1st level: (6+Int modifier)x4
Skills Points at Each Level: 4 + Int modifier

Hit Dice: d10

Starting Gold: 5d4

Gender: Only women can be Mord’Sith.
Being they are abducted as children and tortured into being who and what they are, Mord’Sith can only be taken at level 1.

Weapon and Armor Proficiencies: The Mord'Sith’s training include few weapons, but those that can be found anywhere. The weapons with which the Mord'Sith is proficient are the club, dagger, Kama, quarterstaff, shuriken, but their weapon of choice is the agiel. They are proficient with no shields but can wear light armors.
At first level they are presented their agiel(Basically a 1 foot long piece of leather. This waepon is treated as bieng magical.), and custome made Leather Armor

{table=head] Weapon | Cost | Damage | Critical | Range Increment | Wieght | type
Agiel | - | 1d8+Cha mod | X2 | - | 1lb | Bludgeoning [/table]

Due to the nature of the agiel the wielder also takes damage from it. Every round the agiel is grasped the wielder takes 1d4 non lethal damage. Because of this pain low level Mord'Sith tend to rely on other weapons until the fully understand thier weapon. This affect is reduced by damage reduction. By level 5 the Mord’Sith no longer takes damage but still feels the pain of the weapon.

{table=head] Armor | Cost | Armor Bonus | Max Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed 30ft. | Speed 20ft| Weight
Red Leather Armor| - | +2| +6 | 0 | 10% | 30ft. | 20ft. | 15lbs[/table]



Alignment: Any non good

Fast Movement (Ex): A Mord’Sith’s land speed is faster than the norm for Her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load.

Painful Touch (Ex): Effecivly a sneak attack that can only be used with the Mord'Sith's agiel, and cannot be used at range. Otherwise Painful Touch is treated as a Rogue's sneak attack.

Flick to Grasp (Ex): Mord'Sith tend to keep thier agiel hanging on a cord on thier wrist allowing them to grab it faster. They gain the Quick Draw feat ony for thier agiel because of this.

Magic Bond (Su): At second level the Mord’Sith gains the Magic Bond ability. When the Mord’Sith is the target of a spell, she may attempt to capture the caster’s magic and turn it back on him. The Mord’Sith must make a successful concentration check DC=10+CL of target in order to capture the magic. Once the magic has been captured the caster can no longer do an action to cause harm to the Mord’Sith, and must be an obedient servant until released or escaping the bond. Failure to obey or to threaten the Mord’Sith results in 1d8 non lethal damage. This damage increases by 1d8 with each attempt. For a mage to escape this bond he must make a successful will save DC= 10+ Mord’Sith level + Charisma Modifier.

Magic Bond is a Immediate action that can only be done when targeted. An area of effect spell such as a Fireball would still effect her normally. A Mord’Sith can only have one bonded mage at a time. The target need not speek the same language as the Mord'Sith. Some take pleasure in watching the mage squirm on the floor in agony untill they understand what is required of them.

Staredown (Ex): At second level, a Mord’Sith becomes able to strike fear into her foes by her mere presence. she gains a +4
bonus on Intimidate checks and can demoralize an opponent. The Mord’Sith can demoralize opponents within 30 feet as a move action, not a standard action.

Evasion (Ex): At 2nd level and higher, a Mord’Sith can avoid even magical and unusual attacks with great agility. If she makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

Uncanny Dodge (Ex): Starting at 4th level, a Mord’Sith can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Mord’Sith already has uncanny dodge from a different class (a Mord’Sith with at least two levels of barbarian, or rogue, for example), she automatically gains improved uncanny dodge (see below) instead.

Agiel Mastery (Ex): At fifth level the Mord'Sith has gained abundant practice with her agiel, and can now use it to it's fullest potential. and no longer takes damage from holding her agiel Anytime the Mord'Sith Strikes a target with her agiel the target must make a fort save dc=10+1/2 Mord'Sith level+ Cha mod or be stunned for 1d4 rounds.


