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Silva Stormrage
2013-01-08, 01:04 AM
The Necromantic Codex

I realized I had a lot of assorted undead and necromancy related homebrew lying around from my campaigns so I figured I should merge them with the incanter base classes I was working on into a compendium where I store my massive amount of necromancy related homebrew. I shall now pour all my necromancy related homebrew into this thread for easy access for myself and others.



Table of Contents
1: Introduction
2: Races
3: Incantation Base Classes
4: Other Base Classes
5: Prestige Classes
6: Feats
7: Items
8: Incantations
9: Spells
10: Monsters
11: Extra


Races


Hesir
https://pre00.deviantart.net/bc00/th/pre/i/2012/019/4/4/frost_giant_by_laclillac-d30zjqr.jpg


Hesir are a race of giants who typically live in the colder mountainous regions of the world. They are less primitive than other giants and tend to use technology to enhance their forges and other metalworking skills. They usually form small villages or tribes located around a large fortress where the leaders and the warriors of the clan stay. They often live in a honor and warrior based society. The often lawful Hesir find themselves having a skilled affinity with necromancy and often use undead to preform manual labor, a task they find demeaning. Hesirs tend to be rash in judgement and stubborn once they make a decision. Clans of Hesir have been destroyed by their leaders refusing to surrender or change their plans in the face of certain defeat. Not that a death in battle is a bad thing in Hesir culture.

Hesir Posses the following racial traits
• +6 Strength,-2 dex, +2 Constitution, -2 Wis, +4 Charisma.
• Large: As Large creatures, Hesir have a -1 penalty on attack rolls and ac and have a + 4 size bonus on grapple, trip and bull rush checks.
• Space/Reach: 10ft/10ft
• Hesir base land speed is 40 feet.
• Racial HD: A Hesir starts with 2 levels of Giant which provides 2 bab, + 3 Fort Save + 0 reflex and will saves.
• Racial Skills: A Hesir's giant levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, Spot and Swim.
• Racial Feats: A Hesir's giant levels give it 1 feat.
• Racial Proficiency: A Hesir is proficient with all simple and martial weapons as well as light armor.
• Low Light Vision: A Hesir has low light vision.
• Rime Dragon: As the Lord of the Uttercold Ability of the Same Name. This ability deals 2d6 uttercold damage. This ability has a + 4 bonus on the bull rush check due to Hesir culture being so familiar with it. If the Hesir takes levels in Lord of the Uttercold the damage from this ability stacks with the ability granted from the class.
• +2 on saving throws agains cold effects.
• +2 on Craft (Weapons and Armor) checks
• +3 Natural Armor
• Spell Like Abilities: At will: Lesser Animate Dead. Caster Level is equal to 3 + class levels.
• Automatic Languages: Common, Giant
• Favored Class: Lord of the Uttercold
• Level Adjustment: + 1

Silva Stormrage
2013-01-08, 01:07 AM
Incantation Base Classes:

Incantations and Soul Power
The following three base classes are incanters use Incantations and Soul Power to fight their foes. Incanters carve intricate tattoos on their body and power them with the essence and power from their soul and lifeforce. These tattoos act as a battery and when an Incanter wishes to activate them they call out an intricate chant called an Incantation depending on what ability they want to activate. However, once a given Incantation is used the incanter needs to recharge them. If they wish to do so quickly then each class has a different way to recharge them. Death Knights recharge their incantations with life force of slain foes, Plague Witches harvest creature's life force that their diseases consume and Black Blood Vanguards siphon away creature's very sanity to help power their incantations. Incantations are supernatural abilities that require verbal components and the actual tattoos present and intact in order to be used. These tattoos can vary from full body markings to intricate patterns covering a single hand. If destroyed or ruined an incanter can reform them with 8 hours worth of effort via magical means as their form is linked to the incanter's soul and not only their body (If the body part that the tattoos were on were destroyed they can move the tattoos to another part of the body). When an incanter calls out an incantation they can also retain some of it's remaining power as "Soul Power '' which can be spent to further augment their other incantations and abilities.

Each of the following incanters has a number of Incantations that they know and these Incantations can be drawn from certain schools of incantations depending on the class. At the start of an encounter the following incanter base classes have access to all of their known incantations. After an incanter uses an incantation than he is unable to use that incantation again until he refreshes it. All of the following classes have a different method of refreshing incantations in combat. Out of combat an incantation can be refreshed with a minute of concentration. Many incantations reference an incanter level. That number is equal to the number of class levels in an incanter base class plus any prestige classes that progress incantations. For the purpose of magic item creation feats Incanter level can be substituted for caster level and any incantation that duplicates a spell can be used in place of that spell for prerequisite purposes. Incanters gain access to new levels of incantations at the same speed as a wizard gains access to new spells, 1st at 1st level, 2nd at 3rd level, 3rd at 5th level, etc. They can swap out any of their Incantations for another that they qualify for at every even level of an incantation base class or every third level of a prestige class that advances incantations. If they wish they can replace a lower level incantation for a higher level one if after they swap out the old incantation for the new one the incanter still qualifies for all of their incantations. Incantations have saving throw dc's equal to 10 + the level of the incantation + the incanting ability of the base class (Charisma for Death Knights, Intelligence for Corpse Crafters and Wisdom for Plague Witches)

Soul Power is another resource for incanters, they can harvest either leftover energy from their incantations or lifeforce from other creatures depending on their class abilities. Every time an incanter uses an incantation with a standard action or full round activation time he gains 10 Soul Power. When he uses an Incantation with a swift or move action activation time the incanter gains 5 Soul Power. In addition every time an incanter kills a creature with an incantation he gains 10 soul power. An incanter can only gain up to 30 soul power each round. An incanter can have a maximum amount of Soul Power depending on which incanter base class he is. Soul Power can be used to augment certain incantations to allow them to accomplish more powerful and varied effects. Certain incantations can be augmented by spending Soul Power. Each augmentation can only be selected once per use of the incantation. Soul power regenerates out of combat at a rate of 10 for every minute not spent actively engaged with an opponent.

Death Knight


Death Knight


https://i.pinimg.com/736x/af/6e/3e/af6e3e3d64d575ab4eb01d73ae622eef.jpg
"My patience has ended! Let battle be joined!

Info: The Death Knights are necromantic warriors who usually have a great love for battle. They wade into the thicket of melee combat and use their necromantic and self healing abilities to maintain their health while simultaneously killing their foes.

Characteristics: This class focuses on self healing and debuffing opponents. Taking damage should not be as much of a worry for them since they can heal easily when facing multiple opponents. With its incantations it can almost be an entire party by itself.

Races: Most races tend to despise Death Knights so most races do not have any inclination towards becoming a Death Knight.

Alignment: Death Knights tend to have different goals and reasons for following those goals. Most Death Knights are lawful and there are more evil death knights than good aligned ones. However, most Death Knights are neutral and see the debate between Good and Evil to be a pointless argument at best.

Other Classes: Death Knight's love to travel with Dread Necromancers, Crusaders, and other lawful classes. Paladins tend to despise Death Knights for obvious reasons, seeing them as ruthless swords for hire.

Role: The main role a Death Knight plays is that of a frontline melee combatant. With his undead minions and self healing he should be able to wade in the thicket of combat and emerge relatively unscathed. His incantations let him deal with any foe he can't quickly kill with his blade.

GAME RULE INFORMATION
Death Knights have the following game statistics.
Abilities: Strength is the most important ability for Death Knights since it modifies their melee attack rolls and damage rolls as well as modifying several of their Incantation abilities. Constitution is also important as it modifies their hit points and several class abilities. Charisma is also important as it modifies the Death Knight's incantation's save dc's.

Alignment: Any
Hit Die: d12
Starting Age: As paladin.
Starting Gold: As paladin

Class Skills
The Death Knight's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Jump (Str) Listen (Wis), Intimidate (Cha), Knowledge (Religion), Knowledge Arcane, (Int), Ride (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str) Use Magic Device (Cha)

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

Death Knight

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIncantations
1st
+1
+2
+0
+2Rebuke Undead, The Unliving (Least)2
2nd
+2
+3
+0
+3 Persistence3
3rd
+3
+3
+1
+3 Culling Strike 1/Encounter4
4th
+4
+4
+1
+4 Spectral Mount5
5th
+5
+4
+1
+4 Bonus Feat6
6th
+6/+3
+5
+2
+5 Culling Strike 2/Encounter7
7th
+7/+3
+5
+2
+5 The Unliving (Lesser)8
8th
+8/+3
+6
+2
+6 Faithful Lieutenant 9
9th
+9/+4
+6
+3
+6 Culling Strike 3/Encounter10
10th
+10/+5
+7
+3
+7 Bonus Feat 11
11th
+11/+6/+1
+7
+3
+7 Spectral Steed12
12th
+12/+7/+2
+8
+4
+8 Culling Strike 4/Encounter 13
13th
+13/+8/+3
+8
+4
+8 The Unliving (Greater)14
14th
+14/+9/+4
+9
+4
+9 Spectral Dragon 15
15th
+15/+10/+5
+9
+5
+9 Bonus Feat, Culling Strike 5/Encounter 16
16th
+16/+11/+6/+1
+10
+5
+10 Faithful Commander 17
17th
+17/+12/+7/+2
+10
+5
+10 Unholy Squadron 18
18th
+18/+13/+8/+3
+11
+6
+11 Culling Strike 6/Encounter 19
19th
+19/+14/+9/+4
+11
+6
+11 The Unliving (Dark) 20
20th
+20/15/+10/+5
+12
+6
+12 True Death21


Class Features
All of the following are class features of the Death Knight.

Weapon and Armor Proficiencies: Death Knight are proficient with all simple weapons and martial weapons and with all types of armor and shields.

Incantations The Death Knight is an incanter with access to four schools of incantations, Boreal, Pain, Undeath and Vampiric. He begins the game with 2 incantations and gains incantations as he levels as shown on the table above.

He refreshes a number of his incantations equal to his charisma modifier whenever he kills or knocks a creature that would give him experience points to 0 hit points or below. The Death Knight can refresh his incantations after killing a summoned creature despite the fact that summoned creatures normally do not give experience points.

The Death Knight can have a maximum of 50 soul power at a time. The Death Knight uses charisma to determine the DC of his incantations.

Rebuke Undead The Death Knight can rebuke undead as if he was a cleric with equal levels as his class level. He may do this 3 times per day plus his charisma modifier.

The Unliving: (Ex) The Death Knight begins to take some traits commonly associated with undead during his training.
Least: The Death Knight needs half as much sleep, food and water as normal creatures of his race. In addition he gains a + 2 bonus on saves against negative energy effects, diseases, and poisons.

Lesser: The Death Knight gains Tomb Tainted Soul as a bonus feat. In addition his bonus to saves increases to + 4 and he becomes immune to negative levels.

Greater: When a critical hit or sneak attack is scored on the Death Knight, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This stacks with any other sources of fortification or similar abilities the Death Knight may have. In addition, when they use their rebuke undead ability they treat undead's turn resistance as 4 lower than normal (minimum 0).

Dark: The Death Knight becomes immune to ability damage, ability drain, disease and poisons. In addition, effects that force a fortitude saving throw without affecting objects have a 50% chance to fail when used on the Death Knight unless the effect has a particular effect against undead.

Persistence: The Death Knight gains endurance as a bonus feat. At 9th level he gains Steadfast Determination as a bonus feat.

Culling Strike: (Ex) After killing an enemy that would refresh his incantations the Death Knight can make one free attack against an enemy within reach. If this attack hits the Death Knight heals 2d8 damage + 1 per class level and gains 10 soul power. At 10th level the hp healed is increased to 4d8 + 2 per class level, at 18th level it increases to 6d8+ 3 per class level. This ability can be used once per round and once per encounter for every 3rd level past 3.

Spectral Mount: (Sp) As an at-will full round action the Death Knight can conjure a spectral horse to serve as his mount. This mount functions similarly to an unseen servant except it has the form of a ghostly armored horse and can function as a mount for the Death Knight and has hit points equal to half of the Death Knight and it has a 60ft movement speed. It is treated as if it has a strength score of 18 for the purpose of carrying and moving objects, but the Death Knight's equipment does not count against the Mount's carrying capacity. Only the Death Knight can ride this mount and he can only have one summoned at a time, summoning another one dismisses the first.

Bonus Feat: At fifth level and every five levels after the Death Knight may select a Fighter Bonus Feat or a Leech Feat.

Faithful Lieutenant: (Su) The Death Knight gains the services of a Doom Knight (See Monster's Below) to serve them in their travels. This Doom Knight is always 1 HD below the Death Knight's HD. The Death Knight shares a strong bond with the Doom Knight if the Doom Knight is destroyed the Death Knight can restore him to 1 hp with a five minute ritual that costs 500 gp of onyx and requires the Doom Knight's corpse. The corpse must be mostly intact in order to be usable to revive the Doom Knight. If the Doom Knight dies and the Death Knight is unable to retrieve the corpse or the corpse is utterly destroyed he can perform a ritual that forms a new Doom Knight takes 24 hours to complete, 200gp worth of material costs per HD and a fresh medium sized humanoid corpse (The humanoid must have died within the past day). The Death Knight must use this ritual to gain his first Doom Knight. The Death Knight can select any feats or skills the Doom Knight gains or any other decisions appropriate for the Doom Knight upon gaining more HD. (The Doom Knight's class skills are the same as the Death Knight).

Their Lieutenant can also form a spectral mount the same as the Death Knight. Their mount improves at the same rate as the Death Knight.

Spectral Steed: The Death Knight's Spectral Mount doubles its movement speed.

Spectral Dragon: The Spectral Steed turns into a spectral dragon. The mount's strength score is now 28, has a 150 ft fly speed with perfect maneuverability and can now carry an additional two medium sized creatures (Or one large creature) instead of just the Death Knight. If the Death Knight wishes they can have the mount appear as a winged horse instead but this does not affect its statistics in any way.

Faithful Commander: (Su) The Death Knight's Doom Knight is increased to a Doom Knight Commander (See Monsters Below). The Doom Knight Commander still is 1 hd below the Death Knight.

Unholy Squadron: (Su) The Death Knight can now maintain undead animated via Undeath Incantations indefinitely. He can as a move action choose to permanently maintain up to 4 undead animated via 7th level incantations at a time. He can choose to treat undead animated by 8th level incantations as 2 undead and undead animated by 9th level incantations as 4 undead. If the Death Knight wants to swap undead he can simply select a new undead to maintain as a move action. If this causes him to go over his cap then he can choose which undead to stop maintaining and if they have already exceeded their normal duration then they are destroyed as normal.


True Death: (Su) Now anytime the Death Knight kills a creature it becomes almost impossible to be resurrected. In order to resurrect someone slain by the Death Knight they must make a caster level check against a dc of 15 + the Death Knight's incanter level. If the caster fails then the regents for the spell are still wasted. In addition, the Death Knight prevents any self resurrection abilities such as contingent resurrection, a lich's phylactery or a ghost's rejuvenation ability or similar abilities. Such abilities simply fail to work if the Death Knight deals the killing blow on such an opponent.

Silva Stormrage
2013-01-08, 01:09 AM
Plague Witch


Plague Witch

https://i.pinimg.com/564x/e5/ee/66/e5ee66c2f1ca84c4940f92f75e666e80.jpg
"Everything returns to the grave eventually. I just speed up the process"

Info: Plague Witches are necromantic casters who hurl devastating curses at their foes to hamper and weaken opponents. They focus on corrupting and destroying large amounts of enemies at once. They still can focus and inflict great pain to singular strong opponents that stand in their path though.

Characteristics: Plague Witches tend to be aloof and outcast from society. Hiding in swamps and being at one with nature they develop toxins and other plans to either gather lost lore or to further their own power and prestige in the world.

Races: No singular race tends to be Plague Witches more than any other.

Alignment: Plague Witches tend to be neutral and many of them are neutral evil. A good aligned Plague Witch is not unheard of but it is a rare thing. Good aligned Plague Witches study toxins and diseases and learn how to prevent them in others and work to create cures for ravaging illness. Evil ones tend to not just rampantly spread plagues everywhere but won't hesitate to if they feel it will further their goals.

Other Classes: Plague Witches tend to travel alone and if they do travel with others it tends to be with other necromancers, rogues and shady characters. Most Plague Witches have problems dealing with paladins and clerics of healing gods, simply due to many Plague Witches' callous attitude towards life. Plague Witches can sometimes get along with druids, especially if the druid is a "Survival of the fittest" type of druid.

Role: This class focuses on debuffing and damaging a large group of enemies. They can use their incantations to survive long battles and even flee if necessary. Out of combat Plague Witches can use incantations to solve problems, command prisoners and a plethora of other uses.

GAME RULE INFORMATION
Plague Witches have the following game statistics.
Abilities: Wisdom is the most important ability score for the Plague Witch as it affects her incantation DC's and how high of a level incantation she can activate. Her charisma is also important as it modifies several of her class features including how many plagues she can have active at a time. Constitution is always important as it determines how many hit points she gains per level.

Alignment: Any
Hit Die: d6
Starting Age: As a druid.
Starting Gold: As druid

Class Skills
The Plague Witch's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Listen (Wis), Heal (Wis) Hide (Dex), Intimidate (Cha), Knowledge (Religion), Knowledge Arcane, (Int), Knowledge The Planes (Int), Knowledge (Nature) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha)

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

Plague Witch

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIncantations
1st
+0
+2
+0
+2Plagues2
2nd
+1
+3
+0
+3Corrosive Plagues, Toxin Removal2
3rd
+2
+3
+1
+3 Burst Infection3
4th
+3
+4
+1
+4 Terrifying Doctor +23
5th
+3
+4
+1
+4Carrier4
6th
+4
+5
+2
+5 Bonus Feat4
7th
+5
+5
+2
+5 Fear Aura5
8th
+6/+1
+6
+2
+6Infecting the Immortal, Terrifying Doctor +4 5
9th
+6/+1
+6
+3
+6 Improved Toxin Removal6
10th
+7/+2
+7
+3
+7 True Terror, 6
11th
+8/+3
+7
+3
+7 Bacterial Immortality, Carrier (2 Diseases)7
12th
+9/+4
+8
+4
+8 Bonus Feat 8
13th
+9/+4
+8
+4
+8 Frightened Immune System9
14th
+10/+5
+9
+4
+9 Helpful Toxins 10
15th
+11/+6/+1
+9
+5
+9 Perfect Immune System 11
16th
+12/+7/+2
+10
+5
+10 Terrifying Doctor +6 12
17th
+12/+7/+2
+10
+5
+10 Carrier (3 Diseases)13
18th
+13/+8/+3
+11
+6
+11 Bonus Feat 14
19th
+14/+9/+4
+11
+6
+11 Dual Toxins 15
20th
+15/+10/+5
+12
+6
+12 Master of Fear and Plague16


Class Features
All of the following are class features of the Plague Witch

Weapon and Armor Proficiencies: Plague Witches are proficient with all simple weapons and light armor.

Incantations The Plague Witch is an incanter with access to four schools of incantations, Terror, Enervation, Corruption, Vampiric . She begins the game with 2 incantations and gains incantations as he levels as shown on the table above. (See More Details on Incanters above and a list of incantations below)

Whenever an enemy fails a save against the Plague Witch's lethal plagues (See Below) and is actually harmed by it, the Plague Witch gains one plague token. As a free action usable once per round a Plague Witch can regain an incantation if she has a number of plague tokens equal to the level of the incantation. Recovering an incantation this way sacrifices the plague tokens. A Plague Witch can gain a number of plague tokens per round equal to the 1 plus the Plague Witch's charisma modifier. Plague tokens deteriorate out of combat at a rate of 1 token per minute.

The Plague Witch can have a maximum of 100 soul power at a time. The Plague Witch uses wisdom to determine the DC of her incantations.

Plague: (Sp) The Plague Witch has numerous diseases and plagues hidden and coursing through within her body that don't harm her. This ability grants Plague Witches immunity to regular and magical diseases. The Plague Witch can inflict one of these diseases upon an opponent within 60 ft as a move action. This plague can take several forms (See below) as the Plague Witch has numerous toxins to inflict upon opponents. The Plague Witch starts with 1 plague from the lethal list and 1 plague from the utility list. The Plague Witch gains a new plague type from both lists and one additional plague from either the lethal or utility lists every 3 levels.

All lethal plagues function mostly the same way, each round at the beginning of the subject's turn they must make a saving throw or be affected by the plague form's effects. If a subject succeeds on two saving throws in a row then the subject shakes off the plague form.

Utility forms are slightly different, the opponent must fail an initial save to be affected and then must fail an additional save every hour rather than round unless otherwise noted. Utility forms don't deal damage to the subject but also don't grant plague tokens to the Plague Witch.

Regardless if the plagues are of a utility or a lethal form a Plague Witch can have a maximum number of plagues active equal to her charisma modifier +2 (minimum 1). Any casting of plague beyond this number cancels a previously cast plague and stops its effects. A Plague Witch can end a plague at any time.

Lethal plague forms are meant for use in combat and tend to cause intense pain, immobilization, weakening or damage to the subjects. Utility plague forms are for out of combat use and tend to focus around unique applications of toxins, such as confusing opponents making them susceptible to enchantments, or a plague that stops targets from lying if they fail a save. The saving throw for all plague abilities are equal to 10+1/2 incanter level + wisdom modifier. The format for plagues is Name: (Level Requirement, Type of Save (Reflex,Fort,Will)) Plagues are diseases and immunity to diseases grants immunity to plagues though stronger Plague Witches ignore this (see Infecting the Immortal below). Dispelling a plague functions the same as the subject succeeding on two saves to end the plague.

Plague counts as a single ability for feats and other effects such as Ability Focus or Empower Spell Like Ability. In the case of empower SLA or similar feats treat a particular plague as being a spell level equal to the maximum spell level a wizard would be able to select at the minimum level required to select the plague (So 2nd for a plague requiring 3rd, 5th level spell for a plague requiring 9th level, 9th level spell for a plague requiring 18th level).

Lethal Plagues

Mental Plague: (1,Will) Whenever a subject fails a save against this plague they take two points of wisdom damage. Every 5th incanter level increases this by 1 (So 3 wisdom damage at 5th level 4 at 10th etc)

Enfeebling Malady: (1,Fort) Whenever a subject fails a save against this plague they take two points of strength damage. Every 5th incanter level increases this by 1 (So 3 strength damage at 5th level 4 at 10th etc)

Airborne Affliction: (1,Fort) This easily contagious plague has a range of long range (400ft + 40ft/Incanter Level) and if the Plague Witch is level 3 or higher its area of effect is increased by 5ft (See Burst Infection).