Killing Touch (Ex): At sixth level the Mord’Sith gains the ability to make a coup-de-grace attack (by thrusting her agiel into a vital organ, or as a favorite for some, the ear) with her agiel as a standard action once per day. This ability may be used when the Mord’Sith’s target would be denied his Dexterity bonus to AC (whether he actually das a Dexterity bonus or not), or when the Mord’Sith flanks the target just like a rogue’s sneak attack ability. During a surprise round, a Killing Touch attack can be made as a partial action. The Mord’Sith may make an additional Killing Touch attack every four levels thereafter.
Unlike a coup-de-grace attack against a helpless opponent, the Mord’Sith must roll to attack normally. If her attack hits, she scores a critical hit. If the defender survives the damage, he must still make a Fortitude save DC= 10 +damage delt or die.
Delivering a Killing Touch provokes attacks of opportunity from threatening foes (but not a flat footed target) because it requires intense concentration. You can’t deliver a Killing Touch against a creature that is immune to critical hits, such as a golem.
At 14th level the Mord’Sith masters the Killing Touch and all such attacks receive a +2 attack bonus and no longer provoke attacks of opportunity.

Defensive Roll (Ex): At sixth level the Mord’Sith gains the ability to do a defensive roll. The Mord’Sith can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special
ability), the Mord’Sith can attempt to roll with the damage. To use this ability, the Mord’Sith must attempt a Reflex saving throw (DC =
damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Mord’Sith’s evasion ability does not apply to the defensive roll.

Damage Reduction (Ex): At 7th level, a Mord’Sith gains the ability to shrug off some amount of injury from each blow or attack.
Subtract 2 from the damage the Mord’Sith takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three Mord'Sith levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 2 points. Damage reduction can reduce damage to 0 but not below 0.

Mass Staredown (Ex): At 8th level, a Mord’Sith has sufficient presence that she can cow multiple foes. Using a Intimidate check, the Mord’Sith can demoralize all opponents within 30 feet with a single standard action.

Improved Uncanny Dodge (Ex): At 8th level and higher, a Mord’Sith can no longer be flanked; she can react to opponents on opposite sides of her as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Mord’Sith by flanking her, unless the attacker has at least four more rogue levels than the target has Mord’Sith levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Improved Evasion (Ex): At 9th level the Mord’Sith gains improved evasion, This ability works like evasion, except that while the Mord’Sith still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless Mord’Sith (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Improved Staredown (Ex): At 10th level, even a glance from the hard eyes of a Mord’Sith is enough to give his foes pause. The Mord’Sith can demoralize opponents within 30 feet as a swift action, not a move action.

Slippery Mind (Ex): This ability represents the Mord’Sith’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Mord’Sith with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Frightful Presence (Ex): A 12th-level a Mord’Sith is so feared that her mere presence. Opponents within 30 feet must succeed on a Will save (DC 20 + Mord’Sith’s Cha modifier) or become panicked. If Save is made become shaken.

Deathless Resolve (Ex): At level 20 the Mord'Sith can scorn death and unconsciousness. The negative hp a Mord'Sith must be reduced to before dying increases to double her class level. Her wounds may be obviously mortal, but she continues to fight normally. This ability does not prevent death from spell effects such as slay living or disintegrate.

Cipher Stars
2013-01-07, 12:20 AM
I'm all for female exclusive races or classes. *jumps on thread*


*table*


Bad table! *Smacks it with a leek* It seems to be misbehaving for you, I've tamed it.

Quote and copy/paste, if you like.

{table=head]{colsp=6}Table: The Mord'Sith
Level | Base Attack Bonus | Fort | Ref | Will |
Special Abilities