Draining Plague: (3,Will) Whenever a subject fails a save against this plague they take a stacking penalty to saving throws as this plague saps their ability to resist effects. While under the effects of this plague they suffer a -1 penalty on saving throws. For every save they fail against this ability the penalty increases by 1. This penalty lasts until the plague ends and for one minute after. The penalty increases by 2 for every failed save at 10th level.

Fearful Plague: (3,Will) This plague causes sweats and hallucinations of horrific images. Whenever a subject fails a save against this plague they become shaken which lasts until the plague ends. If they are already shaken they take a -1 penalty on attack rolls for every failed save until they are no longer shaken, frightened, panicked or cowering in fear. This is a mind affecting plague.

Black Flame: (6,Reflex) This disease causes black sores to appear on the creature's skin which spark and crackle, if the subject isn't fast enough at extinguishing these flames the sores burst into an open bonfire. Whenever a subject fails a save against this plague they combust in black flame. This black flame deals 1d12 profane damage per three class levels and burns the subject each round. Multiple failed saves don't increase this damage. These flames persist until the plague ends.

Siphoning Infection: (6,Fort) Whenever a subject fails a save against this plague the Plague Witch gains twice as many plague tokens as normal. These plague tokens don't count against your limit you can gain in a round.

Matter Consumption: (6,Fort) This plague can be used on objects, undead and constructs and the bacteria just devours the metal, bone or other material rapidly. The damage from this plague is reduced by the creature's hardness and is treated as magical slashing damage reduction for the purpose of damage reduction on creatures. This plague does not heal the Plague Witch or generate soul power but it still generates plague tokens.

Hemorrhaging Wounds: (9,Fort) Whenever a subject fails a save against this plague a wound starts bleeding from their form, this wound causes 1 point of damage each round until removed. These wounds stack for each failed saving throw. Unlike normal effects the wounds are not automatically cured when the plague ends, the subject must experience magical healing or have fast healing for the wounds to end.

Pestilence: (9,Fort) While under the effects of this plague the target starts to spread whatever germs and infections they have to others around them. Each round at the start of their turn the Plague Witch chooses one disease currently affecting the target. Every enemy within 20 ft of the target must make a fortitude save or contract that disease. Pestilence can not be spread by this effect.

Nauseating Illness: (9,Fort) Just by being affected by this plague the target creature is sickened while the plague lasts and for one round afterwards. Whenever a subject fails a save against this plague they are nauseated until the start of their next turn. This plague has a -4 penalty to its DC compared to other plagues.

Enervating Plague: (12,Reflex) Whenever a subject fails a save against this plague their effective HD is reduced by two for the purpose of level-dependent effects. This does not influence their actual HD for things like HP, Saves or Base Attack Bonus. This affects a target's Caster Level, Manifester Level and similar statistics. However, beyond that this effect is purely for things like sleep and negative levels which check if you are affected/die by how many HD you have. If they are reduced to 0 effective HD they fall into a coma for 1d6+2 days even if the plague ends. The HD reduction effect only lasts until the plague ends and for one hour afterwards.

Festering Plague: (12,Fort) This disease causes other plagues to infest into the target's soul making them devastatingly hard to remove and resist. Whenever a subject fails a save against this plague, select another plague they are affected by. That plague now needs three consecutive saving throws to end, has its DC increased by 3 and can not be removed by magical healing unless the effect is cast by a caster with a caster level 5 levels above the Plague Witch's incanter level. Unlike most plagues this effect does not end when Festering Plague ends.

Rampaging Fury: (12,Will) This disease is a modified festering anger and if the subject fails a will save against this effect they suffer the effect of the spell rage until the start of their next turn. This functions as the spell except as noted here. This plague is not a mind affecting effect as it works by biological manipulation, the target takes a -2 penalty on will saves and this applies on their next save against this plague. Once this plague ends the target is fatigued for one hour.

Siphoning Infection, Greater: (15,Fort) Whenever a subject fails a save against this plague the Plague Witch gains three times the normal amount of plague tokens. In addition, even on a successful saving throw the Plague Witch gains a single plague token regardless of the saving throw result. Plague Tokens gained via this ability do not count against the maximum gained in a round.

Blistering Death: (15,Reflex) Similar to the Black Flame plague, whenever a subject fails a save against this plague they combust in supernaturally powerful black flames. This black flame deals 1d10 profane damage per two class levels and burns the subject each round for the same damage. If a target is suffering from both this and the Black Flame the damage increases by 1 per dice for each plague. Multiple failed saves don't increase this damage. These flames persist until the plague ends.

Soul Devourer: (15, Fortitude) This plague deals twice as much damage as normal and inflicts two negative levels whenever the target fails their save. In addition, positive energy effects heal the subject one half of what they normally do.

Pestilence, Greater: (18,Fort) This works like pestilence except this plague can itself as well.

Black Death: (18,Fort) Whenever a subject fails two consecutive saving throws against this plague their body withers and dies. The saving throw for this ability is two less than normal for plagues.

Pandemic: (18,Fort) This functions as the spell contagion except each round the subject fails a saving throw they are infected with a new disease of the Plague Witch’s choice. Diseases caused by this plague deal twice as much ability damage as they normally would. The Plague witch can also spread any magical disease they have encountered before in addition to the standard options (Lethal And Utility Plagues can not be copied with this plague). These diseases have their DC set to this plague’s DC. This Plague’s DC is increased by 4.



Utility Plagues

Toxin of Linked Vision: (1,Fort) This plague is specifically made to target vermin, insects and other non magical small animals. Any animal with HD equal to or less than 1/4 of the Plague Witch's class level (minimum 1hd) can be targeted by this toxin. The creature's vision is now linked with the Plague Witch and she can switch between her vision and this target with a move action. This toxin gives the Plague Witch control over the animals movements but it's strength is weakened and the animal can not attack and only perform one move action per turn. If the animal fails another fort save the animal dies from the toxin.

Tracking Affliction: (1,Will) This plague is used to track opponent's locations. While this plague is active the Plague Witch automatically knows the location of the target. Only one successful save is needed to remove this plague.

Sleeping Flu: (1,Will) This plague is causes exhaustion and eventually causes the target to fall asleep. The target must make a saving throw every 10 minutes. Failing the first one causes them to become fatigued for 8 hours, failing the next save causes them to fall asleep.

Lycanthrope Plague (Rat): (3, Fort) This is a plague that can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +2 profane bonus to dexterity and a plus 1 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature to take a -1 penalty to will saves while this plague is active. Two successful saves in a row are needed to end this effect.

White Blood Cell Injection: (3, Fort) This is a plague that can infects a target with a batch of microbes which spread throughout the target's body and help resist infection and injuries. This plague grants the subject a bonus on fortitude saves equal to the Plague Witch's wisdom modifier. This plague lasts until the target makes a 3 fortitude saves. If the target is suffering from any diseases when they are infected they can immediately make a fortitude save against that disease's save DC. If successful the diseases immediately ends. Saves against diseases do not count against the maximum number of saves this disease can protect against.

Lycanthrope Plague (Wolf): (3, Fort) This is a plague that can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +2 profane bonus to strength and a plus 2 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature to take a -1 penalty to will saves while this plague is active. Two successful saves in a row are needed to end this effect.

Truth Serum: (6,Will) This plague infects the brain and forces enemies to only be able to tell the truth. If the target fails a will save then he can only speak the truth for 10 minutes. After which he can simply be reinfected. However, using Truth Serum on the same target multiple times can be dangerous. Every time the subject fails a save after the first he takes 1 point of wisdom burn per previous attempt. Thus the second attempt deals 2 points, the third attempt deals 3, etc.

Lycanthrope Plague (Boar): (6, Fort) This is a plague that can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +2 profane bonus to strength and con and a plus 4 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature to take a -2 penalty to fort saves while this plague is active. Two successful saves in a row are needed to end this effect.

Contagion: (6, Fort) This plague functions as the spell contagion except as follows. This plague has an onset of one hour and if the subject fails they catch one of the diseases that can be spread via contagion (Set by the Plague Witch at the time of casting). Every time they fail the saving throw the disease reaches out and all creatures within 10ft of the creature have to make a save or contract the same disease (Regardless of how it normally is spread). After the subject fails a saving throw the disease has a normal incubation period method of propagation. If she wishes to, she can spread a disease she currently has stored via her carrier class feature (This does not consume the disease).

She can also infect an object or area but if she does so it takes an hour for the target to become contagious. If she chooses an area she covers a 30ft area and any creature walking through has to make a save at the disease's normal DC or become infected. For either an area or an object this plague lasts for 8 hours. The disease spreads in its normal method so if the disease is spread by ingestion then an infected object needs to be eaten for the victim to be infected. A Plague Witch can only infect an area with an Inhaled or Contact disease.

Produce Drug: (9, Varies (See Text)) The Plague Witch can infect a target with a particular drug (See BoVD). The Plague Witch can select to infect a target with Liquid Pain, Baccarn, Devil Weed, Sannaish, Mushroom Powder, or Vodare. Infecting a subject with a drug allows the subject to resist with a saving throw as normal for a drug (Such as a DC 14 fort save versus baccaran). The drug can not be used for any other purpose other than the initial, secondary and side effects of the drug (No using liquid agony for xp). In addition, this plague can not cause overdose. If it would, the plague instead has no effect.

Lycanthrope Plague (Bear): (9, Fort) This is a plague that can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +4 profane bonus to strength and con and a plus 4 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature to take a -3 penalty to fort saves while this plague is active. Four successful saves in a row are needed to end this effect.

Greater Tracking Affliction: (9,Will) This plague allows the Plague Witch to always know the target creature's location as well as being able to see 60ft around the subject at all times. This is not a divination effect. The target gets a saving throw only once every 24 hours instead of every hour.

Magic Eating Plague: (12, Will) The target of this plague must be either a willing or helpless creature, an ongoing magical effect, or an object. After a minute of infection every round the subject must make a will save (Ongoing Spells make a save equal to the caster's will save) . A failure means one ongoing magical effect is dispelled as by greater dispel magic. The effect dispelled is random. This plague can not dispel effects cast by a caster with a caster level 5 higher than the Plague Witch's incanter level.

Discerning Disease: (12, Fort) This plague is a bunch of divination infused microbes which scan and analyze the creature's biology. When this disease is first used the Plague Witch learns one racial supernatural or extraordinary ability of the target at random. Each minute afterwards the Plague Witch learns another ability. This plague requires 3 consecutive saves in order to remove. This plague is a divination effect.

Mutating Malady: (12, Fort) This plague rapidly mutates the target in a variety of ways chosen when cast. These mutations occur over the course of an hour and are permanent except for the ones marked with an *. Options marked with a * rot and decay to uselessness within 1d4 hours of this plague ending. While this plague is active the target suffers a -2 penalty to saving throws and for each option chosen the target takes 2 points of constitution damage from its effects.

Mutate Form: The target shifts form acting as a potent disguise acting as disguise self except the effect isn't illusionary and doesn't affect their clothes.
Grow Limb*: The target gains a single natural weapon or pair of natural weapons (a tentacle or two claws, etc) appropriate for their size or they can gain a flight speed with poor maneuverability or burrow speed equal to their base land speed
Harden Skin*: Improves the target's NA to a maximum of +5.
Regenerate: Regrow any lost limb or recover any scars or similar disfigurement



Lycanthrope Plague (Tiger): (15, Fort) This is a plague that can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +6 profane bonus to strength and dex, a +4 profane bonus to con and a plus 6 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature take 3d8 profane damage and to take a -3 penalty to fort saves while this plague is active. Four successful saves in a row are needed to end this effect.

Magic Devouring Plague: (15, Will) As Magic Eating Plague except that each round a subject must make a Will save or they lose one prepared spell or spell slot available to them. Psions lose a number of power points equal to half their HD.

Antimagic Plague: (15, Will) The target of this plague gains negates the first spell of 6th level or lower that targets them each round and gains spell resistance equal to 12 plus the Plague Witch's incanter level. If the target resists any spells they heal 5 HP per spell level of the spell resisted. However, this plague is taxing on a target's soul and each round they have this disease active they suffer 2d8 profane damage. They have to make a saving throw versus this disease every minute.

Temporal Disruption Plague: (18, Will) When this virus infects a target they must make a will save or have their temporal status thrown into disarray. Effectively this causes them to be affected as if by a time stop for 2 rounds. However upon returning the target is dazed (Even if the target is immune to daze) for one round with no saving throw to resist. The subject is not aware of what is going on unless they succeed on a DC 25 Knowledge (Arcana) or (Planes) check to figure out they are in a time stop effect. They do not know the duration of the effect either. While under the effect of this plague this effect repeats every hour and if the target tries to accelerate their personal time frame such as via time stop or similar effect they are dazed for one round when the effect ends as above.

Limit Breaker Infection: (18, Fort) This fast acting plague requires a saving throw every minute and only a single successful saving throw is required to end its effects. A creature under its effects gains an additional standard and move action they can use each round. These actions can only be used on mundane actions, attacking with a manufactured or natural weapon, using an extraordinary ability, etc and they can't be used on Spells, Spell Like or Supernatural abilities. Every round a subject is under this's Plague's effects they suffer 3d8 points of profane damage and a point of constitution burn that can't be blocked or reduced in anyway (If some epic level effect blocks it the plague simply fails to function).


Toxin Removal: (Su) As a standard action 3 times per day a Plague Witch of second level can remove a non magical disease or poison from a subject by touching them and absorbing the disease or poison into her form. The Plague Witch can use the absorbed toxin or disease to increase the dc of her next plague ability used within the next minute by 2. This ability only works on non magical poisons and diseases.

Corrosive Plagues: (Ex) Now the Plague Witch's lethal plagues deal 1d4 points of profane damage per 2 incanter levels each round. If the creature passes on their save for that round the damage is halved. The Plague Witch is healed the same amount of damage this ability deals as the plague as she siphons the life lost to the disease. If she is at maximum HP she instead gains 5 Soul Power if the creature fails their saving throw.

Burst Infection: (Su) At third level the Plague Witch can spread her diseases over a small area infecting multiple people at once. Now when using the plague ability the Plague Witch targets a 5ft square within range and all creatures within 5ft of that square are infected with one plague that the Plague Witch chooses. The plague must be the same for all the subjects in the area. The radius increases to 10 ft at 11th level and 15ft at 17th level. Using burst infection only counts as a single active plague, though the plague counts as active until all creatures infected by burst infection have ended their plague.

Terrifying Doctor: At 4th level the Plague Witch gains great skill in both frightening opponents and curing toxins. She gains a +2 competence bonus in both intimidate and heal checks. This bonus increases to +6 at 8th level and +10 at 16th level.

Carrier: (Ex) Diseases really don't harm the Plague Witch. Once per day when targeted with a disease the Plague Witch may absorb it and later to inflict the disease with a touch. This requires a melee touch attack and has the same dc as the disease originally had. This removes the disease from herself. The Plague Witch may only have one disease stored at a time. At 11th this increases to 2 and at 17th it increases to 3 diseases at a time. Only one disease can be released with a single touch at a time though. Releasing the disease is a free action. This ability allows a Plague Witch to carry a disease even if normally that would be impossible such as with undead Plague Witches.When the Plague Witch first contracts the disease she can choose to spread the disease as it normally is spread, if she chooses to do so with a contact disease she can not inflict it twice with a touch.

Bonus Feat At 6th, 12th and 18th level the Plague Witch can select one bonus feat from the following list, Imperious Command, Skill Focus (Intimidate), Skill Focus (Heal), Extra Incantation, Empower Incantation, Maximize Incantation, Fell Curse Incantation, Improved Soul Storage.

Fear Aura: (Su) At 7th level the Plague Witch can now spread terror into those near her. She gains an aura which she can use in two different ways. First, as a swift action she can radiate terror to all creatures within 10ft of the Plague Witch who must make a will save or be shaken for 1d4 rounds. The DC is 10+1/2 class level + charisma modifier. If a creature succeeds on the saving throw against this effect it is immune to this Plague Witch's fear aura for another 24 hours.

Secondly she can use her fear aura to intimidate an enemy into missing their strike. As an immediate action when an opponent makes a melee attack against her she may replace her AC with the results of an intimidate check for that one attack. This ability fails to function against an enemy immune to fear. If she uses her fear aura in this way she can't use any version of her fear aura for 3 rounds.

Infecting the Immortal: (Su) At 8th level the Plague Witch can now ignore immunities from diseases. Plagues and other diseases caused by the Plague Witch now work on targets immune to diseases. These subjects still need to be living and have a discernable biology, and they get a +4 on their saving throw to resist her diseases.

Improved Toxin Removal: (Su) The Plague Witch gains further skill in removing toxins from subjects. Now toxin removal can be used a number of times equal to 3+the Plague Witches wisdom modifier times per day. In addition the Plague Witch can remove magical diseases or poisons from the subject.

True Terror: (Ex) At tenth level the Plague Witch becomes an expert at terrifying opponents and can do so without needing to influence their minds. When using Terror Incantations they can bypass immunity to fear on creatures with HD less than her incanter level +1. They still can't be mindless however.

Bacterial Immortality: (Ex) At 11th level the Plague Witch's internal ecosystem of diseases are now exceptional at maintaining her body and keeping her alive granting her several benefits. She becomes immune to magical diseases, no longer ages and no longer accrues aging penalties (She still accrues aging bonuses to her mental ability scores) and in fact reverses her age to her prime age and will not die of old age. She can now reach negative hit points equal to her maximum hit points before dying as the bacteria in her body stitch together and maintain her form. She still falls unconscious when she is below -10 hit points even if she has die hard or a similar ability. She also gains fast healing 1. Finally, coup de Graces with slashing or piercing weapons have a 50% chance of failing to kill her if she fails the saving throw.

Frightened Immune System: (Su) At 13th level the Plague Witch's fear aura terrifies the opponents very immune system causing it to become vulnerable and open to infection. Whenever the Plague Witch applies the shaken condition to an enemy with her fear aura class feature she may also subject that target to any lethal plague she knows. This plague takes effect immediately but only lasts for however long the shaken condition from the fear aura lasts. If the subject succeeds on the required saving throws the effect still ends early. These plagues do not count against her maximum number of plagues she can have active.

Helpful Toxins: (Ex) At 14th level the toxins in the Plague Witch can help strengthen her fortitude. She can now add her wisdom modifier to fortitude saves.

Perfect Immune System: (Ex) At 15th level the Plague Witch becomes immune to all diseases and poisons, even magical ones. If she injects a creature with her own blood (A procedure taking a DC 20 Heal check and 10 minutes to perform) that creature is healed of any diseases similar to the spell Remove Disease. A Plague Witch's blood only remains potent for healing diseases for an hour outside of her body.

Dual Toxins: (Su) At 19th level the Plague Witch has almost perfected the process of infecting others. Now whenever she uses her plague ability she may select two plague forms. Both plague forms apply and each one can give the Plague Witch plague tokens. She can now gain twice as many plague tokens in a round and whenever she regains an incantation she can regain two in a given round.

Master of Fear and Plague: (Ex) The Plague Witch becomes an embodiment of terror and disease. She becomes immune to fear. Any terror incantation no longer has the mind affecting tag on it and creatures immune to mind affecting effects no longer get a bonus on intimidate checks. In addition, subjects immune to diseases no longer gain any bonus on saving throws against your plague ability and your plague ability's dc increases by 5. In addition, you may have twice as many plagues active at one time.

Silva Stormrage
2013-01-08, 01:10 AM
More Base Classes

Black Blood Vanguard


http://www.pixel77.com/wp-content/uploads/2010/03/dark_knight_by_zeo_x.jpg
"My blood is black...!
Image From: http://www.pixel77.com/wp-content/uploads/2010/03/dark_knight_by_zeo_x.jpg

Info: Black Blood Vanguards are warriors that use a substance called black blood as their main fighting tool. This black blood courses through their veins and can be used in a variety of ways. Hardening to prevent damage, summoning waves of black blood to corrode opponents' minds and many other options. Black Blood Vanguards often work in the service of a Vector Witch (http://www.giantitp.com/forums/showthread.php?t=228402) whom sometimes can create Black Blood Vanguards by infusing subjects with copious amounts of various black blood compounds.

Characteristics: This class focuses control and debuffing opponents. The class itself is very mobile once it gets some black tentacles scattered around the battlefield which allow it to be pulled from one area of the battle to another almost instantly. Their black blood can make will saves incredibly difficult for enemies as the battle progresses.

Races: There isn't a race more prone to becoming a Black Blood Vanguard. Most of the time Vector Witches grab random test subjects to experiment with and those subjects can sometimes become Black Blood Vanguard. Other times individuals try to preform the experiments on themselves but no particular race is more prone to do this.

Alignment: Vanguards tend to have different goals and reasons for following those goals. Most Vanguards are chaotic though as the black blood that flows through their veins makes it difficult to maintain complete devotion to law.

Other Classes: Vanguard's love to travel with enchanters as they can control the weakened minds of those corrupted by black blood. Vanguards tend to have an issue with some lawful classes such as paladin and cleric due to their chaotic nature and the collateral damage they can sometimes cause.

Role: The main role an Vanguard plays is that of a frontline melee combatant with high mobility and survivability. He can use black tentacles and his black blood wave abilities to control the battlefield and maneuver himself and minions around. He can slowly degrade opponents minds making them more vulnerable to control and other effects.


GAME RULE INFORMATION
Vanguards have the following game statistics.
Abilities: Strength is the most important ability for Vanguards since it modifies their melee attack rolls and damage rolls as well as modifying several of their Incantation abilities. Constitution is also important as it modifies their hit points which help them fuel their black tentacle abilities. Charisma is also important as it modifies the Vanguard's incantation's save dc's and other class features.