1st | +0 | +2 | +2 | +2 | Fast Movement, Painful Touch 1d6
2nd | +1 | +3 | +3 | +3 | Evasion, Killing Touch 1/day, Magic Bond
3rd | +2 | +3 | +3 | +3 | Painful Touch 2d6
4th | +3 | +4 | +4 | +4 | Uncanny Dodge
5th | +3 | +4 | +4 | +4 | Painful Touch 3d6
6th | +4 | +5 | +5 | +5 | Defensive Roll, Staredown, Killing Touch 2/Day
7th | +5 | +5 | +5 | +5 | Damage Reduction 2/-, Painful Touch 4d6
8th | +6/+1 | +6 | +6 | +6 | Improved Uncanny Dodge
9th | +6/+1 | +6 | +6 |+6 | Improved Evasion, Painful Touch 5d6
10th | +7/+2 | +7 | +7 | +7 | Damage Reduction 4/-, Mass Staredown, Killing Touch 3/day
11th | +8/+3 | +7 | +7 | +7 | Painful Touch 6d6
12th | +9/+4 | +8 | +8 | +8 | Slippery Mind
13th | +9/+4 | +8 | +8 | +8 | Damage Reduction 6/-, Painful Touch 7d6
14th | +10/+5 | +9 | +9 | +9 | Improved Staredown, Killing Touch 4/Day
15th | +11/+6/+1 | +9 | +9 | +9 | Painful Touch 8d6
16th | +12/+7/+2 | +10 | +10 | +10 | Damage Reduction 8 /-
17th | +12/+7/+2 | +10 | +10 | +10 | Painful Touch 9d6
18th | +13/+8/+3 | +11 | +11 | +11 | Killing Touch 4/day
19th | +14/+9/+4 | +11 | +11 | +11 | Damage Reduction 10/-, Painful Touch 10d6
20th | +15/+10/+5 | +12 | +12 | +12 | Frightful Presence[/table]





The Mord'Sith class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex), Use Rope (Dex).
Skill Points at 1st level: (4+Int modifier)x4
Skills Points at Each Level: 4 + Int modifier




Mord'Sith kinda seem like they should be more like 6 + Int, though that may just be my personal opinion.
Skills given look good... though I might actually expect them to have Appraise and Perform (There are other uses for those two skills that would fit nicely for the Mord'Sith.)

Hit Dice: d10
Race: Any race can be a Mord’Sith they are not picky when abducted as children.
Gender: Only women can be Mord’Sith.
Being they are abducted young in childhood and tortured into being who and what they are, Mord’Sith can only be taken at level 1. Mord’Sith can take


The Race isn't needed, as any race joining a class is to be expected. The gender limitation is lovely though :3 Can take?



Weapon and Armor Proficiency: The Mord'Sith’s training include few weapons, but those that can be found anywhere. The weapons with which the Mord'Sith is proficient are the club, dagger, Kama, quarterstaff, shuriken, but their weapon of choice is the agiel. They are proficient with no shields but can wear light armors.
At first level they are presented their agiel (Basically a 1 foot long piece of leather used for touch attacks).

{table=head] Weapon | Cost | Damage | Critical | Range Increment | Wieght | type
Agiel | - | 1d8+Wis mod | X2 | 1lb | Bludgeoning[/table]

Anyone hit by this weapon must succeed a fortitude save DC=10+½ Mord’Sith level+wisdom modifier or be stunned for d4 rounds.
Due to the nature of the agiel the wielder also takes damage from it. Every round the agiel is grasped the wielder takes 1d4 non lethal damage. This affect is reduced by damage reduction. By level 10 the Mord’Sith no longer takes damage but still feels the pain of the weapon.

Lovely~<3 I would have expected Charisma, not wisdom however. Giving some nice things to charisma is always nice anyway.

Custom made Mord'Sith armor would be lovely :3


Fast Movement (Ex): A Mord’Sith’s land speed is faster than the norm for Her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Mord’Sith’s speed because of any load carried or armor worn. For example, a human Mord’Sith has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, her speed drops to 30 feet. A Halfling Mord’Sith has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, her speed drops to 20 feet.

Nn... I think there's quite a bit of unnecessary text here...
Perhaps just a simple "bonus to her base land speed" would get the same effect done.