Alignment: Any
Hit Die: d12
Starting Age: As paladin.
Starting Gold: As paladin

Class Skills
The Vanguard's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int) Listen (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane), (Int), Move Silently (Dex), Profession (Wis), Ride (Dex) Spellcraft (Int), Spot (Wis), Swim (Str)

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

Vanguard

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIncantations
1st
+1
+2
+0
+0 Black Blood, Black Ichor, Bloody Slicer1
2nd
+2
+3
+0
+0Madness Strike, Bloody Bulwark 1/Day, Bonus Fighter Feat2
3rd
+3
+3
+1
+1 Blood Tentacles3
4th
+4
+4
+1
+1 Blood Wave3
5th
+5
+4
+1
+1 Talent4
6th
+6/+3
+5
+2
+2 Bloody Bulwark 2/Day, Bonus Fighter Feat5
7th
+7/+3
+5
+2
+2 Blood Tidal Wave6
8th
+8/+3
+6
+2
+2 Black Thorn Wall, Talent 6
9th
+9/+4
+6
+3
+3 Maddening Siphon7
10th
+10/+5
+7
+3
+3 Specialized Tentacles, Bloody Bulwark 3/Day, Bonus Fighter Feat 8
11th
+11/+6/+1
+7
+3
+3Incantation through Blood, Talent9
12th
+12/+7/+2
+8
+4
+4 Puppet, Mad Whispers 9
13th
+13/+8/+3
+8
+4
+4 Blood Tsunami10
14th
+14/+9/+4
+9
+4
+4 Bloody Bulwark 4/Day, Bonus Fighter Feat, Talent 11
15th
+15/+10/+5
+9
+5
+5 Mad Blood 1/Day, Maddening Symphony 12
16th
+16/+11/+6/+1
+10
+5
+5 Mad Blood Spear 12
17th
+17/+12/+7/+2
+10
+5
+5 Talent 13
18th
+18/+13/+8/+3
+11
+6
+6 Bloody Bulwark (Continuous), Bonus Fighter Feat, Mad Blood 2/Day 14
19th
+19/+14/+9/+4
+11
+6
+6 Black Forest 15
20th
+20/15/+10/+5
+12
+6
+6 Torrent of Madness, Talent, Mad Blood 3/Day17


Class Features
All of the following are class features of the Vanguard.

Weapon and Armor Proficiencies: Vanguard are proficient with all simple weapons and martial weapons and with all types of armor and shields.

Incantations The Vanguard is an incanter with access to four schools of incantations, Corruption, Pain, Terror and Vampiric. He begins the game with 1 incantation and gains incantations as he levels as shown on the table above. (See More Details on Incanters above and a list of incantations below)

He refreshes a number of his incantations whenever he drives a creature with more than 2 intelligence insane (See Black Blood below). He refreshes a number of incantations equal to the number of black blood tokens needed to drive that creature insane.

The Vanguard can have a maximum of 60 soul power at a time. The Vanguard uses charisma to determine the DC of his incantations.

Black Blood: (Ex) The Vanguard has black blood flowing threw his veins. Black blood is an alchemical substance fused with the essence of madness which grants the Vanguard durability but at the expense of some sanity. The Vanguard gains damage reduction x/- where x is equal to 2+1/4 of his class level. The Vanguard also can generate incredible amounts of black blood and even when using abilities that generate large amounts of black blood he can still function (See Blood Tentacles, Blood Wave and similar abilities below). This defensive power also allows the Vanguard to ignore any extra damage caused by bleeding injuries as the black blood stops all bleeding wounds and the Vanguard can simply restore any lost blood.

This defensive power comes at a cost though and the Vanguard takes a -2 penalty on all wisdom based checks and skills and a -2 penalty on any saving throw against fear effects as the black blood messes with their mental stability.

The Vanguard can use black blood offensively as well, coating his weapon in it, conjuring waves of black blood or other abilities described below. Subjects being hit by these abilities occur madness tokens if they fail a will saving throw (DC: 10 + 1/2 Incanter Level + Charisma Modifier). Madness tokens grant a -2 penalty to will saves per madness token the subject has. If the subject gains a number of madness tokens equal to his HD/2 + 4 (So 4 tokens at level 1, 7 tokens at level 6, etc) he goes insane under the influence of the black blood. The subject is irrevocably insane (http://www.d20srd.org/srd/spells/insanity.htm) but dies after 10 minutes of being insane. The insane subject gains damage reduction 10/- as the black blood grants some defensive properties to the subject. Insane creatures never attack other insane creatures or the Black Blood Vanguard, if they roll that they should they attack the nearest valid target instead. Madness tokens from multiple Vanguards don't stack, if one Vanguard gives a subject 4 madness tokens and Vanguard gives the same target 3, then that target is treated as if having 4 madness tokens. If the Vanguard who gave the target 3 gives another 2 madness tokens then the target is treated as if having five madness tokens. Madness tokens can only be restored by a heal spell, greater restoration or more powerful restorative magic. These spells remove all madness tokens on a subject. Without magic a subject needs to make a will save at the start of each day at the same DC as the madness token. A success means that they remove one madness token from themselves. Subjects with immunity to Mind Affecting abilities do not gain Madness Tokens. Black Blood Vanguards can not gain Madness Tokens.

Black Ichor: (Su) By spending 10 Soul Power the Vanguard can coat all of his weapons with black blood as a free action. Until the beginning of next turn any weapon attacks made by the Vanguard corrupt the subject and they must make a will save or gain a single madness token (Described in the Black Blood class feature above). A single creature can only gain a number of Madness Tokens from this ability equal to 2 plus one for every 5 class levels.

Bloody Slicer: (Su) As a standard action ranged attack a Vanguard can cut his own wrists with a blade or simply have his black blood burst out towards a target within 60ft. The Vanguard makes an attack roll with his attack bonus being his BAB + Charisma Modifier. If he hits the subject must make a will save or gain two madness tokens and the attack deals 2d6+charisma modifier slashing damage. At 7th level this ability forces the subject to make a second will save or gain another madness token, at 15th level the target must make a fourth, at 20th the target must make a fifth.

Madness Strike: (Su) Just engaging a Vanguard in combat can spread insanity to creatures. Once per round when you strike a creature with a melee attack and deal damage they automatically gain a single madness token.

Bloody Bulwark: (Su) Beginning at second level a Vanguard can further enhance his black blood for defense. As a swift action the Vanguard can gain damage reduction 5/- for the rest of the encounter or ten minutes whichever is longer. They also gain a bonus against mind affecting effects equal to half the damage reduction as their black blood protects their mental state from outside interference. This damage reduction is increased by 3 for every 6th incanter level (So DR 8/- at 8th, DR 11/- at 14th and DR 14/- at 20th). This ability can be used once per day at 2nd level and an additional time per day at 6th, 10th, and 14th level. At 18th level the ability becomes permanent and the Vanguard is treated as if always having Bloody Bulwark active.

Bonus Fighter Feats: At the levels indicated a Vanguard gains a bonus fighter feat.

Bloody Tentacles: (Su) A third level Vanguard can sacrifice his life force and some madness lingering in others to create a tentacle made of black blood. To do so the Vanguard spends a move action to sacrifice any number of hit points up to his current hit point total as well as removing a single madness token from a single creature within 100ft. Then he can summon a surge of black blood that comes gushing from his mouth, nose and even behind his eyes. This process doesn't hurt the Vanguard but it does create a bloody tentacle in an adjacent square with a number of current hit points and maximum hit points equal to double the number of hit points sacrificed by the Vanguard. Statistics for the tentacles are below. The tentacles last for one minute per incanter level. The tentacles are mindless but act as the Vanguard wishes and act on his turn. A vanguard can have a number of tentacles active equal to his charisma modifier and can not spend more hit points on active tentacles than double his maximum hit points.

Bloody Tentacles
Ooze (Size Varies)
HD Varies
Speed 0ft
Init: As Incanter
AC Varies (See Below)
BAB As Incanter
Attack Tentacle (See Below)
Space Varies.; Reach Varies.
Special Attacks Improved Grab, Reach, Sacrifice
Special Qualities Damage Reduction 5/Bludgeoning, Black Bond, Blindsight 60ft
Saves As Incanter
Abilities Str (See Black Bond), Dex 8, Con -, Int -, Wis -, Cha -
Skills N/A
Feats Improved Grapple
Challenge Rating Varies
Alignment N/A
Level Adjustment -

Black Bond: (Su) The tentacle has a measure of strength given to it by the incanter who created it. It's strength score is equal to the incanter's charisma score +2 for each size category it is above medium. It's BAB is equal to the incanter's incanter level. And it gains fast healing and natural armor equal to the Incanter's charisma modifier +1 for every size it is above medium. Its size varies on how much hit points the incanter sacrificed to create it. Their tentacle attack deals damage equal to double their strength modifier.

1-15 Hit Points Sacrificed: Medium Size: Tentacle 1d4
16-40 Hit Points Sacrificed: Large Size: Tentacle: 1d6
41-65 Hit Points Sacrificed: Huge Size: Tentacle: 1d8
66-90 Hit Points Sacrificed: Gargantuan Size: Tentacle: 2d6
91+ Hit Points Sacrificed: Colossal Size: Tentacle 3d6


Bloody Slicer: As the ability above of the same name except the Tentacle uses it's slam attack damage plus it's strength modifier and always inflicts a single madness token if they fail a will saving throw.

Improved Grab: Whenever a Bloody Tentacle hits a target of equal to or smaller size than itself with its tentacle attack he can make a grapple attempt as a free action that does not provoke attack of opportunities. If a creature ends their turn grappled by a tentacle they have to make a will save or gain a single madness token.

Reposition: The Bloody Tentacle can reach out as a full round action and grab a willing creature one size smaller than it within its reach. It can then move that creature anywhere within it's threatened area. It can also grab an unwilling creature if it wins a grapple check against the creature (This does not provoke AOOs). If the creature is not a Black Blood Vanguard then it must make a will save or gain a madness token from being grappled or moved by the Tentacle. This movement does provoke AOO's and any AOO has a 50% chance of hitting the tentacle instead of the creature being moved. Once every minute the Tentacle can reposition itself, moving itself anywhere within it's threatened reach.

Sacrifice: (Sp) The Bloody Tentacle sacrifice's its own life force and grants a quarter of its current hit points to the Vanguard in exchange for destroying itself. The Tentacle can use this ability as an immediate action as long as the Black Blood Vanguard is within 100ft of the tentacle. This ability heals the Vanguard via the tentacle dissolving into black blood and flowing rapidly into the Vanguard so if the Vanguard can't be reached the Tentacle can't heal him.


Blood Wave: (Su) As a standard action a fourth level Vanguard can cause a torrent of black blood gushing out from his body creating a large wave of madness which corrupts and blasts those in its path. The wave is a line 15ft wide, 15ft high and 50ft long, the attack deals 2d6+charisma modifier bludgeoning damage to all those in the path, the gushing pool of blood is too sudden and erratic to be dodged normally and automatically hits all on the path (Treat as line attack with no saving throw). Damage reduction applies against this damage. In addition it bull rushes all those in the path, huge sized creatures and smaller must make a bull rush check versus a dc of (15+the Vanguard's Charisma Modifier) or be knocked back as normal for a bull rush. If they fail by 10 or more than they are knocked prone. Any creature damaged by this ability must make a will save or gain a madness token.

Talents: At 5th level and every 3rd level after (8th, 11th, etc) the Vanguard can select a talent to specialize his abilities. At each of the above levels he can only chose talents available at that level, he may not chose any talents from previous levels and he can select any of the three available talents at the given level. The three different type of talents are Tentacle Talents which modify the Black Tentacle ability, Black Blood Talents, which modify offensive and defensive black blood abilities, and Incantation Talents, which modify incantations.

5th Level


Tentacle Talent: Draining Tentacles: Whenever a Bloody Tentacle hits an opponent with a tentacle or bloody slicer attack or inflicts a madness token the Vanguard heals 5 hit points
Black Blood Talent: Empowering Waves: The Vanguard's Blood Wave, Bloody Tidal Wave and Bloody Tsunami grant soul power as if they were incantations.
Incantation Talent: Maddening Terror: Whenever a subject fails a saving throw against a terror incantation he gains a single madness token. Even if the incantation requires multiple saving throws they can only gain a single madness token. At 12th level they gain 2 madness tokens instead.


8th Level

Tentacle Talent: Rapid Reach: Bloody Tentacle's reposition ability only takes a standard action to use. If the tentacle readies an action to move a creature in response to an attack the attack has a 50% chance to hit. In addition, tumbling no longer prevents Tentacles from taking attacks of opportunity. They also gain a +4 bonus to attack rolls for attack of opportunities.
Black Blood Talent: Nidhogg: The Vanguard grows black draconic wings made of blood which grants a fly speed equal to twice his base land speed with good maneuverability. With a standard action you may grant this flight speed to another creature granting them a fly speed equal to double their base land speed with good maneuverability. This flight speed lasts for 24 hours. The Vanguard loses his own flight speed when he has granted it to another creature but can regain it earlier if the creature is within 30ft with a standard action. Only one creature may be granted this fly speed at a time.
Incantation Talent: Gate of Terror: Whenever a subject fails a saving throw against a Terror Incantation the Vanguard can teleport adjacent to the subject as a move action. If the creature fails a saving throw on their turn the Vanguard can teleport to the subject on their next turn. If they teleport next to a creature they can make an immediate melee attack against them.

11th Level

Tentacle Talent: Durable Tentacles: All Tentacles created by this Vanguard have double their normal fast healing and damage reduction.
Black Blood Talent: Bloody Bastion: While Bloody Bulwark is active the Vanguard converts one quarter of the damage he takes into non lethal damage. If the Vanguard becomes immune to non lethal damage this bypasses that immunity.
Incantation Talent: Vampiric Regeneration: After using a Vampiric Incantation the Vanguard recovers 3 hit points per incanter level and gains fast healing equal to his charisma modifier for a number of rounds equal to the incantation level. This fast healing stacks with other forms of fast healing.

14th Level

Tentacle Talent: Suppression Tendrils: Bloody Tentacles now suppress Freedom of Movement and similar supernatural immunity to grapple effects on creatures they are touching.
Black Blood Talent: Brisk Blood: Activating Bloody Bulwark is a free action now instead of swift. In addition, the Vanguard's Maddening Siphon ability doesn't require an action to initiate and has no daily limit on uses.
Incantation Talent: Quicken Incantation: Four times per day the Vanguard can use any incantation he has available to use as a swift action instead of its normal activation time.

17th Level

Tentacle Talent: Powerful Tentacles: All Bloody Tentacles gain +8 to strength and a further +5 bonus to attack rolls and are always one size category bigger than normal.
Black Blood Talent: Eroding Madness: Whenever a subject is hit with Blood Wave, Blood Tidal Wave or Blood Tsunami the Vanguard can attempt to dispel any spell or magic item that protects against mind affecting abilities such as mindblank or a third eye of concealing. The Incanter uses his incanter level in place of caster level for the check and he also gains a +4 bonus on the dispel check. If a magic item is dispelled it is simply suppressed for 1d4 rounds.
Incantation Talent: Maddening Magic: Whenever a creature fails a saving throw against an incatation he gains a Madness Token with no saving throw to resist. Each incantation can only inflict a maximum of one Madness Token on each creature. Thus if a creature failed two will saves against Waning Willpower he would only take one Madness Token. However, if the subject passed the first and second save but failed the third he would still gain a madness token.

20th Level

Tentacle Talent: Double Tentacle: Whenever the Vanguard summons a Bloody Tentacle another Bloody Tentacle with the same statistics is summoned Adjacent to the original.
Black Blood Talent: Bloody Blades: Black Ichor now causes all creatures who fail the save to gain 2 madness tokens instead of one. Creatures no longer have a limit on the number of madness tokens they can gain from Black Ichor.
Incantation Talent: Dual Incantation: Once per encounter the Vanguard can activate two incantations with the same activation time with the same action. These incantations are not treated as if being expended.


Blood Tidal Wave: (Su) At 7th level the Vanguard can conjure a wider and more devastating blast of black blood as a standard action. This ability functions the same as Blood Wave except the Vanguard can conjure a line of black blood 20ft wide, 20ft high and 100ft long or as a 60ft cone, the wave deals 3d6+charisma modifier damage, the bull rush check DC is (20 + Charisma modifier) and creatures need to make a will save or gain two madness tokens.

In addition, the Vanguard only needs to use a move action to activate his Blood Wave class feature.

Black Thorn Wall: (Su) At 8th level the Vanguard's blood tentacles gain the ability to create walls of black thorns made of black blood. In order to activate this ability two tentacles must spend full round actions and must sacrifice hit points equal to the distance between the two tentacles divided by 5 (Round up). Then a mass of thorns formed of black blood shoot out between the two tentacles and form a wall. Treat this wall as if it was created by a wall of thorns spell with a width of one foot and a height of 5ft if the tentacles are medium size, 10ft if the tentacles are large size and 15ft if the tentacles are huge or bigger. Also in order to move through this wall the creatures' movement is based on how much their strength check exceeds 10 instead of 20. Any creature damaged by these thorns gains one madness token with no saving throw to resist. Any creature in the path of the wall as it is being created gets a reflex save (DC: 10+1/2 incanter level+charisma modifier) to move to one side of the wall or the other.

Maddening Siphon: (Su) At ninth level the Vanguard can channel madness into his own body refreshing incantations. A number of times per day equal to his charisma modifier the Vanguard can remove two madness tokens on a creature within 60ft as a swift action and can then refresh three of his expended incantations.

Specialized Tentacles: Whenever the Vanguard creates a black tentacle he can choose one of the following specializations for the Tentacle. In addition, all tentacles now have current and maximum hit points equal to four times the hit points sacrificed by the Vanguard.

Corrupter Tentacle: If the tentacle grapples a subject for at least one round than each additional round the subject is grappled he gains an additional madness token if he fails a will save (DC 10 + 1/2 incanter level + charisma modifier). In addition, if the tentacle critically hits a subject they automatically gain a madness token.

Constrictor Tentacle: Every time the tentacle successfully starts a grapple on an opponent and at the start of the tentacles turn the grappled opponent takes 2d6+ the vanguard's charisma modifier damage. In addition the tentacle gains a +6 bonus on grapple checks.

Bulwark Tentacle: Whenever this tentacle takes damage from any source the source takes half the damage it inflicted to the tentacle. A will save halves this damage. The damage inflicted by this ability is empathic in nature and ignores immunities, regeneration, and similar abilities.

Shield Tentacles: A shield tentacle can once per round as an immediate action redirect an attack made against a creature who is adjacent to it to the tentacle itself. Treat the tentacle as the new target for all intensive purposes.

Incantation through Blood: (Su) At 11th level the Vanguard spend 10 soul power as a swift action to imbue his blood with an incantation infecting creatures he hits. If his weapons are affected by his Blood Ichor class feature than on the next successful melee attack he makes this round he may as a free action cast one incantation that has a target of a single creature on that target. It is then expended as normal but does not generate soul power. If this incantation forces a will save than if the creature fails their saving throw they gain a madness token. A creature can only gain a single madness token from this ability regardless of how many saving throws they fail.

Puppet: (Su) At 12th level the Vanguard can take control of those who have succumb to madness. At will as a standard action the Vanguard can dominate (As dominate monster) a creature who has gone insane from madness tokens. The creature gets no saving throw to resist this effect. The domination puts the subject directly under the control of the Vanguard and he can act normally. The domination also lets the subject endure the corrosive nature of the black blood and the subject dies after a day instead of after 10 minutes. The Vanguard can only have a number of subjects dominated by this ability equal to a third of his charisma modifier (Round up).

Mad Whispers: (Su) Insane whispers flood the minds of creatures who try to influence the Vanguard's mind. Any creature who uses a mind affecting ability on the Vanguard instantly gains two madness tokens (No saving throw to resist) and takes 1d4 wisdom damage. Vanguards are immune other Vanguard's use of this ability. Mind Affecting abilities have a 50% failure chance when used on the Black Blood Vanguard

Blood Tsunami: (Su) A 13th level Vanguard can flood the area around him with a torrent of black blood. As a full round action the vanguard creates a torrent of black blood hitting all creatures within 30ft of him or a 120ft cone with a wave of gushing madness. This ability functions as blood wave except it hits all within the area with 8d6 + double the Vanguard's charisma modifier damage. In addition the ability causes subject to make a will save or gain four madness tokens.

In addition, the Vanguard's Blood Wave ability only requires a swift action and the Vanguards Blood Tidal Wave ability only requires a move action.

Mad Blood: At 15th level the Vanguard can delve far deeper into the madness of the Black Blood than he could before. A number of times per day as indicated on the table above the Vanguard can become a true avatar of madness. As a free action the Vanguard can enhance his black blood into mad blood which grants him incredibly powerful abilities for one minute. While his blood is enhanced he gains the following abilities.

All of his melee attacks are treated as if enhanced by his Black Ichor class ability.
He gains DR 10/- Which stacks with all other forms of DR he has.
He gains +2 Strength, +2 Dexterity, +2 Constitution and +2 Charisma.
He gains Fast Healing 15
His Black Tentacle ability can be activated as a swift action and doesn't need to consume a madness token.
Whenever a subject fails a saving throw against gaining a madness token he must make another will save or gain another madness token. This ability can not trigger itself.
Blood Wave, Blood Tidal Wave, Blood Tsunami all have their area of effects doubled.


After the duration of this ability runs out the Vanguard becomes insane (http://www.d20srd.org/srd/spells/insanity.htm) for one minute. This insanity can not be removed or prevented until the one minute duration has expired.

Madness Symphony: (Su) Once every six rounds while in Mad Blood form the Vanguard can issue a horrible scream that renders creatures insane. As a full round action the Vanguard causes all creatures within 100ft to make a will save or be confused for one round and gain a madness token. If they fail the save they must make another save or have the confusion last another round and gain another madness token. If they fail that save they must make another, etc. This effect continues until the subject makes a will save. This is a Sonic Mind Affecting Ability and the DC is 10 + 1/2 Class Level + Charisma Modifier.

Mad Blood Spear: (Su) When in Mad Blood Form the Vanguard's Bloody Slicer ability has its range extended to medium range (100ft + 10ft/incanter level). In addition, while in Mad Blood Form the Vanguard can launch one Bloody Slicer as a free action once per round at a target within range. This free Bloody Slicer only inflicts one madness token if the subject fails the saving throw.

Black Forest: (Su) A 19th level Vanguard can surround himself with a wall of black spiked vines create from the Vanguard's blood. This wall of vines travels with him in a 15ft radius and can be summoned or dismissed as a swift action. All creatures in the area must make a tumble check (DC 30) at the beginning of their turn or when they enter the area or take 10 points of piercing damage and if damaged they must make a will save or gain a madness token. This area is treated as difficult terrain and two squares of movement are required to move through it.

This wall of thorns also makes it more difficult to attack the Vangaurd and grants him a +5 deflection bonus to ac (+10 against ranged attacks and ranged touch spells).

Torrent of Madness: (Su) Once per week the Vanguard can summon a truly terrible amount of black blood from his body. This ability functions as Bloody Tsunami except as follows. The radius and damage of the ability is doubled and the DC increases by 4. In addition the wave grows when it inflicts madness upon creatures. For each creature with an intelligence score higher than 3 that fails the saving throw against this ability radius increases by 10ft, this can cause it to keep growing until it stops having enough fuel or until it reaches a maximum radius of 5 miles. This ability inflicts 10 madness tokens on all who fail their saving throw. If a creature dies from this ability it is instead animated with the madness of the black blood. After the wave has subsided those creatures slain by this ability are restored to full hit points and rendered insane as if by madness tokens. These subjects however, do not die after 10 minutes and only die after a week. This ability also eats away at magical protection against mind affecting abilities. If a creature is hit with this ability and has a spell such as mind blank which protects against mind affecting abilities the spell is dispelled, he he has an item that grants such immunity or protection the item is suppressed for 1d4 rounds. This dispelling effect occurs before the damage and save against the madness tokens.




The Lord of the Uttercold
Here (http://www.giantitp.com/forums/showthread.php?t=195580)


The Shade Channeler
Shade Channeler is here (http://www.giantitp.com/forums/showthread.php?t=263065)

Silva Stormrage
2013-01-08, 01:12 AM
Prestige Classes



The Horned Harbinger
http://images1.wikia.nocookie.net/__cb20090324173861/forgottenrealms/images/thumb/7/75/Horned_Harbinger.jpg/367px-Horned_Harbinger.jpg

I always hated how the Horned Harbinger was so poorly written in Faiths and Pantheons. A class that is made for spellcasters that DOESN'T progress spell casting? I hopefully made it more useful with this update. Please tell me if I went overboard with some of the class features. I ignored the fluff from the class from Faith's and Pantheons because too many DM's would look at it as campaign specific and give them another reason to refuse it. (And DM's rarely approve homebrew anyway). This new class works really well with the Dread Necromancer (HoH), the Lord of the Uttercold and really any charisma based necromancer.

Located Here (http://www.giantitp.com/forums/showthread.php?208642-The-New-Horned-Harbinger-(3-5-Prestige-Class))



The Templar
http://www.wizards.com/dnd/images/iw_pious_templar.jpg


A pious warrior dedicated to stomping out undead and their corruption where he goes. Firm knights that can go toe to toe with even the most fearsome undead monstrosities.

Located Here (http://www.giantitp.com/forums/showthread.php?236250-Templar-3-5-Level-Prestige-Class)




Magus of the Darkest Flames
http://25.media.tumblr.com/tumblr_m57dbxpOIg1rsi0zmo1_500.jpg
My flames have so much more control than regular fire. Watch them dance and spread at my whim!
—Sonia Darkwhisper, Magus of the Darkest Flames


Many Necromancers focus on having a horde of undead minions at their beck and call. While Magus of the Darkest Flames general are more focused on the corruption and negative energy aspect of necromancy. Their curiosity has lead them to focus and further develop the spell blackfire into a terrifying weapon, capable of spreading and killing small armies of enemies.


Hitdie: d4
Class Skills
The Magus' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (All Taken Individually) (Int), Profession (Wis), Spellcraft (Int)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier


Requirements
To qualify to become an Magus of the Darkest Flame, a character must fulfill all of the following criteria.

Skills
Knowledge Religion 8 Ranks, Spellcraft 18 Ranks,

Feats
Arcane Thesis (Blackfire), Spell Focus (Necromancy)

Spellcasting
Must be able to cast Blackfire

Special
If the character is a wizard he must be specialized in Necromancy

Table: Magus of the Darkest Flame

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st
+0
+0
+0
+2Black Flame Adept, Controlled Flames, Widened Flames +5, Flame Skill, Additional Slot-
2nd
+1
+0
+0
+2Frozen Flames+1 Level in an Existing Spellcasting Class
3rd
+1
+1
+1
+2Flame Skill+1 Level in an Existing Spellcasting Class
4th
+2
+1
+1
+2Widened Flames +10,Additional Slot +1 Level in an Existing Spellcasting Class
5th
+2
+1
+1
+2Flame Skill, Symphony of Frost and Flame

Class Features
All of the following are Class Features of the the inspired inventor prestige class.

Weapon and Armor Proficiency
Magus of the Darkest Flame gain no proficiency with any weapon or armor.

Black Flame Adept Blackfire is now a 7th level spell for the Magus and whenever metamagic is applied to blackfire the cost of the metamagic feat is reduced by 1 to a minimum of +1.

Controlled Flames: (Su) At first level a Magus of the Darkest Flame can control the flames of blackfire more precisely. Blackfire spells cast by the Magus only spread to enemies who fail their reflex saves instead of all creatures within the area.

Widened Flames: (Su) At first level and fourth level the Magus' skill with blackfire grows allowing it to spread to those further away. At both levels the range at which blackfire can spread increases by 5 (To 10ft range at 1st level and 15ft at 4th level).

Flame Skills: (Su) At 1st, 3rd and 5th level the Magus gains an ability that enhances his blackfire spells chosen from the list below. Flame skills can only be chosen once each unless noted otherwise.
Flame Skills

Draining Flames: The magus can now leech hit points from foes under the influence of his blackfire spells. Now whenever an enemy fails a save against his blackfire spell the Magus regains one hit point per 2 caster levels, the ability damage caused by blackfire is now ability drain.
Enduring Flames: Black flames created by the Magus are very enduring. Blackfire spells cast by the Magus can no longer be dispelled with remove curse and requires 5 consecutive saves to end.
Spontaneous Flames: The Magus can now conjure the flames of blackfire without needing to strike a foe with a ray. Now whenever the Magus uses blackfire he no longer needs to use a ranged touch attack and the spell is now a targeted spell.
Spreading Flames: The magus's blackfire spells spread to foes more easily. The DC of Blackfire increases by 2 and the range at which the spell can spread is increased by 5. This flame skill may be selected multiple times.
Piercing Flames: The magus' blackfire spells now damage foes who are normally immune to it. Blackfire bypasses immunity to ability damage and their Frozen Flames class feature now deals half it's damage as profane damage. In addition, Death Ward no longer blocks Black Fire from functioning nor does it block negative levels from Blackfire from applying themselves.
Versatile Flames: When the magus casts blackfire he may choose to have the spell deal damage to a different physical ability score than constitution. This choice is permanent for each spell cast and when this casting of blackfire spreads it also deals damage to the other ability score.


Additional Slot At 1st and 4th level the Magus gains an extra 8th level spell slot. This spell slot can only be used to prepare or cast blackfire.

Frozen Flames: The Magus' black flames can now be enhanced with the cold of undeath inflicting cold damage to enemies. All creatures affected by the Magus's blackfire spell take 1d6 cold damage +1d6 cold damage/class level each round, half if they succeed on the fort save against blackfire for that round.

Symphony of Frost and Flame: (Su) The Magus unlocks the true form of the black flames and can now spread his flames much more efficiently. The Magus may now target one creature per level within range whenever he uses blackfire. All targets must be within 30ft of each other. Finally whenever someone fails a saving throw against blackfire they gain a negative level.

Silva Stormrage
2013-01-08, 01:14 AM
Feats

Greater Mother Cyst [General]
You have further empowered your cyst inside your body allowing you to manifest more powerful necrotic cyst spells. This power however, comes at a cost.
Prerequisites:Mother Cyst, 10 ranks in Knowledge Religion, Caster level 7
Benefits:Your internal mother cyst grows in power. You gain access to several new spells only castable by those with an enhanced mother cyst.
Normal: A creature without this feat can't cast enhanced necrotic cyst spells.
Special:Upon taking this feat you permanently lose 1 hp/hd from your maximum hp total. You lose 1 HP for every future class level you take as the Mother Cyst steals life from you to further its growth. Even if you somehow lose the feat you don't gain the HP back.

Extra Incantation [General]
You have studied your techniques and have gained further skill with incantations
Prerequisites: Incanter Level 3
Benefits:You may select one incantation that you qualify for. This incantation must be 1 level lower than the maximum level you can activate. You add this incantation to the number you know.
Special: This feat may be selected multiple times.

Empower Incantation [General]
You can enhance your incantations further by expending energy
Prerequisites: Incanter Level 5
Benefits: You can increase the random numeric effects of one of your incantations by spending 30 soul power as if by the empower spell metamagic. This incantation does not work on those which augment standard melee attacks. You can not apply this feat to your highest level of known incantations.

Maximize Incantation [General]
You can maximize your incantations further by expending energy
Prerequisites: Incanter Level 9
Benefits: You can maximize the random numeric effects of one of your incantations by spending 50 soul power as if by the maximize spell metamagic. This incantation does not work on those which augment standard melee attacks. You can not apply this feat to your highest level of known incantations.

Fell Curse Incantation [General]
You can apply draining necromantic energy to your incantations
Prerequisites: Incanter Level 5
Benefits: You can augment one incantation you cast by spending 40 soul power, this incantation inflicts one negative level to any creature damaged by its effects and applies a -4 penalty to strength and dexterity to the creature for one hour. A creature can gain at most one negative level from this effect. You can not apply this feat to your highest level of known incantations.


Improved Soul Storage [General]
You have refined your abilities and can now hold more soul power than normal.
Prerequisites: Incanter Level 3
Benefits:You increase the maximum amount of soul power you can hold from one of your classes by 20.

Forceful Soul [Monstrous]
While others power their abilities with their body you power it with your soul a.
Prerequisites: Undead Type
Benefits:You may now use your charisma modifier instead of your constitution modifier for all racial and class features based around constitution. This does not allow you to use your charisma for HP or Fort Saves or Skill checks or Feats that may use constitution.

Leech Feats:

Leech Soul[Leech]
You have mastered the ability to drain other creature's life force to fuel your own.
Prerequisites: 3 HD, Rebuke or Turn Undead
Benefits: You gain the ability to drain other's life force. As a standard action you can deal 1d6 damage + 1d6 damage per two HD to a living creature within close range. A fortitude save (DC 10+1/2HD+Your Highest Mental Ability Modifier) halves the damage dealt. You heal the same amount this ability deals. Using this ability takes one Leech Charge.

Whenever you refresh your Turn/Rebuke Undead pool you can expend any number of your turn or rebuke undead attempts. For each attempt you expend you gain one Leech Charge.

Extra Leeching [Leech]
You can use your leech ability more often than others
Prerequisites: Leech Soul
Benefits: Each Day you start with 5 more leech charges than normal.
Special: This feat can be taken multiple times

Area Leeching [Leech]
You can use your leech ability to drain life from multiple targets
Prerequisites: Leech Soul, 6 HD
Benefits: You can expend two leech charges to drain life from a 10ft burst within close range (Medium with Extended Leech). All Enemies in that area are targeted as if you used the Leech Soul Feat on them. They only take half damage though.

Channeled Leech [Leech]
You can now use your ability to leech life on any attack that applies a negative level.
Prerequisites: Leech Soul, An attack or spell that inflicts a negative level
Benefits: By expending two leech charges as a free action you can use your Leech Soul feat in the same action as an attack that inflicts a negative level. If the attack misses the charges are not expended. This feat can be used once a round.

Soul Blade[Leech]
You can channel your leech ability through your melee strikes.
Prerequisites: Leech
Benefits: You can expend one leech charge as a free action to heal the same amount of damage you deal with a melee attack. You don't heal damage from bonus damage dice such as from sneak attack or dragonfire inspiration. You must use this ability before you make your attack roll and if the attack misses the charges are wasted.

Bolstering Leech[Leech]
You can retain any extra healing from your leech feat.
Prerequisites: Leech
Benefits: If your leech feat heals you more than your maximum hit points it now grants you temporary hit points equal to the amount of HP over your maximum. These temporary hit points do not stack with themselves.

Empowered Leech [Leech]
You can use your leech ability to drain life more effectively.
Prerequisites: Leech Soul, 8 HD
Benefits: You can expend three extra leech charges to double the amount of damage your Leech Soul feat deals. This can be used with any other leech feat but increases the cost of the other feat by three.

Extended Leech [Leech]
You can use your leech ability to drain life from a distance.
Prerequisites: Leech Soul
Benefits: You can now use your Leech Soul feat to target an enemy within medium range instead of close range.


Alternate Class Features
Versatile selection
You don't feel the need to limit yourself to other's choices
Requires: Ability to use incantations and 1st level of Death Knight, Plague Witch or Black Blood Vanguard.
Benefit: You have a choice in your schools of incantations.

At first level you may swap and change one known school of incantations for another school you normally don't have access to. Thus a Death Knight could swap his Boreal school to be Corruption. Thus whenever he gains a new incantation he can't chose one from the Boreal school but instead could chose one from the Corruption school. This change is irrevocable and must be done upon first taking the class before picking incantations.


Items

Rod of The Grand Rebuker: This black rod of metal has a carving of a metal skull at the top of it. Anyone who holds the rod can control twice as many undead than he normally could with his rebuke undead ability. For instance, normally a caster can’t control more HD of undead than his rebuking level, but while holding the rod of undead mastery he can control twice his rebuking level of undead.
Strong necromancy; CL 12th; Craft Rod, command undead; Price 20,000 gp.

Leeching: A leeching weapon weapon only works if the wielder has the Leech Feat. This weapon explodes with negative energy upon striking a successful critical hit. (This effect occurs even if the target is normally immune to critical hits.) The subject is then affected as if the wielder had used the Leech Feat on the subject. This ability does not consume a leech charge.
Strong conjuration; CL 10th; Craft Magic Arms and Armor, Vampiric Touch; Price +3 bonus.

Spells and Domains


Domains
Fear:
Granted Power: All spells with the Fear descriptor have their saving throw DC increased by 2.
1: Cause Fear
2: Scare
3: Fear
4: Phantasmal Killer
5: Spirit Wall
6: Opalescent Glare
7: Evil Glare
8: Weird
9: True Fear*
* New Spell See Below

Shadow:
Granted Power: Incorporeal Undead are treated as having -4 turn resistance when you turn or rebuke them for the purpose of the turning check and how many HD they count against your command pool. This can reduce their turn resistance to negatives.
1: Chill Touch
2; Chill Metal
3: Ray of Exhaustion
4; Armor of Darkness
5: Creeping Shadow (CA)
6: Summon Shadow (As Summon Monster VI but can only summon one greater shadow)
7: Necrotic Curse
8: Blackfire (SpC)
9: Energy Drain

Spells

Accelerate Necromancy
(Necromancy)
Level: Dread Necromancer 6, Wizard/Sorcerer 6, Cleric 6
Components: V,S, M
Casting Time: Swift
Range: Touch or Personal (See Text)
Target: See Text
Duration: See Text
Saving Throw: None
Spell Resistance: No

This spell has a variety of purposes and they are as follows. Only one of the following effects can be chosen for each casting of the spell

Accelerate Reanimation: The caster hurries the reanimation of an undead creature. For a creature such as a vampire or a wight that needs a certain amount of time to pass before animating if the caster touches the corpse that is animating the undead creature instantly forms and no longer needs to normal wait time to animate. If cast on a creature that is rejuvenating but takes time to rejuvenate fully (Such as a lich, or a vampire resting in its coffin) the spell reduces the number of days needed to recuperate by 1 day per two caster levels to a minimum of one hour.

Accelerate Animation: The caster infuses the next animation spell such as create undead or create greater undead to have a much quicker cast time. Any animation spell the caster begins to cast within the next round that has a cast time of longer than a standard action is instead reduced to a standard action cast time.

Accelerate Spell: The caster causes his own necromancy to be much easier and quicker to cast. The next necromancy spell that the caster casts before the end of this turn that has a standard action cast time or less can be cast as a free action.


Material Component: If the spell is used for its Accelerate Reanimation or Accelerate Animation 1000gp worth of onyx gems must be spent as material components.

Animate Dead, Lesser
(Necromancy)
Level: Dread Necromancer 1, Wizard/Sorcerer 1, Cleric 1
Components: V,S
Casting Time: Standard
Range: Touch
Target: One medium or smaller sized corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than half your caster level (Max 4 HD, Min 1 HD) with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 1 HD worth of undead creatures per caster level (Max 5HD). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies
A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Material Component
You must place a black onyx gem worth at least 5 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.


Flesh Puppets
(Necromancy)
Level: Dread Necromancer 3, Wizard/Sorcerer 3
Components: V,S
Casting Time: Standard
Range: Close (25ft + 5/2 levels)
Target: One Creature Medium Size or Smaller per 3 caster levels.
Duration: Concentration
Saving Throw:Fort Negates (See Text)
Spell Resistance: Yes

The caster manipulates the creatures' muscles and bones forcing them to do the caster's bidding. The targets are can only preform purely mental actions. The caster can force the target's body to preform any physical action such as attacking, moving, carrying, etc. If the caster attempts to have any of the creatures attack something their attack bonus is the caster's BAB + the casters primary casting modifier subtracted from the creature's strength modifier. It's bonus on damage rolls is equal to the casters primary casting modifier subtracted from the creature's strength modifier. Whenever a target takes damage they are allowed another fort save to break this effect.

Special: If a creature has a higher strength score than caster's primary casting ability score modifier then the spell automatically fails against that target.


Necromantic Callback
(Necromancy)
Level: Dread Necromancer 5, Wizard/Sorcerer 5, Cleric 5
Components: V,S
Casting Time: Standard
Range: Touch
Target: One destroyed undead creature touched
Duration: 1 Minute and instantaneous (See Text)
Saving Throw: None
Spell Resistance: No

This spell must be cast on an undead creature who was destroyed within the last three rounds and must still have a mostly intact corpse. This spell calls back the recently slain undead spirit into the body. However, it takes the spirit a full minute to completely revive during which the corpse is covered in a cloak of black liquid that oozes around the corpse. Damage during this time to the corpse is pointless, after a full minute has passed the undead creature is revived with no loss of HD or character levels and is at one hit point. Destruction of the body during this one minute restoration process causes this spell to fail and the undead creature is not revived.

Material Component: 500gp worth of onyx gems.


Necrotic Barrage
School (Necromancy)
Level: Dread Necromancer 7, Wizard/Sorcerer 7, Cleric 7,
Components: V,S,F
Casting Time: Standard
Range: Medium (100ft + 10/Caster Level)
Target: 1 Creature per caster level
Duration: Instantaneous
Saving Throw: Fort halves
Spell Resistance: Yes

As necrotic bolt but targets 1 creature per caster level. All the creatures must be within 30ft of each other.

Focus: The caster must have an enhanced mother cyst.

Necrotic Bolt
School (Necromancy)
Level: Dread Necromancer 4, Wizard/Sorcerer 4, Cleric 4,
Components: V,S,F
Casting Time: Standard
Range:Medium: (100ft + 10/Caster Level)
Target:One Creature
Duration: Instantaneous
Saving Throw:Fort Half
Spell Resistance: Yes

The caster sends a bolt of pure negative energy at a target creature. If the target creature is infected with a necrotic cyst he is automatically hit. If not the caster must make a ranged touch attack to hit the target. If the bolt hits the target takes 1d8 profane damage per caster level and is stunned for 1d4 rounds. If the target does not have a necrotic cyst then he is infected with one. A fort save negates both the stunning and the formation of a necrotic cyst as well as halving the damage dealt.

Focus: The caster must have an enhanced mother cyst.


Necrotic Fortification
School (Necromancy)
Level: Dread Necromancer 4, Wizard/Sorcerer 4, Cleric 4
Components: V,S,F
Casting Time: Standard
Target: 1 Target with a Necrotic Cyst
Range: Close (25ft +5ft/2 Caster Levels)
Duration: 1 Round/Caster Level
Saving Throw: Fort Negates (Harmless)
Spell Resistance: No

A target's necrotic cyst pulses and spreads inside him, though this ability does not harm the target. In fact the Necrotic Cyst combats other abilities that affect the subject's body and bolster him against damage. The subject gains a +6 Profane Bonus to constitution and a +5 profane bonus of fortitude saves. After this spell ends however the Cyst contracts again damaging the target. The target takes 1 point of damage for every HD the target has.

Focus: The caster must have an enhanced mother cyst.


Necrotic Haste
School (Necromancy)
Level: Dread Necromancer 5, Wizard/Sorcerer 5, Cleric 5
Components: V,S,F
Casting Time: Swift
Range: Personal
Duration: 1 Round
Saving Throw: None
Spell Resistance: No

After casting necrotic cyst you may cast this spell. When you cast this spell you can choose to cast any other necrotic cyst spell with the same swift action used to cast this spell. Both this spell and the Necrotic Spell cast in the same action are expended. You must have the second Necrotic Cyst spell prepared if you are a prepared caster or must have a spell slot of the same level available if you are a spontaneous caster.

Focus: The caster must have an enhanced mother cyst.


Necrotic Plague
School (Necromancy)
Level: Dread Necromancer 9, Wizard Sorcerer 9, Cleric 9,
Components: V,S,F
Casting Time: Standard
Range: Medium (100ft + 10/Level
Target: 1 Creature who possess a Necrotic Cyst
Duration: Instantaneous
Saving Throw: Fort Negates
Spell Resistance: Yes

If the target fails the fort save against this affect he becomes a carrier of a disease that spreads necrotic cyst. Whenever a creature gets within 10ft of him they must make a fort save (Same DC as this spell) or grow a necrotic cyst inside them. Unlike normal if they succeed on the fort save they are still unaware of the effect. If a target succeeds on the save to avoid growing a Necrotic Cyst they are permanently immune to the disease from this particular subject but could still be affected by another person with Necrotic Plague. Immunity to disease doesn't block this effect.

Focus: The caster must have an enhanced mother cyst.


Necrotic Wave
School (Necromancy)
Level: Dread Necromancer 7, Wizard/Sorcerer 7, Cleric 7,
Components: V,S,F
Casting Time: Standard
Range: 60ft
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster infects targets in a 30ft cone with a necrotic cyst. There is no saving throw to negate this ability, if a target is within range and can be affected by a necrotic cyst than a necrotic cyst forms.

Focus: The caster must have an enhanced mother cyst.