Painful Touch (Ex): If a Mord’Sith can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot with her Agiel for extra damage dealing either lethal or non lethal damage. Basically, the Mord’Sith’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Mord’Sith flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Mord’Sith levels thereafter. Should the Mord’Sith score a critical hit with a painful touch, this extra damage is not multiplied. (See Table 8–5: Attack Roll Modifiers and Table 8–6: Armor Class Modifiers, page 151 of the player’s handbook, for combat situations in which the Mord’Sith flanks an opponent or the opponent loses his Dexterity bonus to AC.) This is a melee attack only. A Mord’Sith cannot use this ability as a range attack. The only weapon she can use for a painful touch is her agiel. A Mord’Sith can use painful touch only against 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 painful touch. The Mord’Sith 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 Mord’Sith cannot use Painful touch while striking a creature with concealment (see page 152 of the player‘s handbook) or striking the limbs of a creature whose vitals are beyond reach.

*shrug* Not bad. A less stabby sneak attack it seems.



Magic Bond (Ex): At second level the Mord’Sith gains the Magic Bond ability. When the Mord’Sith is the target of a spell, she may attempt to capture the caster’s magic and turn it back on him. The Mord’Sith must make a successful concentration check DC=10+spell level in order to capture the magic. Once the magic has been captured the caster can no longer do an action to cause harm to the Mord’Sith, and must be an obedient servant until released or escaping the bond. Failure to obey or to threaten the Mord’Sith results in 1d8 non lethal damage. This damage increases by 1d8 with each attempt. For a mage to escape this bond he must make a successful will save DC= 10+½ Mord’Sith level + Charisma Modifier.

Magic Bond is a free action that can only be done when targeted. An area of effect spell such as a Fireball would still effect her normally. A Mord’Sith can only have one bonded mage at a time.

Free actions can only be used on your own turn, so I think you mean an Immediate action.



Killing Touch (Ex): If the defender survives the damage, he must still make a Fortitude save DC= 10 +damage delt or die.
At 14th level the Mord’Sith masters the Killing Touch and all such attacks receive a +2 attack bonus and no longer provoke attacks of opportunity.

A save or die insta crit effect at second level? The "If the defender survives" part should be moved to that 14th level spot, or perhaps at 10th. Maybe sixth *shrug*.



Defensive Roll (Ex): At sixth level the Mord’Sith gains the ability to do a defensive roll. The Mord’Sith can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special
ability), the Mord’Sith can attempt to roll with the damage. To use this ability, the Mord’Sith must attempt a Reflex saving throw (DC =
damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Mord’Sith’s evasion ability does not apply to the defensive roll.

Not bad :3


Staredown (Ex): At 6th level, a Mord’Sith becomes able to strike fear into her foes by her mere presence. she gains a +4
bonus on Intimidate checks and can demoralize an opponent (as described in the Intimidate skill description, page 76 of
the Player’s Handbook).

Perhaps state that the intimidate action can be used as a swift action as well.



Damage Reduction (Ex): At 7th level, a Mord’Sith gains the ability to shrug off some amount of injury from each blow or attack.
Subtract 2 from the damage the Mord’Sith takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 2 points. Damage reduction can reduce damage to 0 but not below 0.

Barbarian levels mentioned.




Improved Staredown (Ex): At 14th level, even a glance from the hard eyes of a Mord’Sith is enough to give his foes pause. The Mord’Sith can demoralize opponents within 30 feet as a move action, not a standard action.

Ah.
Well, the lessened action comes much to late. Simple intimidate checks aren't all that nice after all.



Frightful Presence (Ex): A 20th-level a Mord’Sith is so feared that her mere presence. Opponents within 30 feet must succeed on a Will save (DC 20 + Mord’Sith’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same Mord’Sith’s frightful presence for 24 hours.
Nifty. Mm. Perhaps replace one of the lesser Staredown abilities with a lesser Frightful Presence ability.

Flickerdart
2013-01-07, 12:36 AM
Frightful Presence is not worth being a capstone ability - by that level, everyone's immune to fear already. By comparison, Dragon Totem Barbarians get it at level 5.