True Fear
School (Necromancy) [Fear]
Level 9: Dread Necromancer 9, Wizard Sorcerer 9, Fear 9
Components: V,S
Casting Time: Standard
Range: 100ft
Target: 1 Creature/Level, all must be within 30ft of each other
Duration: Instantaneous
Saving Throw: Will Partial (See Text)
Spell Resistance: Yes

Upon casting this spell you radiate a massive amount of pure killing intent. Any enemy within 100ft of the caster must make a will save or become completely overwhelmed with fear for 1 round a level. A target who fails their save is not shakened, frightened or panicked but instead they drop to the floor prone and can't take any actions, even talking, even if the action would allow them to flee. Every other round under this effect also must make a fort save, starting the first round under this effect. A failure means the target has a heart attack and must make another fort save or die. If a target succeeds on the initial will save he is instead frightened for 1d4 rounds.

Special: If a target is shaken he takes an additional -2 on his saving throw. If he is frightened he takes -3, panicked -4.


True Revive Undead
(Necromancy)
Level: Dread Necromancer 9, Wizard/Sorcerer 9, Cleric 9
Components: V,S,M
Casting Time: 10 Minutes
Range: Touch
Target: Destroyed undead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions as Revive Undead except as noted here. This spell can resurrect any undead that was destroyed by any means within 1 year per caster level, assuming it wishes to return and is able to (Mindless undead automatically are revived). In addition, the undead does not lose HD or character levels when revived with this spell. Finally, you do not need the remains of the undead but need to be able to unambiguously define the creature you wish to revive.

Material Component: A Black Peral worth 25,000 gp

Silva Stormrage
2013-01-08, 01:16 AM
Incantation List

1st Level

Boreal:
Freezing Winds, Lesser: Conjure freezing winds dealing cold damage and slowing a foe.
Chilling Touch: Freeze water and liquids or inflict cold damage to a foe.
Cold Infusion: A subject becomes resistant to cold damage and inflicts minor cold damage.

Corruption:
Waning Willpower: The subject takes an increasing penalty to will saves over time.
Corruption, Lesser: The subject takes 1d6 damage every round for several rounds.
Failing Strength: The subject becomes fatigued briefly.

Enervation:
Inflict Light Wounds: As the spell
Negative Energy Aura. Minor: Create an aura which deals 2 point of negative energy damage to all creatures within 10ft for several rounds.
Aura of Death: Swiftly kill an enemy who is in negatives

Pain:
Persistent Wound: The incanter swings his blade and creates a bleeding wound from his foe.
Fury The incanter imbues his melee swings with power granting him + 2 strength for a round.
Karma Strike The incanter retaliates and strikes a foe who has attacked him.
Powerful Strike: Make a single attack where you take a -2 on the to hit roll and gain a +4 bonus on the damage roll.

Terror:
Shaken: The subject becomes shaken for the duration of the spell.
Terrifying Posture: The incanter gains a +10 to the next intimidate check in a minute.
Bolster: The subject gains an +4 on saves against one fear effect.

Undeath:
Animation Strike, Minor enemies killed by this strike rise as a skeleton.
Boost Undead An Undead creature gains profane vigor and strength.
Life Leech: You siphon life from an undead creature and feed it to yourself.

Vampiric:
Transfer Life: With a touch transfer your pain to another willing target.
Vampire Grappler: When the incanter is grappling with a foe he drains their life-force to fuel his own.
Life Drain, Lesser The incanter siphon the life force from a nearby foe.

2nd Level

Boreal:
Icy Touch: Blast a foe with ice preventing and perhaps freezing him in place.
Frost Armor: Conjure a layer of frost which helps absorb blows and grants 5/- Damage Reduction.
Frost Strike: Infuse your melee attacks with cold energy and dealing an extra 1d6 cold damage and turning half of your damage into cold damage.
Freeze Armor: Locks opponents metal armor in place reducing their movement by half.

Corruption:
Lagging Reflexes: The subject takes an increasing penalty to reflex saves over time.
Decay: A nonmagical object takes increasing penalties to its hardness and eventually rusts away to nothing.

Enervation:
Detect Tomb Tainted: Sense the ambient negative energy in the area around you sensing the presence and strength of negatively powered souls.
Corrupt Energy: Dispel one ongoing spell effect to regain an incantation of the same level or lower.
Undead Soul: Undead creatures note you and one creature per 3 levels as undead.
Antimagic Shell, Lesser: You produce a barrier of negative energy which drains and negates magical effects.

Pain:
Debilitating Disarm: The incanter swings attempts to disarm his foe. If he succeeds he deals regular melee damage and the opponent can't wield a weapon in that hand for 1 round.
Blitzkreig: The incanter uses his inner power to strengthen his body and charge his foes. The Incanter makes a charge attack from incredible distance and deals an additional 10 damage.
Power Strike: The incanter delivers a heavy blow that deals extra damage if you power attack with it.
Inflict Pain: The incanter makes a melee attack and if the attack hits the target may suffer debilitating pain and takes -4 on all saves, attack rolls, and skill checks.

Terror:
Cause Fear: As the spell
Unnatural Aura: The incanter gains an aura that frightens animals
Focus Fears: The incanter causes the target to intensely fear one subject for multiple rounds causing the subject to focus all efforts against that subject.

Undeath:
Animation Strike, Lesser enemies killed by this strike rise as a zombie.
Animation Blast, Minor enemies killed by this strike rise as a skeleton.
Enhance Undead An Undead creature gains increased profane vigor and strength.
Shadow Strength Leech: For every undead creature within 30ft of you you gain +2 strength.

Vampiric:
Transfer Life, Hostile: With a touch transfer your pain to another unwilling target.
Necrotic Curse: The incanter steals the next heal spell cast on a target.
Curse of Blood The target suffers constant bleeding from wounds.

3rd Level

Boreal:
Frost Bolt: Blast a foe with ice reducing his ability to resist cold effects.
Frigid Wind: The incanter conjures a gust of wind that inflicts minor cold damage.
Blizzard: The incanter creates a small localized storm that obscures vision and movement.


Corruption:
Nauseating Stench: The subject becomes nauseated for several rounds and sickens those around him
Failing Fortitude: The subject takes in increasingly penalty to fortitude saves
Corruptive Healing: Some of the healing on the subject is turned to damage.

Enervation:
Inflict Moderate Wounds: As the spell
Enervating Touch: Bestow a negative level with a touch.
Negative Energy Aura. Lesser: Create an aura which deals 2d6 point of negative energy damage to all creatures within 10ft for several rounds.
Puppet: Control an undead's body through the flow of negative energy.

Pain:
Ignore Pain: Using his power the incanter blocks all pain from his body. He can now act in negatives and removes any effect relying on the target's pain.
Deep Wound: If the incanter strikes true and inflicts a terrible wound on the target that deals 3 damage a round for several rounds.
Share Pain: The target takes a quarter of all damage the incanter takes.

Terror:
Terrible Specter: A floating specter causes enemies to become shaken as they each see a terrifying image.
Scare: As the spell
Alone in the World: The subject believes himself to be completely alone in the world for one round.
Stammer: The target creature has a 10% chance of failing spells with verbal components

Undeath:
Animation Blast, Lesser: Enemies blast by this strike rise as a zombie.
Fortify Undead: An Undead creature gains thickened skin and defense.
Undead Tactics, Legion: The incanter can have any of his undead switch positions with another undead or himself.
Undead Tactics, Swarm: When using this incantation all undead under the incanter's control deal an additional 1d6 damage per other undead creature that has attacked the same foe.

Vampiric:
Vampiric Blood: You heal an amount equal to 1/4 of the damage you deal to a target.
Blood Tap: The incanter instantly refreshes another incantation.
Siphon Life The target has his life force slowly drained from him.

4th Level

Boreal:
Frozen Circle: Foes within 15ft of you become slower and slower until ice coats their body.
Ice Lance: The incanter summons a bolt of ice that he magically hurls at his foes potentially stunning them.
Whirlwind, Lesser If a target fails a reflex save they are immobilized for three rounds as frozen winds hold them immobile.

Corruption:
Corruption The subject takes 3d6 damage every round for several rounds.
Death and Decay A magical object takes increasing penalties to hardness and might decay away to nothing. A creature targeted by this ability has his damage reduction reduced and takes damage every round.
Curse of Despair: The subject takes a -3 penalty to most rolls.
Regressive Regeneration: The subject's fast healing and regeneration stop working.

Enervation:
Inflict Serious Wounds: As the spell
Bolster Undead: All undead within a 10ft radius have their turn resistance increased by your incanting ability modifier.
Negate Energy: The next positive energy spell cast on the subject is negated.
Leech Energy: Inflict a negative level and recover a single incantation of 3nd level or lower

Pain:
Mad Frenzy: Inflicting the most pain upon his enemies every attack the Incanter makes hits two creatures.
Terrible Fury: The incanter imbues himself with strength gaining + 6 strength for one round.
Suffering: The target suffers immense pain causing him to lose his next action and takes penalties.

Terror:
Mass Shaken: Multiple subjects become shaken, if they succeed then they are shaken for 1 round.
Leech fear: The incanter leeches stamina and health from frightened targets.
Terrifying Posture: The incanter gains a +10 to all intimidate checks during this incantation.

Undeath:
Animation Strike, Greater: Temporarily Animates a powerful undead creature from a slain creature.
Empower Undead: An Undead creature gains further power and strength.
Undead Tactics, Formation: When the Incanter uses this incantation all of his undead gain increased ac depending on how many allied undead there are near them.

Vampiric:
Death Pact: By destroying an undead under your control you can heal the undead's current hp.
Vampiric Bite: The incanter gains a bite attack that heals him.
Drain Life, Greater The target has his a large chuck of his life force ripped away from him

5th Level

Boreal:
Incase: Creature is immobilized and potentially suffocating.
Freeze Magic: The incanter freezes the magic surrounding a target. Ongoing magical effects are suppressed for three rounds.
Slow: Reduces a foe's initiative by 10.

Corruption:
Bestow Curse: As the spell Bestow Curse
Siphoning Spell Power: The subject takes an increasing penalty to caster level.
Haunting Melody: The incanter sings a song that confuses enemies within range.

Enervation:
Inflict Critical Wounds: As the spell
Necrotic Pulse: A wave of negative energy pulses from the incanter inflicting 1d4+1 negative levels to enemies within 20ft.
Siphon Negative Energy: Either protect a living creature from negative energy or slowly decay an undead creature.
Enervation: As the spell

Pain:
Pure Pain Link: The incanter lets an opponent hit him with a critical hit which then inflicts the damage to the opponent.
Enduring Rage: The incanter imbues himself with strength gaining + 4 strength for multiple rounds.
Rageswing: The incanter makes a single melee attack on all within melee range dealing extra damage.

Terror:
Frightful Image: The subject sees a terrifying image from his past which causes the creature to stammer incoherently.
Fear: As the spell
Greater Unnatural Aura; As unnatural aura except it has a chance to frighten other creatures as well.
Alone in the World, Greater: As Alone in the World except lasts for 3 rounds.

Undeath:
Animation Blast, Greater: Temporarily animates a powerful undead creature from a slain creature.
Enhance Undead Mass: As enhance undead, but affects one creature a level.
Unliving Bomb: If the targeted allied undead creature dies soon it explodes in a burst of negative or profane energy.

Vampiric:
Death Pact, Hostile: By destroying an undead not under your control you can heal the undead's current hp.
Soulreap: The incanter rips life away from multiple creatures.
Bloodseep: The incanter lobs a blast of dark energy at a foe which causes the targets blood to seep from his skin causing a persistent wound and extra damage.

6th Level

Boreal:
Field of Ice: The incanter freezes over a 30ft area causing people to fall and lose their balance.
Freezing Ray: The incanter shoots a ray towards a target who may be transmuted to ice.
Freezing Winds: Conjures freezing winds which blow across an area dealing damage and preventing movement.

Corruption:
Greater Curse of Despair: The subject takes a -6 penalty to most rolls.
Sporadic Spell Resistance: A subject's spell resistance and spell immunity only applies against 50% of spells.
Subsiding Speed: The subject's movement speed is reduced to 0 for 3 rounds. Reduced by half on a successfully save.

Enervation:
Necrotic Bomb: The incanter detonates a bomb of negative energy which inflicts 1d4 negative levels to all within 20ft of the explosion
Negative Energy Aura. Greater: Create an aura which deals 4d6 point of negative energy damage to all creatures within 15ft for several rounds.
Enervated Soul: Subject is healed by negative energy harmed by positive energy.
Antimagic Shell, Greater: You produce a barrier of negative energy which drains and negates magical effects.

Pain:
Eternal Suffering: The incanter inflicts terrible pain upon a subject and even if they resist the initial effects the target must make a save against the pain each round.
Enduring Rage, Greater: The incanter imbues himself with strength gaining + 6 strength for multiple rounds.
Devil's Flurry: The incanter makes multiple attacks with every single attack having a greater chance to critically hit.

Terror:
Terrifying Glare: The incanter gains a gaze attack that cowers foes.
Wall of Trepidation: Moaning spirits cause fear in all enemies on one side of the wall
Terrible Strikes: You enhance a subjects form causing all creatures struck by the targets attacks to make a will save or be frightened.
Greater Focus Fears: As Focus Fears but no saving throw on the first couple rounds.

Undeath:
Animation Strike, Major: Temporarily animates a stronger undead creature from a slain creature.
Animation Blast, Major: Temporarily animates a stronger undead creature from a slain creature.
Fortify Undead Mass: As fortify undead, but affects one creature a level.
Undead Tactics, Suicidal: All undead under your control change their ac to 0 in exchange they hit more reliably and deal more damage in addition to moving faster.

Vampiric:
Death Pact Greater: By destroying an undead not under your control you can heal double undead's current hp.
Dark Blood: The incanter turns his blood into a dark alchemical mixture. This blood hardens when blades strike it giving the Incanter gains DR 30/Bludgeoning.
Blood Recovery: The incanter speeds up his own natural recovery gaining fast healing 10 for multiple rounds.

7th Level

Boreal:
Boreal Blizzard: The incanter creates a storm that blinds and freezes foes within it.
Deep Freeze: The incanter targets a creature suffering from a slowing effect and freezes him.

Corruption:
Improved Corruptive Healing: All healing on the subject is changed to damage.
Corruption Greater: The subject takes 8d6 damage every round for several rounds.
Mental Melt Down: The subject's mental stability becomes greatly diminished. The subject is rendered insane. If the target succeeds on the saving throw he is still confused for 1 round.

Enervation:
Greater Siphon Negative Energy: Either protect a living creature from negative energy for a long period of time or rapidly decay an undead creature.
Retributive Shadow Armor: Covers a creature with negative energy inflicting a negative level on all creatures who attack him.
Overload: Flood a creature with negative energy, a living creature dies while an undead creature gains temporary hit points.

Pain:
Ruin Strike: The incanter makes a single melee attack with extra damage equal to half of the difference of his current and max HP.
Terrible Fury, Greater: The incanter imbues himself with strength gaining + 12 strength for 1 round.
Shrug it off: The incanter can survive insane amounts of injury as long as this incantation is ongoing.

Terror:
Heart Attack: One subject's fear becomes reality and suffers a heart attack killing him. Subjects gain a penalty on their save based on their level of fear.
Remove Defenses: The subject's fear and mind effecting immunity is negated for the purposes of fear effects.

Undeath:
Shadow Fortification: For every undead under the incantor's control within 30ft he gains defensive bonuses.
Unholy Toughness: He temporarily grants an undead creature temporary hp equal to the incantor or the undead charisma modifier (Whichever is higher) times the undead creature's HD.
Soul Link: The incantor splits the damage he takes with his undead minions.

Vampiric:
Dark Blood Mass: The incanter turns his and his allies blood into a dark alchemical mixture. This blood hardens when slashing and piercing attacks strike giving the target DR 30/Bludgeoning.
Drain Life, Dark: The incanter attempts to rip out a targets soul and absorb it, if the target resists he still lose some of his life.

8th Level

Boreal:
Uttercold Storm: The incanter duplicates the effect of the Boreal Winds spell except dealing half cold damage and half negative energy damage.
Perafrost: The targets 1 target per level and reduces their movement speed to 0.
Freeze Magic, Greater 1 Target a level has their magical effects frozen for 2 rounds.

Corruption:
Greater, Bestow Curse As the spell Greater Bestow Curse.
Languishing Land: The very land is corrupted, enemies who stand on a 30ft section on the ground take a -4 penalty to all saving throws. Their move speed is halved and every round they stand on it they take 5d6 profane damage.
Resistance Relapse: The subject takes an increasing penalty to saving throws, attack rolls and skill checks.

Enervation:
Harm: As the spell
Energy Drain: As the spell
Leech Energy, Greater: Inflict two negative levels and recover two incantations of 7th level or lower
Shrine of The Tomb Tainted: All positive energy effects in this 20ft radius are transformed into negative energy effects.

Pain:
Onslaught Charge: The incanter makes a charge attack and attacks every enemy within reach once while making the charge attempt.
Enduring Rage, Superior: The incanter imbues himself with strength gaining + 10 strength for multiple rounds.
Pain Disruption: The incanter reduces the amount of damage he takes by 10% for each enemy within 20ft (Max 50%). Each enemy takes 10% of the damage he would have taken.

Terror:
Frightful Image, Mass: Multiple subjects see a terrifying image from his past which causes the creature to stammer incoherently.
Panic: Causes subjects to panic
Greater Stammer: Subject has a 30% chance of failing spells with Verbal Components.

Undeath:
Not Permitted to Fall: A single creature if reduced to 0 or below hp is instantly healed to 1/2 of his max HP. If the creature is undead then it is healed to full.
Undead Tactics, Lockdown : All undead within striking range of a target can't take actions normally for this turn. Instead whenever that target takes any action they distract, harass or prevent him from taking said action.
Animation, Superior: The incanter can animate a fallen creature into a variety of undead creature..

Vampiric:
Vampiric Flurry: The incanter makes a full attack and heals 1/2 of the damage each attack makes.
Siphon Life, Greater: As siphon life but more life leeched and 1 target per 2 incanter levels is affected.

9th Level

Boreal:
Uttercold Tempest: Winds circle the Incanter inflicting 15d6 damage to living creatures and healing undead 15d6. In addition this ability hampers movement and visibility in a 30ft radius around the Incanter for all except the incanter.

Corruption:
Zone of Decay: The incanter radiates a zone of decay for 3 rounds. All enemies within 60ft of the incanter take -6 to all saving throws, attack rolls and skill checks. All healing effects targeting enemies fail and enemies take 5d6 profane damage per round.

Enervation:
Stygian Burst: All enemies within a 10ft radius gain 2d4 negative levels, the incanter siphons that energy to recover 2 incantations of 7th level or lower.

Pain:
Pain: The incanter makes a single melee attack that has a bonus on damage equal to the difference of the incanter's max and current hp.

Terror:
Utter Nightmare: Creatures in a 30ft burst experience hallucinations and are rendered dazed and eventually helpless as their minds are assaulted.

Undeath:
Undead Tactics, Horde The incanter temporarily animates 1 fallen creature per four incanter levels as a powerful undead under his control.

Vampiric:
Soul Reap The incanter targets 4 creatures and attempts to feast on their souls. Each one must make a fort save or die and if they die the incanter is healed an amount equal to their current hp.


Incantation Descriptors

Boreal

1st

Freezing Winds, Lesser
Boreal [Cold]
Level: Death Knight 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round/Level or 1 Round
Saving Throw: Fort Partial

The incanter conjures wind hampering a foe's movement and dealing damage to him. He deals 1d8 cold damage immediately and 1d8 damage each round after and reduces the target's movement speed by half and prevents them from running or charging. A successful fort save reduces the duration to 1 round.

Chilling Touch
Boreal [Cold]
Level: Death Knight 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: Touch
Duration: Instantaneous
Saving Throw: None or Reflex Negates (See Text)

The incanter infuses his touch with cold and he deals 1d8 + 1d8 cold damage per two incanter levels with a melee touch attack. If this attack deals 10 damage or more than the target is fatigued for 5 rounds. Instead of targeting a foe he can target a volume of water equal to one 5ft cube per 5 incanter levels and freeze the water into solid ice. If a creature is in that water it can make a reflex save to move to a nearby square.

Cold Infusion
Boreal [Cold]
Level: Death Knight 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Swift
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Fort Negates (Harmless)

The incanter quickly protects and enhances a subject with cold giving him resistance to frost. The target gains 5 cold resistance plus an additional 5 for every 3 incanter levels.

2nd

Icy Touch
Boreal [Cold]
Level: Death Knight 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Close (25ft + 5/2 Level)
Target: One creature
Duration: 3 rounds.
Saving Throw: Fort Negates

The incanter blasts a target with cold, this attack deals 1d6 damage per two incanter levels. The target also is locked in place and unable to move as ice freezes on their body rendering them immobilized (See CM for this condition). If the target is in the air and needs wings to fly they begin to fall. A successful fort save halves the damage and the subject can move freely.

Frost Armor
Boreal [Cold]
Level: Death Knight 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Close (25ft + 5/2 Level)
Target: One creature
Duration: 1 round/Level.
Saving Throw: Fort Negates (Harmless)

The incanter surrounds a target with an aura of ice and cold which absorbs blows. The subject gains damage reduction 5/-.

Augmentation:
The incanter may spend 30 soul power to increase the damage reduction by 5 (To a maximum of double the incanter's level) and increase the duration to 1 minute/level.

Frost Strike
Boreal [Cold]
Level: Death Knight 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Full Attack Action
Range: Melee

The incanter imbues his strike with cold and deals an additional 1d6 damage per melee attack. All melee attacks made during this attack deal half their damage as cold damage. The damage increases by 1d6 for every 3rd level above 5th (8th,11th,14th…)

Augmentation:
The incanter may spend 15 soul power to increase the cold damage by 1d6 per melee attack.

Freeze Armor
Boreal [Cold]
Level: Death Knight 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Level)
Target: One creature wearing metal armor
Duration: 1 round/Level.
Saving Throw: Fort partial

The incanter freezes a target's metal armor. If target fails on the fort save the armor is locked in ice and the target is entangled and can't move and takes 2d10 damage. They can break free with a dc 15 strength check to break the ice on the armor. If they succeed on the fort save they have their movement speed reduced by half for the duration of the spell.

Augmentation:
The incanter may spend 20 soul power to increase the strength check DC by his charisma modifier.

3rd

Frost Bolt
Boreal [Cold]
Level: Death Knight 3, Corpse Crafter 3
Prerequisites: 1 Boreal incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10/Level)
Target: One creature
Duration: 1 round/Level.
Saving Throw: Reflex partial and fort negates.

The incanter launches a bolt of condensed cold at a target creature within range. The creature takes 1d6 cold damage per class level (Reflex save for half) and must make a fort save or take a penalty equal to his cold resistance equal to the incanter's incanter level, this penalty can't reduce a creature to negative cold resistance. A fort save negates the penalty to cold resistance.

Augmentation:
The incanter may spend 40 soul power to make the penalty to cold resistance automatically apply if the target takes damage.

Frigid Wind
Boreal [Cold]
Level: Death Knight 3, Corpse Crafter 3
Prerequisites: 1 Boreal incantation
Incanting Time: Standard Action
Range: 80ft
Effect:Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw:Fort Negates

As the gust of wind spell except as noted here.

Blizzard
Boreal [Cold]
Level: Death Knight 3, Corpse Crafter 3
Prerequisites: 1 Boreal incantation
Incanting Time: Full Round Action
Range: Medium (100ft +10/Level
Area: Cylinder (20ft radius 10ft high)
Duration: 1 round/Level
Saving Throw:None

As the Sleet Storm spell except as noted here.

4th

Frozen Circle
Boreal [Cold]
Level: Death Knight 4, Corpse Crafter 4
Prerequisites: 1 Boreal incantation
Incanting Time: Standard Action
Range: 15ft
Duration: 1 round/Level
Saving Throw:Fort Partial

Any creature within 15ft of the Incanter have their bodies slowly coated in ice. As long as this ability lasts every round a subject affected must make a fort save at the beginning of the incanter's turn. Failure means the subjects movement speed is reduced by 20% (The first failed saving throw means 20% reduction, 40% on the second, etc). The movement speed penalties last for 3 rounds and failing a save refreshes the duration. After a target fails 5 saving throws and having his movement speed reduced to 0% the target is entirely turned to ice.

Ice Lance
Boreal [Cold]
Level: Death Knight 4, Corpse Crafter 4
Prerequisites: 1 Boreal incantation
Incanting Time: Standard Action
Range: Medium (100ft +10ft/Level)
Target: One creature
Duration: Instantaneous
Saving Throw:Fort Partial

The incanter can launch a large block of ice at a target. This ability deals 1d6 damage per incanter level and stuns the target for 1d3 rounds. If the target succeeds on the fortitude save they take half damage and are not stunned.

Augmentation:
The incanter may spend 30 soul power to increase the damage to 1d8 per incanter level.

Whirlwind, Lesser
Boreal [Cold]
Level: Death Knight 4, Corpse Crafter 4
Prerequisites: 1 Boreal incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 3 Rounds
Saving Throw:Reflex Neagtes

If the target fails a reflex save then cold winds blow and hold the target immobile. He can not move for three rounds and takes 3d6 cold damage per round. The target is not helpless when held by this ability, just immobile. The creature can still take any action that doesn't require somatic components, such as speaking, manifesting a psionic power or using supernatural abilities. However, casting spells and effects that require concentration means the creature must make a DC 15 + spell level concentration check or have the action fail.
Augmentation:
The incanter may spend 20 soul power to increase concentration DC by his incanter casting modifier.



5th

Incase
Boreal [Cold]
Level: Death Knight 5, Corpse Crafter 5
Prerequisites: 2 Boreal incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: Instantaneous
Saving Throw:Reflex negates

The incanter tries to freeze the air around the target incasing them in a block of ice. If the target fails a reflex save than they are completely incased in ice. They must succeed on a dc 20 strength check to break free from the ice surrounding them. The ice has 5 hp per incanter level and half of the damage dealt to the ice is dealt to the subject inside the ice.

Freeze Magic
Boreal
Level: Death Knight 5, Corpse Crafter 5
Prerequisites: 2 Boreal incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: Instantaneous
Saving Throw:Fort Partial

The incanter freezes the very magic affecting the target. If the target fails a fortitude save all ongoing magical effects on the creature are suppressed for 3 rounds. If the target passes than the magical effects are suppressed for 1 round. The rounds when the effects are suppressed do not count against the duration for the effects.

Augmentation:
The incanter may spend 50 soul power have a chance to dispel the effects as well. After the suppression ends the incanter make a dispel check (1d20 + your incanter level, maximum +15) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.


Slow
Boreal
Level: Death Knight 5, Corpse Crafter 5
Prerequisites: 2 Boreal incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: Instantaneous
Saving Throw:Fort Negates

The incanter imbues the target with chills of frost limiting his reaction time. If a subject is targeted by this ability his initiative for the encounter is reduced by 10 and he now takes his turn based on that initiative. The target can not act twice in the same round due to this ability.

Augmentation:
The incanter may spend 30 soul power to also daze the target for 1 round upon being targeted with this incantation and failing the fort save.
6th

Field of Ice
Boreal [Cold]
Level: Death Knight 6, Corpse Crafter 6
Prerequisites: 3 Boreal incantations
Incanting Time: Full Round Action
Range: 30ft
Duration: 1 round per incanter level
Saving Throw:Reflex Partial (See Text)

The incanter freezes the nearby ground within 30ft and coats it with ice. All creatures standing on the ground the area need to make a reflex save or fall prone, each round they are on the area at the start of their turn they need to succeed on another reflex save or fall prone from the ice being slippery and shifting beneath their feat. In order to move on the ice a creature needs to pass a dc 15 balance check. Failure by 5 or more means the subject falls prone. The incanter can move normally on the ice and does not need to make a reflex save or balance check while on the ice.

Augmentation:
The incanter may spend 25 soul power to increase the dc of the balance check by 5.

Freezing Ray
Boreal [Cold]
Level: Death Knight 6, Corpse Crafter 6
Prerequisites: 3 Boreal incantations
Incanting Time: Standard Action
Range: 60ft
Duration: Instantaneous
Saving Throw:Fort Negates

The incanter launches a ray at a target within 60ft. If the ranged touch attack hits the subject must make a fortitude save or be turned into ice. If the temperature is not below freezing the subject gets a +4 bonus on the saving throw.

Freezing Winds
Boreal [Cold]
Level: Death Knight 6, Corpse Crafter 6
Prerequisites: 3 Boreal incantations
Incanting Time: Standard Action
Range: Close Range (25ft + 5ft/2 Levels)
Duration: 1 round per 2 incanter levels
Saving Throw: Fort Partial (See Text)

The incanter summons chilling winds that blow in one direction in a 20ft by 100ft line. Any creature in that area takes 1d8 cold damage per two incanter levels. In addition they must make a fort save or be blown back 15 feet (Smaller creatures double the distance and large and huge creatures are only pushed back 5ft. Gargantuan and bigger creatures are not affected by the knock back). If they fail the save any huge or smaller creature is checked against movement in the direction of the blowing wind a success means they move at half speed in the direction of the wind.


7th

Boreal Blizzard
Boreal [Cold]
Level: Death Knight 7, Corpse Crafter 7
Prerequisites: 3 Boreal incantation
Incanting Time: Full Round Action
Range: Medium (100ft +10/Level
Area: Cylinder (40ft radius 10ft high)
Duration: 1 round/Level
Saving Throw:Fort Partial (See Text)

As the Sleet Storm spell except as noted here. For each round in the area of effect a creature must make a fortitude save or take 5d6 points of cold damage. If a creature fails 3 saving throws in a row they are turned into ice as the spell flesh to ice.


Deep Freeze
Boreal [Cold]
Level: Death Knight 7, Corpse Crafter 7
Prerequisites: 3 Boreal incantation
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort Partial

The incanter targets a creature suffering from a reduction in movement speed and freezes the target. The reduction in movement speed must come from an incantation from the Boreal school. If the subject fails the fortitude save than the creature is turned into ice as the spell Flesh to Ice. If the subject passes the saving throw than all of its movement speeds are reduced to 0ft for 1 round and it takes 10d6 cold damage.

Augmentation:
The incanter may spend 15 soul power to increase the damage on a successful save by 5d6.



8th

Uttercold Storm
Boreal [Cold]
Level: Death Knight 8, Corpse Crafter 8
Prerequisites: 3 Boreal incantation
Incanting Time: Full Round Action
Range: Long (400ft +40/Level)
Effect:Gust of wind (40 ft. wide, 40 ft. high) emanating out from you to the extreme of the range
Duration: 1 Minute/Level
Saving Throw:Fortitude Partial

As the Boreal Winds spell (Frostburn) except as noted here. This ability deals 1d6 damage per incanter level (Maximum 15d6), half the damage is cold and half is negative energy. In addition, a fort save only halves the damage.

Permafrost
Boreal [Cold]
Level: Death Knight 8, Corpse Crafter 8
Prerequisites: 3 Boreal incantation
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One creature per incanter level no two further than 30ft apart
Duration: 1 round per incanter level
Saving Throw: Fort Negates

The incanter targets a number of creatures and stops their movement entirely. Any creature targeted that fails a fortitude save has their movement speed reduced to 0 and takes 15d6 cold damage. In addition, this spell suppresses the effects of freedom of movement, cold resistance and cold immunity granted from items or spells while it is active.

Freeze Magic, Greater
Boreal
Level: Death Knight 8, Corpse Crafter 8
Prerequisites: 3 Boreal incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: Instantaneous
Saving Throw:Fort Partial

This incantation functions like Freeze Magic except that effects are suppressed for 5 rounds if the subject fails the fort save and 2 rounds if he succeeds.

Augmentation:
The incanter may spend 50 soul power have a chance to dispel the effects as well. After the suppression ends the incanter make a dispel check (1d20 + your incanter level) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 10 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

9th

Uttercold Tempest
Boreal [Cold]
Level: Death Knight 9, Corpse Crafter 9
Prerequisites: 4 Boreal incantation
Incanting Time: Full Round Action
Range: Medium (100ft +10/Level
Area: Cylinder (40ft radius 10ft high)
Duration: 1 round/3 Levels
Saving Throw:Fort Half

As the Sleet Storm spell except as noted here. For every round that a living creature is in the area it takes 15d6 cold damage (Fortitude save for half). Undead in the area are healed 15d6 damage each round. The incanter can see perfectly fine in the area and is not hampered by the snow.

Silva Stormrage
2013-01-08, 01:20 AM
Incantation Descriptors, Cont

Corruption

1st

Waning Willpower
Corruption
Level: Plague Witch 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 2 Rounds +1 Round/Level
Saving Throw: Will Partial

The incanter slowly drains an opponents willpower to resist enchantments and other effects. Every round at the start of its turn the creature must make a will save or take a -1 penalty to will saving throws for the remainder of the spell. Multiple failures increase the penalty by 1.


Corruption, Lesser
Corruption
Level: Plague Witch 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round+1 Round/ Level
Saving Throw: Will Partial

The incanter curses a subject and inflicts wounds and pain over a period of time. The incanter inflicts 1d6 profane damage per round for the duration of the spell. A will save at the beginning of the spell halves all the damage from this spell.

Failing Strength
Corruption
Level: Plague Witch 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 5 Rounds
Saving Throw: Fort Negates

The incanter saps the stamina and strength of an opponent's muscles fatiguing the subject. A fortitude save negates this effect.

Augmentation:
The incanter may spend 20 Soul Power to double the duration of this incantation.

2nd

Lagging Reflexes
Corruption
Level: Plague Witch 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 2 Rounds +1 Round/Level
Saving Throw: Reflex Partial

This incantation functions as waning willpower except it inflicts a penalty to the subjects reflex save and a reflex save each round negates the stacking penalty.

Decay
Corruption
Level: Plague Witch 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Touch
Target: One non magical object
Duration: 1 Round/Level
Saving Throw: Reflex Partial

The incanter imbues the object with energy of decay and corruption. The item's hardness is reduced by 1 per round. If the item's hardness reaches 0 it takes 5 points of damage each round instead. The reduction in the items hardness is instantaneous and neither it nor the damage ends when the spell ends.

Augmentation:
The incanter may spend 30 soul power to increase the duration of this incantation by 10 rounds.



3rd

Corruptive Healing
Corruption
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One living creature
Duration: 1 Round/Level
Saving Throw: None

This incantation bewitches the subject and causes healing effects to heal less and maybe even inflict damage on him. Any positive energy healing effect heals 1/incanter level hit points less than normal. If this reduces the healing below 0 then the spell inflicts damage equal to that amount.

Augmentation:
By spending 60 Soul Power the incanter can cause this curse to spread. Whenever a living creature heals a target afflicted by this incantation they are automatically affected by this incantation as well.

Failing Fortitude
Corruption
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 2 Rounds +1 Round/Level
Saving Throw: Fort Partial

This incantation functions as waning willpower except it inflicts a penalty to the subjects fort save and a fort save each round negates the stacking penalty.

Nauseating Stench
Corruption
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Fort Negates

This incantation curses a subject with an unimaginable stench. If the subject fails a fortitude save it is nauseated for the duration of the incantation. In addition, any living creature within 5ft of the creature must make a fort save of the same dc or become sickened for 1d4 rounds.


4th

Corruption
Corruption
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round/ Level
Saving Throw: Will Partial

The incanter curses a subject and inflicts wounds and pain over a period of time. The incanter inflicts 3d8 profane damage per round for the duration of the spell. A will save at the beginning of the spell halves all the damage from this spell and reduces the duration to 5 rounds.

Death and Decay
Corruption
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Touch
Target: One Object or Creature (See Text)
Duration: 1 Round/ Level
Saving Throw: None

This incanation functions like decay except it functions on magic items and it can reduce the damage reduction of a creature by 1 per round. If a creature's DR is reduced to 0 the creature takes 1d6 profane damage every round for the duration of this incantation. The creature recovers it's DR at a rate of one point of DR per day.

Curse of Despair
Corruption
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close
Target: One Creature
Duration: 1 Minute/ Level
Saving Throw: Will Negates

The Incanter curses a subject so that for the duration of this incantation they take a -4 penalty on all d20 rolls.

Regressive Regeneration
Corruption
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Minute/ Level
Saving Throw: Fort Negates

The subject's fast healing and regeneration stop functioning while this incantation is active.

5th

Bestow Curse
Corruption
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Touch
Target: One Creature
Duration: Permanent
Saving Throw: Will Negates

This incantation duplicates the effects of the Bestow Curse spell except as noted here.

Siphoning Spell Power
Corruption
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Close (25ft +5ft/2 Levels)
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Will Partial (See Text)

This incantation functions as waning willpower except as noted here. In addition to the penalty to will saves this incantation applies a stacking penalty to caster and manifester level each round equal to the penalty to will saves (There is one save each round however).

Haunting Melody
Corruption [Mind Affecting][Sonic]
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: 30ft
Duration: 1 Round/Level
Saving Throw: Will Negates

The incanter unleashes a horrible song that disrupts the thought of all living creatures within 30ft of the incanter. They are confused for as long as the incantation is active. A will save negates this effect.

Augmentation: By spending 60 soul power this ability only targets enemies.


6th

Greater Curse of Despair
Corruption
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Close Range (25ft +5ft/2 Levels)
Duration: 1 Round/Level
Saving Throw: Will Negates

This incantation functions as curse of despair except the penalty is -8 instead of -4.

Sporadic Spell Resistance
Corruption
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Close Range (25ft +5ft/2 Levels)
Target: One Creature with Spell Resistance
Duration: 1 Round/Level
Saving Throw: Will Negates

The incanter fluctuates the targets spell resistance causing it to simply not apply against certain spells. If the subject fails the saving throw his spell resistance only applies against 25% of the spells cast against him. If the creature is immune to spells then the chance it applies is reduced to 50% instead.

Subsiding Speed
Corruption
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Close Range (25ft +5ft/2 Levels)
Target: One Creature
Duration: 1 Round per 2 Incanter Levels
Saving Throw: Fort Partial

The incanter drains the movement's of a creature causing them to become immobile for a couple rounds. If the subject fails the saving throw his movement speed is reduced to 0 for the duration of this incantation. If he passes his movement speed is halved and he can't run or charge.

7th

Improved Corruptive Healing
Corruption
Level: Plague Witch 7, Corpse Crafter 7
Prerequisites: 3 Corruption Incantations
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One living creature
Duration: 3 Rounds
Saving Throw: None

This incantation corrupts all healing spells on the subject. Any spell that restores hit points instead inflicts the same amount of damage it would of healed the subject as negative energy.

Augmentation:
By spending 60 Soul Power the incanter can cause this curse to spread. Whenever a living creature heals a target afflicted by this incantation they are automatically affected by it as well.

Corruption, Greater
Corruption
Level: Plague Witch 7, Corpse Crafter 7
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round/ Level
Saving Throw: Will Partial

The incanter curses a subject and inflicts wounds and pain over a period of time. The incanter inflicts 6d6 profane damage per round for the duration of the spell. A will save at the beginning of the spell halves all the damage from this spell and reduces the duration to 8 rounds.

Mental Meltdown
Corruption [Mind Affecting]
Level: Plague Witch 7, Corpse Crafter 7
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: Permanent or 1 Round (See Text)
Saving Throw: Will Partial

The subject's mind becomes corrupted and unstable. If the subject fails the saving throw he is rendered permanently insane until healed by a greater restoration, miracle, or wish. If he succeeds on the saving throw he is confused for 1 round.


8th

Greater Bestow Curse
Corruption
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will Negates

This incantation functions like the spell Bestow Curse, Greater except as noted here.

Languishing Land
Corruption
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Medium (100ft +10ft/Level)
Area: 20ft spread radius
Duration: 10 Minutes/Level
Saving Throw: None

This incantation corrupts a large 20ft radius section of land which corrupts and decays creatures standing on it. All non magical plant life withers and dies and living creatures who start their turn on the ground take 5d6 points of profane damage a -4 profane penalty to saving throws and their movement speed is halved. These penalties persist for 1d4 rounds after they leave the area. The incanter is immune to the effects of his own Languishing Land

Resistance Relapse
Corruption
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Close (25ft +5ft/2 Levels)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Will Partial

This incantation functions like the incantation waning will except the penalty applies to saving throws, attack rolls and skill checks and the stacking penalty is -2 each time the subject fails a saving throw.

9th

Zone of Decay
Corruption
Level: Plague Witch 9, Corpse Crafter 9
Prerequisites: 4 Corruption Incantation
Incanting Time: Standard
Range: 60ft
Target: Personal
Duration: 3 Rounds
Saving Throw: None

The incanter radiates pure decay to all enemies near him. All enemies within 60ft of the incanter take -6 profane penalty to saving throws attack rolls and skill checks while this incantation is active. Any healing effect such as fast healing, regeneration, spells that restore hit points, etc, fail to function in this area and can't target those within the area. In addition, any enemy that starts his turn within this area takes 5d6 points of profane damage each round.



Enervation

1st

Inflict Light Wounds
Enervation
Level: Plague Witch 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will Half

As the inflict light wounds spell except as noted here

Negative Energy Aura, Minor
Enervation
Level: Plague Witch 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: 10ft
Target: Personal
Duration: 3 Round + 1 Round/3 Levels
Saving Throw: None

The incanter imbues the surrounding area with negative energy inflicting damage to all those who walk within 10ft. While this incantation is active every round at the start of the incanter's turn all creatures within 10ft of him take 2 points of negative energy damage + 1 per 4 levels.

Augmentation: By spending 40 Soul Power this incantation can be activated as a swift action

Aura of Death
Enervation
Level: Plague Witch 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Swift
Range: Close (25ft +5ft/2 Incanter Levels
Target: One creature
Duration: Instantaneous
Saving Throw: Will Half

This incantation snuffs out the life of a dying enemy. Any dying creature targeted by this incantation takes 10 points of profane damage, a successful will save halves that damage.

Augmentation: By spending 30 soul power this incantation no longer gives a save and automatically inflicts 10 profane damage.


2nd

Detect Tomb Tainted
Enervation
Level: Plague Witch 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Medium (100ft + 10ft/Level)
Target: Personal
Duration: Concentration
Saving Throw: None

The incanter focuses on the energy in the surrounding area detecting any creature who is powered by negative energy such as undead or those with the tomb tainted soul feat. The incanter knows the general location of any such creature within range, ignoring walls or other such barriers that normally block LoE and LoS. In addition, the incanter knows their general strength, 1-5 CR (Weak), 6-10 CR (Average), 11-18 CR (Powerful), 19-25 CR (Epic), 25+ CR (Deific)

Corrupt Energy
Enervation
Level: Plague Witch 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Medium (100ft + 10ft/Level)
Target: Ongoing spell effect
Duration: Instantaneous
Saving Throw: None

The incanter steals the power of an ongoing magical effect and uses it to power himself. He can make a incanter level check against a dc of 11+the spell's caster level. If the check succeeds than the incanter regains a single incantation with a incantation level less than or equal than the spell level of the dispelled effect.

Undead Soul
Enervation
Level: Plague Witch 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Medium (100ft + 10ft/Level)
Target: One living creature per 3 levels
Duration: 1 minute/level
Saving Throw: Will Negates (Harmless)

The incanter masks the positive energy of the living creature causing undead creatures to view them as undead. Unintelligent undead and undead with less than 6 intelligence will leave the creatures alone unless the affected creatures attack the undead or their allies.

Antimagic Shell, Lesser
Enervation
Level: Plague Witch 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Medium (100ft + 10ft/Level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will Negates (Harmless)

The incanter creates a barrier of negative energy which negates incoming spells. The target gains spell resistance equal to 8 plus the incanter's incanter level. Once this barrier has absorbed a number of spells equal to the incanter's incanter casting modifier the effect ends. The incanter can only have one instance of this incantation active at a time, casting another one causes the first to end.


3rd

Inflict Moderate Wounds
Enervation
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Enervation Incantation
Incanting Time: Standard
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will Half

This incantation functions as inflict moderate wounds except as noted here.


Enervating Touch
Enervation
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Enervation Incantation
Incanting Time: Standard
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None

The incanter empowers his touch with negative energy and bestows a negative level on a subject with a successful melee touch attack.

Augmentation: By spending 40 Soul Power the incanter inflicts an additional negative level with his touch.



Negative Energy Aura, Minor
Enervation
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Enervation Incantation
Incanting Time: Standard
Range: 10ft
Target: Personal
Duration: 3 Round + 1 Round/2 Levels
Saving Throw: None

The incanter imbues the surrounding area with negative energy inflicting damage to all those who walk within 10ft. While this incantation is active every round at the start of the incanter's turn all creatures within 10ft of him take 2d6 points of negative energy damage 6 levels.