Tanuki Tales
2013-01-07, 12:39 AM
I'm not in the mood to go point for point, so let me give my critique in a neat little list as shown below:

You have a lot of redundant or unnecessary text in several places through out the class (such as Fast Movement). I suggest cutting it down and making it less wordy to read over.
The Agiel is too powerful a weapon for just a mundane piece of leather. It's dealing Wis damage and is throwing out a SoL every hit.
[b]Magic Bond should be a Supernatural effect first off. Second off, a Mord'sith can always make their Concentration check ridiculously early for how potent a class feature this is (they never fail just because of flat ranks by level 6). Thirdly, you never specify if the Mord'sith and their thrall need to share a language or what. Fourthly, I think you meant as an immediate action, not as a free one. Fifth off, this is just too powerful a second level ability.
Killing Touch is also too much at level two. It's not a straight SoD, but it's a SoD none the less.
Other than those three glaring unbalanced things, this class is actually pretty poor overall when it comes with the rest of its class features. I mean, Frightful Presence as a capstone? A Barbarian had that 15 levels ago.

GumboGumblegrub
2013-01-07, 10:00 AM
Thanks for the comments. I will start fixing as soon as i can.

Amechra
2013-01-07, 12:23 PM
I'm kinda... interested that you are statting out something from the Sword of Truth (I've found that people tend to poo-poo it undeservedly.)

Could I convince you to do the Confessors?

danzibr
2013-01-07, 12:57 PM
I'm kinda... interested that you are statting out something from the Sword of Truth (I've found that people tend to poo-poo it undeservedly.)

Could I convince you to do the Confessors?
That's why I came here. Err not to poo-poo, because I like it. Though the last book...

Anyway, it'd be nice to see mention of jamming the agiel in someone's ear.

GumboGumblegrub
2013-01-10, 01:47 PM
Thank for the comments I hope I have brought it up to par a little. This class is indeed molded after the Mord'Sith from the Sword of Truth series. It may not be Tier 1 material but i was aiming for more of a "From the Book" look on the Mord'Sith.

And yes i am in the process of making a Confessor class. And also a Wizard of the First Order prestige class.

Debihuman
2013-01-10, 04:05 PM
I don't see the point of making your preferred weapon be one that causes you damage every time you use it.

I don't particularly like masochistic classes. Though if you are going to have to be in pain from your weapon, there should be game mechanics that go with it. If it were like a symbol of pain, it would impose a -4 penalty on attack rolls, skill checks, and ability checks.

This is why I don't generally like weapons that cause you damage when you use them. At low levels, if you take 1d4 points of damage every time you hit, you can kill yourself.

A ranged touch attack usually has a distance noted. How far is the range? 30 feet is pretty standard.

Furthermore, you certainly shouldn't be presented with a magic weapon at first level, but if you do, you should subtract the actual cost of the agel from your starting gold.

If the weapon is also armor, does it take up your Armor slot?

Debby

GumboGumblegrub
2013-01-10, 08:19 PM
The Agiel hurts because it is the same agiel used to train her. It symbolizes who and what they are. To Mord'Sith damage from holding thier agiel is always non lethal. but yes at low levels this can be too painful at times. which is why low level Mord'Sith have other weapons they are trained with. And at 5th level the weapon no longer causes hp loss.

Debihuman
2013-01-10, 09:13 PM
Originally the agiel was a ranged touch weapon. Is it now a melee weapon? You changed some text so it is no longer clear what kind of weapon it is. Why is it a magical weapon instead of a masterwork weapon? What magical properties does it have? Is it just a +1 weapon?

If you take 1d4 points of non-lethal damage every round it is grasped, this damage can still kill you. As soon as your nonlethal damage exceeds your hit points, you start to take lethal damage. In an extended battle, this can still kill you.

Cost for weapon and armor should probably be "never sold" rather than "-."

"Being they are abducted young in childhood and tortured into being who and what they are, Mord’Sith can only be taken at level 1."

Okay, I kinda got a giggle out of that. It's kinda hard to be abducted OLD in childhood. How about: All Mord'Sith are abducted as children and tortured into becoming members of the Mord'Sith class. Mord'Sith can only be taken at first level.

Mord'Sith sound like they should all have post traumatic stress disorder :-)

Debby

GumboGumblegrub
2013-01-10, 09:48 PM
The agiel was alwas a melee weapon i screwed up the table and wording the first time. as far as the weapon bieng magical think of it as a masterwork piece of leather that can be enchanted as a weapon.

And yes i think they suffer greatly from PTSD.