Augmentation: By spending 40 Soul Power this incantation can be activated as a swift action

Puppet
Enervation
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Enervation Incantation
Incanting Time: Standard
Range: Close (25ft + 5ft/2 Levels
Target: One Undead Creature
Duration: 3 Round + 1 Round/2 Levels
Saving Throw: Will Negates (See Text)

The incanter forcefully manipulates the negative energy that empowers an undead creature. This incantation functions like the psionic power control body (http://www.d20srd.org/srd/psionic/powers/controlBody.htm) except as noted here. Every round the subject is under the influence of this incantation he gets a will save to end this incantation at the end of their turn.

Augmentation: By spending 50 Soul Power this incantation's saving throw DC increases by 5 for the first round



4th

Inflict Serious Wounds
Enervation
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Enervation Incantation
Incanting Time: Standard
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will Half

This incantation functions as inflict serious wounds except as noted here.

Bolster Undead
Enervation
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Enervation Incantation
Incanting Time: Standard
Range: 10ft
Duration: 1 Round/Level
Saving Throw: Fort Negates (Harmless)

The incanter protects allied undead within 10ft of him and increases their turn resistance by his primary incanting ability modifier.

Augmentation: By spending 20 Soul Power this incantation's radius increases by 10ft.

Negate Energy
Enervation
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Enervation Incantation
Incanting Time: Standard
Range: Close (25ft +5ft/2Levels)
Target: One living creature
Duration: 1 Minute/Incanter Level
Saving Throw: None

This incantation creates an insidious trap. The next spell or effect that heals the subject with positive energy is negated completely. The subject is not aware of the trap unless he passes a Spellcraft check (DC is 20 + incanter's primary incanting modifier)

Leech Energy
Enervation
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Enervation Incantation
Incanting Time: Standard
Range: Close (25ft +5ft/2Levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None

This inflicts a single negative level upon a subject and if the subject is not immune to negative levels you can refresh a single incantation of 3rd level or lower. At incanter level 12 this inflicts another negative level and the incanter can refresh another incantation of 3rd level or lower.

5th

Inflict Critical Wounds
Enervation
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Enervation Incantations
Incanting Time: Standard
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will Half

This incantation functions as inflict critical wounds except as noted here.

Necrotic Pulse
Enervation
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Enervation Incantations
Incanting Time: Standard
Range: 20ft
Area: 20ft Burst centered on you
Duration: 1 Hour/Level
Saving Throw: Fort Negates

The incanter blasts all creatures within 20ft with negative energy inflicting 1d4+1 negative levels on all creatures in that area. You heal 5 HP for each creature that failed their saving throw.

Augmentation: By spending 30 Soul Power this incantation's radius increases by 10ft.

Siphon Negative Energy
Enervation
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Enervation Incantations
Incanting Time: Standard
Range: Close (25ft +5ft/2 Levels)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Will Negates (See Text)

The incanter leeches negative energy from the subject. If the subject is living this allows the subject to make a fort save every round to remove a negative level they have on them (DC is the standard dc to remove a negative level). If the subject is undead than he must make a will save at the initial activation of this incantation. If he fails he takes 3d6 profane damage each round until the spell ends. If the subject is alive but has tomb tainted soul the incanter can choose to treat that creature as undead or living for purposes of this incantation.

Enervation
Enervation
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Enervation Incantations
Incanting Time: Standard
Range: Close (25ft + 5ft/2 Levels)
Effect: Ray
Duration: 1 Hour/Level
Saving Throw:None

This incantation functions as enervation except as noted here.

6th

Necrotic Bomb
Enervation
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Enervation Incantations
Incanting Time: Standard
Range: Close (25ft +5ft/2 Levels)
Area: 20ft radius spread
Duration: 1 Hour/Level
Saving Throw: Fort Negates

The incanter launches a black sphere somewhere within close range which explodes when it reaches its destination. All creatures in the area take 1d4 negative levels unless they succeed on a fort save. These negative levels last 1 hour/level

Negative Energy Aura, Greater
Enervation
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Enervation Incantations
Incanting Time: Standard
Range: 15ft
Target: Personal
Duration: 3 Round + 1 Round/Level
Saving Throw: None

The incanter imbues the surrounding area with negative energy inflicting damage to all those who walk within 15ft. While this incantation is active every round at the start of the incanter's turn all creatures within 15ft of him take 4d6 points of negative energy damage per 4 levels.

Augmentation: By spending 40 Soul Power this incantation can be activated as a swift action

Enervated Soul
Enervation
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Enervation Incantations
Incanting Time: Standard
Range: Touch
Target: One creature
Duration: 1 Minute/Level.
Saving Throw: None

With a touch the subject's affinity for positive and negative energy is swapped and the subject becomes healed by negative energy and harmed by positive energy. This incantation has no creatures naturally healed by negative energy.

Antimagic Shell, Greater
Enervation
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Enervation Incantations
Incanting Time: Standard
Range: Medium (100ft + 10ft/Level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will Negates (Harmless)

The incanter creates a barrier of negative energy which negates incoming spells. This barrier automatically negates the next spell that allows spell resistance that affects the target. The target also gains spell resistance equal to 13 plus his incanter level. Everytime this barrier negates a spell the incanter gains 10 soul power. Once this barrier has absorbed a number of spells equal to his incanter casting modifier the effect ends. The incanter can only have one instance of this incantation active at a time, casting another one causes the first to end.


7th

Siphon Negative Energy, Greater
Enervation
Level: Plague Witch 7, Corpse Crafter 7
Prerequisites: 3 Enervation Incantations
Incanting Time: Standard
Range: Close (25ft +5ft/2 Levels)
Target: One creature
Duration: 1 Round/2 Levels
Saving Throw: Will Negates (See Text)

The incanter leeches negative energy from the subject. If the subject is alive this allows the subject to make a fort save every round to remove 3 negative levels they have on them (DC is the standard dc to remove a negative level). If the subject is undead then he makes a will save at the initial activation of this incantation. If he fails he takes 6d6 profane damage each round until the spell ends. If the subject is alive but has tomb tainted soul the incanter can choose to target that creature as undead or living for purposes of this incantation.

Retributive Shadow Armor
Enervation
Level: Plague Witch 7, Corpse Crafter 7
Prerequisites: 3 Enervation Incantations
Incanting Time: Standard
Range: Personal
Duration: 1 Round/2 Levels
Saving Throw: None

Using this incantation forms a barrier of negative energy around the incanter. Any foe who attacks the incanter with a melee weapon (even those with reach) gains 1 negative level automatically.

Augmentation: By spending 50 soul power this incantation can be activated with a swift or a move action.

Overload
Enervation
Level: Plague Witch 7, Corpse Crafter 7
Prerequisites: 3 Enervation Incantations
Incanting Time: Standard
Range: Close (25ft +5ft/2 Levels)
Target: One creature
Duration: 1 Minute/Level or instantaneous (See text)
Saving Throw: Fort Negates (See Text)

The incanter floods the subject with negative energy. If the subject is alive and healed by positive energy he must make a fort save or die from the sudden burst of negative energy in him. He gains a +3 on the saving throw though. If the subject is undead or living and healed by negative energy he gains 2 temporary hit points per incanter level as the negative energy bolsters his form.

8th

Harm
Enervation
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Enervation Incantation
Incanting Time: Standard
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will Half

This incantation functions like the spell harm except as noted here.

Augmentation:
By Spending 60 soul power the incanter can remove the saving throw for this incantation

Energy Drain
Enervation
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Enervation Incantation
Incanting Time: Standard
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Hour/Level
Saving Throw: None

This incantation functions like the spell energy drain except as noted here.


Leech Energy, Greater
Enervation
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Enervation Incantations
Incanting Time: Standard
Range: Close (25ft +5ft/2Levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None

This inflicts two negative levels upon a subject and in addition if the subject is affected by the negative levels you can refresh two incantations of 7th level or lower.

Augmentation: By spending 40 soul power you regain an additional incantation of 7th level or lower.

Shrine of the Tomb Tainted
Enervation
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Enervation Incantations
Incanting Time: Standard
Range: Close (25ft +5ft/2Levels)
Area: 20ft Radius Spread
Duration: 1 Round/level
Saving Throw: None

This incantation imbues the area with negative energy. Any positive energy spell that is cast in the area has its damage switched to negative energy unless the caster makes a caster level check versus a dc equal to 15+ incanter level.

9th

Stygian Burst
Enervation
Level: Plague Witch 9, Corpse Crafter 9
Prerequisites: 4 Enervation Incantations
Incanting Time: Standard
Range: Close (25ft +5ft/2Levels)
Area: 10ft Radius Spread
Duration: Instantaneous
Saving Throw: None

The ultimate manipulation of negative energy, all enemies within the area take 2d4 negative levels from this incantation. If they are normally immune to negative levels they instead take 2 negative levels (Ignoring their normal immunity). If any enemies take negative levels the incanter refreshes 2 incantations of 7th level or lower.

Silva Stormrage
2013-01-08, 01:21 AM
Incantation Description Cont

Pain

1st

Persistent Wound
Pain
Level: Death Knight 1
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Effect: One Melee Attack
Duration: 3 Rounds + 1 round /3 Incanter Levels
Saving Throw:None

As part of this incantation the incanter strikes an enemy with a melee strike. If the attack hits the enemy takes an additional 2 damage at the start of each of the incanters next 3 turns. A healing spell will stop the bleeding damage and close the wound.

Augmentation:
The incanter may spend 20 soul power to increase the duration of this incantation by two rounds.

Fury
Pain
Level: Death Knight 1
Prerequisites: None
Incanting Time: Move Action
Range: Personal
Target: You
Duration: 1 Round + 1 Round/5 Incanter Levels

The incanter uses his magic to increase his strength for a brief time. This incantation gives the incanter a +2 profane bonus to strength. At incanter level 8 this improves to +4 and at incanter level 15 this increases to +6.

Karma Strike
Pain
Level: Death Knight 1
Prerequisites: None
Incanting Time: Immediate Action
Range: Melee Attack
Effect: One Melee Attack
Duration: Instantaneous

The incanter retaliates against an attacker with a quick strike using his magic to ignore the pain of the strike. When the incanter gets hit by a melee attack he can retaliate and make a single melee strike against the opponent assuming he can reach the enemy.


Powerful Strike
Pain
Level: Death Knight 1
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Effect: One Melee Attack
Duration: Instantaneous

The incanter enhances his melee strike but the extra force reduces his accuracy. When using this incantation the incanter takes a -2 penalty on the attack roll but gains an additional +4 on damage rolls.

Augmentation:
The incanter may spend 20 soul power to increase the bonus to damage rolls by +4.

2nd

Debilitating Disarm
Pain
Level: Death Knight 2
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Effect: One Melee Attack
Duration: 1 Round

The incanter attempts a disarm on a foe that does not provoke attacks of opportunity. If the attempt to disarm the foe succeeds the incanter automatically deals normal melee damage to the foe. This disarm injures whatever appendage was holding the weapon that got disarmed and that appendage can not hold or use anything for one round. Any cure or healing spell cast upon the victim allows the appendage to hold and use items again.

Augmentation:
The incanter may spend 20 soul power to increase the duration of the injury by 2 rounds.

Blitzkreig
Pain
Level: Death Knight 2
Prerequisites: None
Incanting Time: Standard Action
Range: Medium (100ft +10ft/incanter level)
Effect: One Melee Attack
Duration: 1 Round

The incanter imbues his own body with tremendous power for a brief time. When using this incantation the incanter makes a single charge attack at any enemy within range. The incanter still must follow all the normal rules for a charge attack. If this charge attack hits the incanter deals an additional 10 points of damage.

Power Strike
Pain
Level: Death Knight 2
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Effect: One Melee Attack
Duration: Instantaneous

The incanter enhances his melee strike but the extra force reduces his accuracy. When using this incantation the incanter takes a -2 penalty on the attack roll but gains an additional +4 on damage rolls. If the incanter uses the power attack feat for this strike the damage bonus from power attack is doubled.

Inflict Pain
Pain
Level: Death Knight 2
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Effect: One Melee Attack
Duration: 1 Round/Incanter Level
Saving Throw: Fort Negates

The incanter imbues his strike with fell energy that curses an opponent. The incanter makes a single melee attack, if that attack hits the opponent takes a -3 on all attack rolls, skill checks, and saving throws. A fortitude save negates the penalties but not the melee damage.

3rd

Ignore Pain
Pain
Level: Death Knight 3
Prerequisites: 1 Pain Incantation
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 3 Round

The incanter blocks himself from feeling any pain, allowing him to fight after taking wounds that would kill normal people. While this incantation is active the incanter no longer falls unconscious while in negative hit points and can still act. In addition, as long as his hit points do not fall below -(10+con score) the incanter is still alive. If the incanter is below -10 when this incantation ends he still dies. While this incantation is active the incanter is immune to all abilities that function off of pain, such as a wrack spell or a symbol of pain.

Deep Wound
Pain
Level: Death Knight 3
Prerequisites: 1 Pain Incantation
Incanting Time: Standard Action
Range: Melee Attack
Effect: One Melee Attack
Duration: 4 Rounds + 1 Round/3 Incanter Levels
Saving Throw:None

As part of this incantation the incanter strikes an enemy with a melee strike. If the attack hits the enemy takes an additional 3 damage at the start of each of the incanters next turn for the duration of this incantation.
Augmentation:
The incanter may spend 20 soul power to increase the duration of this incantation by three rounds.

Share Pain
Pain
Level: Death Knight 3
Prerequisites: 1 Pain incantation
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One creature
Duration: 1 round/2 Levels.
Saving Throw: Fort negates.

The incanter links his own soul with that of another creature. Whenever the incanter takes damage the other subject takes a quarter of the damage the incanter suffered. This ability only works with hit point damage, ability damage, negative levels and other forms of damage do not transfer. A fortitude save negates this ability.

Augmentation:
The incanter may spend 40 soul power to make this incantation only take a swift action to activate

4th

Mad Frenzy
Pain
Level: Death Knight 4
Prerequisites: 1 Pain Incantation
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round

The incanter imbues himself with primal furry allowing his attacks to swing wide and injure multiple foes. For one round for each melee attack the incanter makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. The incanter can use this ability on any attack during this round, even an attack of opportunity or a cleave attempt

Terrible Fury
Pain
Level: Death Knight 4
Prerequisites: 1 Pain Incantation
Incanting Time: Move Action
Range: Personal
Target: You
Duration: 1 Round + 1 Round/5 Incanter Levels

The incanter uses his magic to increase his strength for a brief time. This incantation gives the incanter a +6 profane bonus to strength. This increases to +8 bonus at 12th level.

Suffering
Pain
Level: Death Knight 4
Prerequisites: 1 Pain incantation
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One creature
Duration: 1 round/Level
Saving Throw: Fort Partial.

The target is inflicted with terrible pain that causes him to fall to the ground prone in agony. The target loses his next turn's actions and for the duration of this incantation he takes -4 to attack rolls, skill checks and saving throws. If the subject succeeds on a fortitude save than he does not lose his actions nor fall prone and only takes a -2 penalty.

5th

Pure Pain Link
Pain
Level: Death Knight 5
Prerequisites: 2 Pain Incantations
Incanting Time: Immediate Action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Fort Half

The incanter can use this incantation when an opponent strikes him with a melee attack. The opponent automatically hits and deals a critical hit with the weapon. Regardless if this attack kills the incanter or not the attacker takes the same amount of damage he just inflicted to the incanter. A fortitude save halves this damage. Due to the magic of this incantation if the incanter's hp is dropped to -10 or lower the incanter dies, regardless if he has any spells or abilities that allow him to survive such as delay death or ignore pain.

Enduring Rage
Pain
Level: Death Knight 5
Prerequisites: 2 Pain Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round/Incanter Level

The incanter uses his magic to bolster his own strength for a short while. The incanter gains a +4 profane bonus to strength while this incantation is active.

Rageswing
Pain
Level: Death Knight 5
Prerequisites: 2 Pain Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Effect: One Melee Attack against nearby enemies
Duration: Instantaneous

As part of this incantation the incanter strikes all enemies within melee range once. Each attack gains an extra +3 bonus to the damage roll.

Augmentation:
The incanter may spend 50 soul power to attack each creature within range twice.

6th

Eternal Suffering
Pain
Level: Death Knight 6
Prerequisites: 2 Pain incantations
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One creature
Duration: 1 round/2 Levels
Saving Throw: Fort Partial.

The target is inflicted with terrible pain that causes him to fall to the ground prone in agony. The target loses his next turn's actions and for the duration of this incantation he takes -4 to attack rolls, skill checks and saving throws. If the subject succeeds on a fortitude save than he does not lose his actions nor fall prone and only takes a -2 penalty. Each round at the beginning of his turn he must make an additional fort save or fall prone in pain and causing him to lose that turn's actions as well.

Enduring Rage, Greater
Pain
Level: Death Knight 6
Prerequisites: 2 Pain Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round/Level

The incanter uses his magic to bolster his own strength for the duration of this incantation. The incanter gains a +6 profane bonus to strength while this incantation is active.

Devil's Flurry
Pain
Level: Death Knight 6
Prerequisites: 2 Pain Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Effect: One Full Attack
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a full attack against a singular opponent using his power to find weak points of the enemy. For each of the attacks the critical threat range is increased by 3. For example, a greatsword would have a critical hit threat range of 16-20. This increase is applied after and stacks with improved critical, keen or similar abilities but is applied after such multipliers.

Augmentation: By spending 30 soul power the incanter also increases his weapon's crit multiplier by 1.

7th

Ruin Strike
Pain
Level: Death Knight 7
Prerequisites: 3 Pain Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Effect: One Melee Attack
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a single devastating attack. If the attack hits it deals an extra amount equal to half of the difference of the incanter's current hp and his max hp.

Terrible Fury, Greater
Pain
Level: Death Knight 7
Prerequisites: 3 Pain Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Rounds

The incanter uses his magic to bolster his own strength massively for a single round. The incanter gains a +14 profane bonus to strength for a single round.

Augmentation: By spending 30 soul power the duration of this incantation increases by 1 round.

Shrug it off
Pain
Level: Death Knight 7
Prerequisites: 3 Pain Incantation
Incanting Time: Immediate action
Range: Personal
Target: You
Duration: 5 Rounds (See Text)

This incantation works like ignore pain except as noted here. The incanter can survive at any amount of negative hit points while this incantation is active. In addition, after this incantation's initial duration ends the incanter remains alive if their HP is more than -30 HP and they gain fast healing 1 until they reach 1 HP. If they take any damage while they are unconscious and healing this incantation immediately ends and they die if their hit points are below their minimum.

8th

Onslaught Charge
Pain
Level: Death Knight 8
Prerequisites: 3 Pain Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Effect: One Melee Attack
Duration: Instantaneous

As part of this incantation the incanter makes a charge attack against one enemy. This charge does not provoke attack of opportunities. The incanter can make a single melee attack against each enemy he gets within reach on this charge. A single enemy can only be attacked once during this charge.

Enduring Rage, Greater
Pain
Level: Death Knight 8
Prerequisites: 3 Pain Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round/Incanter Level

The incanter uses his magic to bolster his own strength for a short while The incanter gains a +10 profane bonus to strength while this incantation is active.

Pain Disruption
Pain
Level: Death Knight 8
Prerequisites: 3 Pain incantation
Incanting Time: Standard Action
Range: 20ft
Target: Up to 5 creatures within 20ft (See Text)
Duration: 1 round/ 2 Incanter Levels.
Saving Throw: Fort negates.

The incanter links his own soul with those around him. The incanter targets up to five creatures within 20ft with which to share his pain with. Regardless of how many creatures failed the saving throw they can only create a bond with 3 targets. Thus if 5 creatures failed their save they would pick three of them for this incantation to take effect. Whenever the incanter takes damage the other subject takes a 20% of the damage the incanter suffered. The incanter himself reduces the amount of damage he takes by the amount transferred. For example if 3 enemies failed their saves and the incanter takes 10 points of damage each enemy takes 2 point of damage and the incanter takes 4 points. This incantation can be used to target undead despite their normal immunity to fortitude saves. This ability only works with hit point damage, ability damage, negative levels and other forms of damage do not transfer. A fortitude save negates this ability. An incanter can only have one instance of this incantation active at a time, casting a second one ends the first.


9th

Pain
Pain
Level: Death Knight 9
Prerequisites: 4 Pain Incantations
Incanting Time: Full Round Action
Range: Melee Attack
Effect: One Melee Attack
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a single devastating attack. If the attack hits it deals an extra amount equal to the difference of the incanter's current hp and his max hp.



Terror

1st

Shaken
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Minute/Incanter Level
Saving Throw: Will Partial

The incanter unnerves a nearby opponent causing him to become shaken for the duration of the spell if he fails the will save. If he succeeds he is shaken for one round. This incantation does not stack with any other fear effects.

Augmentation: By spending 30 soul power if the subject fails the will save he is frightened for one round and shaken for the remaining rounds.

Terrifying Posture
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Personal
Duration: 1 Minute or Until Expended
Saving Throw: None

The incanter gains an almost unnatural aura of shadows and power around him which allows him to bully and intimidate those into giving in. The next intimidate check the incanter makes gains a +10 profane bonus.

Bolster
Terror
Level: Black Blood Vanguard 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Minute/Incanter Level
Saving Throw: Will Negates (Harmless)

The incanter uses his knowledge of fear to protect others against it granting the subject +4 bonus on saving throws against fear effects for the duration of this incantation.

Augmentation: By spending 25 soul power if this incantation removes all fear effects affecting the subject when the incantation is initially activated.



2nd

Cause Fear
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1d4 Rounds
Saving Throw: Will Partial

The incanter duplicates the spell cause fear except as noted here. In addition, the HD cap of the spell is 10 instead of six.


Unnatural Aura
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Personal
Area: 30ft radius emanation centered on you
Duration: 1 Minute/Level
Saving Throw: None

The incanter gains an supernatural aura that frightens animals and other natural creatures. The aura is noticeable to creatures with int scores of higher than 3 but are not affected by it except maybe feeling a bit creeped out. Animals will not willingly approach the incanter and if forced they remain frightened while in the area.

Focus Fears
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round per Incanter Level
Saving Throw: Will Negates

The incanter readjusts the targets fears and causes him to become terrified of one other creature within line of sight of the target. The target then focuses all of his efforts on killing or immobilizing that creature to the best of his abilities, fleeing the fight if they have no chance or way of doing either. If the creature is an ally of the target the target gains a +8 bonus on the saving throw. If it is an enemy then the subject gains a -4 penalty to the saving throw. If the creature is the incanter then the subject suffers an additional -2 penalty to the saving throw.

Augmentation: By spending 30 soul power the dc of this ability increases by 2.


3rd

Alone in the World
Terror [Compulsion] [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round and then 1 Minute (See Text)
Saving Throw: Will Negates

The incanter shatters an opponent's senses and replaces them with a dreadful image. The subject sees an apocalyptic world of ruins and can't see or feel anything else for one round. He can still effect the world normally but he can not sense any creatures even using supernatural senses such as touch sight or mind sight. After the illusion fades the subject is shaken for a minute.

Augmentation: By spending 20 soul power the duration of the illusion increases by 2 rounds.

Scare
Terror [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/Level)
Target: One Creature Per Three levels
Duration: 1 round/level or 1 round (See Text)
Saving Throw: Will Negates

This incantation functions as the spell scare (http://www.d20srd.org/srd/spells/scare.htm) except as noted here. In addition the maximum HD of those who can be affected increases to 12 HD.

Augmentation: By spending 40 soul power this incantation can target twice as many creatures.

Stammer
Terror [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Hour
Saving Throw: None

The incanter curses a subject with an incomprehensible fear that causes the subject to form a temporary stutter. Whenever the subject attempts to cast a spell with a verbal component he has a 10% chance of failing.

Augmentation: By spending 30 soul power the chance of failing is increased to 20%.

Terrible Specter
Terror [Fear] [Mind Affecting] [Phantasm]
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/Level)
Target: One creature per two levels
Duration: 1 round/level
Saving Throw: Will Negates

This incantation causes all subjects of the incantation to witness a terrifying specter looming around the battle field. The specter can not be targeted or affected by any ability. Each subject sees a different specter and the specter takes the form of something the subject truly fears. While this incantation is active all subjects that can see the specter are shaken. The incanter can see how the specter appears for each subject possibly gaining some insights into a creature's worst fear.


4th

Mass Shaken
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 4, Plague Witch 4
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/Level)
Target: One Creature Per Three levels
Duration: 1 round/level or 1 round (See Text)
Saving Throw: Will Negates

This incantation functions as the Shaken incantation except it targets multiple creatures.

Augmentation: By spending 30 soul power if any subject fails the will save he is frightened for one round and shaken for the remaining rounds.

Leech Fear
Terror [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 4, Plague Witch 4
Prerequisites: 1 Terror Incantation
Incanting Time: Swift Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 10 minutes/level
Saving Throw: None

The incanter siphons the fear from a subject granting himself temporary hit points depending on how frightened the subject is. If the subject is shaken then the incanter gains a number of temporary hit points equal to the subjects HD + the incanter's incanting ability modifier. If the subject is frightened the incanter gains twice as many temporary hit points and if the subject is panicked then the incanter gains three times as many temporary hit points. As this incantation steals the fear from the subject after this incantation is used all ongoing fear effects affecting the subject end immediately.



Truly Terrifying Posture
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 4, Plague Witch 4
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Personal
Duration: 1 minute/level
Saving Throw: None

The incanter gains an almost unnatural aura of shadows and power around him which allows him to bully and intimidate those into giving in. All intimidate checks the incanter makes gains a +10 profane bonus for the duration of this incantation.


5th

Alone in the World, Greater
Terror [Compulsion] [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round and then 1 Minute (See Text)
Saving Throw: Will Partial (See Text)

This incantation functions like Alone in the World except the duration of the image is 3 rounds. In addition if the subject fails the first will save he must make another will save once the image ends. If he fails then the subject is frightened for 2 rounds and then shaken for a minute.

Augmentation: By spending 30 soul power the duration of the illusion increases by 2 rounds.

Fear
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: 30ft
Area: Cone Shaped Burst
Duration: 1 round/level or 1 round (see text)
Saving Throw: Will Partial

This incantation functions like the spell fear (http://www.d20srd.org/srd/spells/fear.htm) except as noted here.

Frightful Image
Terror [Phantasm] [Fear] [Mind Affecting]
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Will Partial (See Text)

This incantation causes a terrible image to form in front of the subject. The image usually varies between subjects but regardless of its appearance the subject must make a will save at the beginning of each of his turns or spend his entire turn stammering and cowering. If the subject succeeds on 2 consecutive saving throws the incantation ends.

Augmentation: By spending 15 soul power the duration of the number of successful saves required increases to 3.


Unnatural Aura, Greater
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Personal
Area: 40ft radius emanation centered on you
Duration: 1 Minute/Level
Saving Throw: None

This incantation functions like unnatural aura except all creatures must make a will save or be frightened when they enter the area. If an individual succeeds on this save he is immune to this activation of this incantation.


6th

Terrifying Glare
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: 30ft
Target: Living creatures
Duration: 1 round/level
Saving Throw: Will Negates

At the beginning of each of his turns the incanter can target a single living creature within 30ft and cause the subject to cower for one round if the target fails a will save.

Augmentation: By spending 25 soul power the incanter can cause subjects who fail their saving throw to cower for two rounds.

Wall of Trepidation
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/level)
Area: 1 inch wide 5ft/level wide and 5ft/5 levels tall
Duration: 1 round/level
Saving Throw: Will Negates

The incanter conjures a wall that produces terrible moans and horrible screams which terrify creatures on one side of the wall decided when it is activated. Creatures within 30ft of the wall on that side of the wall must make a will save each round or become frightened of the wall for 1d4 rounds.

Terrifying Glare
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Touch
Target: One creature
Duration: 5 rounds
Saving Throw: Will Negates (Harmless)

The incanter bolsters a subject with the essence of fear. Whenever the subject hits a creature with a melee attack the subject must make a will save (Same dc as this incantation) or be frightened for 1d4 rounds. A particular creature only needs to make one save per round regardless of how many attacks it is hit with.


Greater Focus Fears
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round per Incanter Level
Saving Throw: None and Will Negates (See text)

As Focus Fears except that the target is automatically effected with this ability with no saving throw for the first two rounds unless the target is an ally where they get a normal saving throw without any bonus. After the second round the subject gets a will save to immediately end the effect

Augmentation: By spending 50 soul power this ability can target 3 different creatures all within range, they do not need to focus the same creature.


7th

Heart Attack
Terror [Fear]
Level: Black Blood Vanguard 7, Plague Witch 7
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will Partial

A fairly straight forward incantation, the subject becomes increasingly panicked and suffers a heart attack due to the stress. If the subject fails a will saving throw he dies from this attack. The subject takes a penalty on the saving throw based on how frightened he already is, he takes a -2 if he is shaken (in addition to the standard -2 from being shaken) -3 if he is frightened and -5 if he is panicked. If the subject passes the saving throw he takes 10d6 points of damage.


Remove Defenses
Terror
Level: Black Blood Vanguard 7, Plague Witch 7
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1d4 Rounds
Saving Throw: None

The incanter shatters any ongoing protection the subject has against mind affecting effects of fear effects instantly ending the effect. If the ability is a racial or class feature or from a magical item the feature or item is suppressed for 1d4 rounds.


8th

Panic
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 8, Plague Witch 8
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1d4+1 Rounds
Saving Throw: None

The incanter causes a subject to panic, instantly making a single creature within range panicked for the duration of this incantation.

Augmentation: By spending 30 soul power this incantation can target two creatures instead of one. Both creatures must be within 30ft of each other.


Frightful Image, Mass
Terror [Phantasm] [Fear] [Mind Affecting]
Level: Black Blood Vanguard 8, Plague Witch 8
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature/level
Duration: 1 Round/Level
Saving Throw: Will Partial (See Text)

This incantation functions as Frightful image except it targets multiple creatures.

Augmentation: By spending 15 soul power the duration of the number of successful saves required increases to 3.

Stammer, Greater
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 8, Plague Witch 8
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Day
Saving Throw: None

The incanter curses a subject with an incomprehensible fear that causes the subject to form a temporary stutter. Whenever the subject attempts to cast a spell with a verbal component he has a 30% chance of failing.

Augmentation: By spending 30 soul power this incantation increases the chance of failing verbal spells to 40%


9th

Utter Nightmare
Terror [Fear]
Level: Black Blood Vanguard 9, Plague Witch 9
Prerequisites: 4 Terror Incantations
Incanting Time: Full Round Action
Range: Medium (25ft + 5ft/2 Levels)
Area: 30ft Radius Spread
Duration: Permanent (See Text)
Saving Throw: None and Will Partial (See Text)

The ultimate attack of fear, the incanter mentally assaults all enemies within the area of this incantation and plagues their mind with mental nightmares and feelings of dread. This dazes the enemies automatically with no saving throw to resist. Each round at the beginning of the incanter's turn the targets must make a will save. If they fail they are still dazed and they take 1d4 wisdom drain that bypasses immunity to ability drain. If they succeed on a number of saving throws equal to one half of the number of rounds the ability has been active (Round up) (Thus 1 saving throw on the first round, 2 saving throws on the third round, etc) the incantation ends for the subject. If the subject takes more than 10 wisdom drain from this ability they are rendered helpless until they can succeed on enough saving throws to remove this incantation. A target can not be restored of the ability drain caused by this ability until the effect is ended on that target. A wish or miracle can end this incantation without the subject needing to make any additional saving throws.

Silva Stormrage
2013-01-08, 01:23 AM
Incantation Description Cont


Undeath

1st

Animation Strike, Minor
Undeath
Level: Death Knight 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Target: One living creature
Duration: Instantaneous and 1 round/level
Saving Throw: None

As part of this incantation the incanter makes a single attack infused with negative energy. If the target is killed or brought into negative hp the target dies and is animated as a skeleton under the control of the incanter. This skeleton remains animated for 1 round per incanter level and after this duration it is destroyed. The remains left can still be animated by another ability though. This skeleton does not count towards the HD cap of animate dead, rebuke undead or similar abilities. This incantation can be used as a coup de grace if the target is helpless.

Boost Undead
Undeath
Level: Death Knight 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Swift Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature
Duration: 1 round/level
Saving Throw: Will Negates (Harmless)

The incanter absorbs negative energy in the area and uses it to increase the strength of a nearby undead creature. The creature gains a +2 profane bonus to strength and 5 temporary hit points. This improves to 15 temporary hit points at incanter level 8.

Augmentation:
The incanter may spend 30 soul power to increases the amount of temporary hit points gained by 10.

Life Leech
Undeath
Level: Death Knight 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One willing undead creature
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)

The incanter absorbs the energy of the undead target and converts it into life energy. This incantation deals 1d6 damage per incanter level to the undead creature. The incanter is healed that amount if the incanter is healed by negative energy or half if the incanter is not.
2nd

Animation Strike, Lesser
Undeath
Level: Death Knight 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Target: One living creature
Duration: Instantaneous and 1 round/level
Saving Throw: None

As Animation Strike, Minor, except that if the target is slain it is raised as a zombie.

Animation Blast, Minor
Undeath
Level: Death Knight 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard Action
Range: 60ft
Target: One living creature
Duration: Instantaneous and 1 round/level
Saving Throw: None

As part of this incantation the incanter launches a bolt of negative energy at a target within range. If the incanter hits with a ranged touch attack the bolt deals 1d4 profane damage per incanter level. If the target is killed or brought into negative hp the target dies and is animated as a skeleton under the control of the incanter. This skeleton remains animated for 1 round per incanter level and after this duration it is destroyed. The remains left can still be animated by another ability though. This skeleton does not count towards the HD cap of animate dead, rebuke undead or similar abilities.

Enhance Undead
Undeath
Level: Death Knight 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Swift Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature
Duration: 1 round/level
Saving Throw: Will Negates (Harmless)

The incanter absorbs negative energy in the area and uses it to increase the strength of a nearby undead creature. The creature gains a +2 profane bonus to strength and dexterity and 8 temporary hit points. At incanter level 12 this improves to +4 profane bonus and 30 temporary hit points.
Augmentation:
The incanter may spend 30 soul power to increases the amount of temporary hit points gained by 15.

Shadow Strength Leech
Undeath
Level: Death Knight 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard Action
Range: 30ft
Target: You
Duration: 1 round/level
Saving Throw: Will Negates (Harmless)

The incanter absorbs the excess negative energy in the nearby undead that the incanter controls and uses that energy to power himself. The incanter gains a profane bonus to strength equal to the amount of undead that the incanter personally controls within 30ft (Maximum +10). The incanter can only benefit from this incantation once every hour.

Augmentation:
The incanter may spend 20 soul power to increases the maximum strength bonus by 5

3rd

Animation Blast, Lesser
Undeath
Level: Death Knight 3, Corpse Crafter 3
Prerequisites: 1 Undeath Incantation
Incanting Time: Standard Action
Range: 60ft
Target: One living creature
Duration: Instantaneous and 1 round/level
Saving Throw: None

As Animation Blast, Minor, except that if the target is slain it is raised as a zombie.

Fortify Undead
Undeath
Level: Death Knight 3, Corpse Crafter 3
Prerequisites: 1 Undeath Incantation
Incanting Time: Swift Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature
Duration: 1 round/level
Saving Throw: Will Negates (Harmless)

The incanter channels the negative energy of the target and uses it to form a shield of death around the subject. The target gains a +2 to natural armor and gains DR 5/-. If the subject already had DR it increases by 3.

Augmentation:
The incanter may spend 25 soul power to make any existing DR on the undead turn into DR X/-

Undead Tactics, Legion
Undeath
Level: Death Knight 3, Corpse Crafter 3
Prerequisites: 1 Undeath Incantation
Incanting Time: Full Round Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature/Level
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)

When this incantation is activated any two willing allied undead can swap positions with each other as long as both are within the range of this ability. The new location must be able to support the undead transported there.


4th

Animation Strike, Greater
Undeath
Level: Death Knight 4, Corpse Crafter 4
Prerequisites: 1 Undeath Incantation
Incanting Time: Standard Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous and 1 round/level
Saving Throw: None

As part of this incantation the incanter makes a single attack infused with negative energy. If the target is killed or brought into negative hp the target dies and is animated as a powerful undead under the control of the incanter. The target can be animated as an Entomber (Libris Mortis), Abomination (See Below), Cinderspawn. The DM may allow additional creatures if they wish, usually within 4-6 CR. This creature remains animated for 1 round per incanter level and after this duration it is destroyed. The remains left can still be animated by another ability though. The extra mass required for animation comes from this incantation's magic such as creating a Charnel Hound from a humanoid corpse, after the undead is either destroyed or this incantation ends the corpse resumes its original form. Undead start with all equipment on their monster entry which is formed from the bones of the corpse and the magic of the incantation. These items are destroyed when the incantation ends. This undead does not count towards the HD cap of animate dead, rebuke undead or similar abilities.

Augmentation:
The incanter may spend 40 soul power to make it so that if the target is killed in 2 rounds it is still raised as an undead creature as if it was killed by this incantation.

Empower Undead
Undeath
Level: Death Knight 4, Corpse Crafter 4
Prerequisites: 1 Undeath Incantation
Incanting Time: Swift Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature
Duration: 1 round/level
Saving Throw: Will Negates (Harmless)

The incanter absorbs negative energy in the area and uses it to increase the strength of a nearby undead creature. The creature gains a +4 profane bonus to strength and dexterity a +30ft bonus to all movement speeds and 20 temporary hit points. At incantation level 15 this improves to +6 and 40 temporary hit points.
Augmentation:
The incanter may spend 30 soul power to increase the temporary hit points gained by 20

Undead Tactics, Formation
Undeath
Level: Death Knight 4, Corpse Crafter 4
Prerequisites: 1 Undeath Incantation
Incanting Time: Full Round Action
Range: 20ft
Target: All allied undead within 20ft
Duration: 1 Round
Saving Throw: Will Negates (Harmless)

The incanter links the nearby allied undead within 20ft allowing them to better defend themselves. All undead gain +4 shield ac for each allied undead within 5ft of them.

Augmentation:
The incanter may spend 20 soul power to increase the duration of this ability by 2 rounds as long as the undead continue to stay in formation.

5th

Animation Blast, Greater
Undeath
Level: Death Knight 5, Corpse Crafter 5
Prerequisites: 2 Undeath Incantations
Incanting Time: Standard Action
Range: 60ft
Target: One creature
Duration: Instantaneous and 1 round/level
Saving Throw: None

As part of this incantation the incanter launches a sphere infused with negative energy at a target within range. If the incanter succeeds on a ranged touch attack the target is dealt 1d6 profane damage per incanter level. If the target is killed or brought into negative hp the target dies and is animated as a powerful undead under the control of the incanter. The target can be animated as an Entomber (Libris Mortis), Abomination (See Below), Cinderspawn. The DM may allow additional creatures if they wish, usually within 4-6 CR. This creature remains animated for 1 round per incanter level and after this duration it is destroyed. The remains left can still be animated by another ability though. The extra mass required for animation comes from this incantation's magic such as creating a Charnel Hound from a humanoid corpse, after the undead is either destroyed or this incantation ends the corpse resumes its original form. Undead start with all equipment on their monster entry which is formed from the bones of the corpse and the magic of the incantation. These items are destroyed when the incantation ends. This undead does not count towards the HD cap of animate dead, rebuke undead or similar abilities.

Augmentation:
The incanter may spend 40 soul power to make it so that if the target is killed in 2 rounds it is still raised as an undead creature as if it was killed by this incantation.

Enhance Undead, Mass
Undeath
Level: Death Knight 5, Corpse Crafter 5
Prerequisites: 2 Undead Incantations
Incanting Time: Swift Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature per incanter level
Duration: 1 round/level
Saving Throw: Will Negates (Harmless)

This incantation functions like enhance undead except it affects one undead creature per incanter level within range.

Unliving Bomb
Undeath
Level: Death Knight 5, Corpse Crafter 5
Prerequisites: 2 Undeath Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature
Duration: 1 minute/level
Saving Throw: Will Negates

The incanter empowers an undead creature within range with a dangerous amount of negative energy. Whenever this undead creature reaches 0 hp it explodes dealing 1d8 negative energy damage per incanter level (Maximum of the Sacrificed Undead's HD) in a 30ft radius, a fort save halves this damage. If the undead creature is under the control of the incanter the undead can self destruct and explode as a standard action, self destructing destroys the creature. Only one undead can have this incantation active on them at a time.

Augmentation:
The incanter may spend 30 soul power to increase the radius to 50ft radius.


6th

Animation Blast, Major
Undeath
Level: Death Knight 6, Corpse Crafter 6
Prerequisites: 2 Undeath Incantations
Incanting Time: Standard Action
Range: 60ft
Target: One creature
Duration: Instantaneous and 1 round/level
Saving Throw: None

As part Animation Blast, Greater, except that the undead the incanter can animate are Bleakborn (Libris Mortis), Slaughter Wight (Libris Mortis), Blaspheme (Libris Mortis). The DM can allow any other undead within the 6-9 CR range.

Augmentation:
The incanter may spend 40 soul power to make it so that if the target is killed in 2 rounds it is still raised as an undead creature as if it was killed by this incantation.

Fortify Undead, Mass
Undeath
Level: Death Knight 6, Corpse Crafter 6
Prerequisites: 2 Undeath Incantation
Incanting Time: Swift Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature/Level
Duration: 1 round/level
Saving Throw: Will Negates (Harmless)

As Fortify Undead except this incantation targets one undead creature per level within range.

Augmentation:
The incanter may spend 35 soul power to make any existing DR on the targeted undead turn into DR X/-

Undead Tactics, Suicidal
Undeath
Level: Death Knight 6, Corpse Crafter 6
Prerequisites: 2 Undeath Incantation
Incanting Time: Full Round Action
Range: Close (25ft + 5/2 Levels)
Target: Up to one undead creature/Level
Duration: 1 Round/Level
Saving Throw: Will Negates (Harmless)

When this incantation is activated all allied undead targeted with this incantation has their AC reduced to 0 as they focus on just killing their targets. Each undead creature affected gains a bonus to hit equal to half of their previous AC value (Round down and maximum of their BAB). In addition, each undead gains a +5 bonus to damage rolls and a +30 bonus to all movement speeds.


7th

Shadow Fortification
Undeath
Level: Death Knight 7, Corpse Crafter 7
Prerequisites: 3 Undeath Incantations
Incanting Time: Standard Action
Range: 20ft
Target: You
Duration: 1 round/level
Saving Throw: Will Negates (Harmless)

The incanter absorbs the excess negative energy in the nearby undead that the incanter controls and uses that energy to defend himself. The incanter gains a profane bonus to ac, and DR/- equal to the number of allied undead within 20ft. (Maximum 20). An incanter can only benefit from this incantation once every hour.


Unholy Toughness
Undeath
Level: Death Knight 7, Corpse Crafter 7
Prerequisites: 3 Undeath Incantations
Incanting Time: Standard Action
Range: Touch
Target: Another Undead Creature
Duration: 1 minute/level
Saving Throw: Will Negates (Harmless)

The incanter allows the very strength of will of the undead to give them strength. The undead gains a number of temporary HP equal to its charisma modifier or the incanter's charisma modifier (Whichever is larger), times its HD. A creature can only be affected by this incantation once per 24 hours.

Soul Link
Undeath
Level: Death Knight 7, Corpse Crafter 7
Prerequisites: 3 Undeath Incantation
Incanting Time: Full Round Action
Range: Close (25ft + 5/2 Levels)
Target: 2 Willing undead creatures
Duration: 1 Round/Level
Saving Throw: Will Negates (Harmless)

The incanter links the souls of himself and 2 nearby willing allied undead. Whenever the incanter takes hit point damage it is spread amongst the selected undead however the incanter wishes. The incanter can not transfer over ability damage, ability drain, negative levels. The incanter can only transfer hit point damage to the undead. Even if the undead are immune to the type of damage the incanter took (Such as the incanter taking cold damage and transferring it to a skeleton) the undead still takes the damage regardless of immunity.

Augmentation:
The incanter may spend 50 soul power to allow the incanter to transfer a condition he is affected by to an undead targeted by this inaction once per round as a free action. The undead suffers the condition for it's remaining duration even if the undead is normally immune to it. If the condition prevents actions it can not be transferred.

8th

Not Permitted to Fall
Undeath
Level: Death Knight 8, Corpse Crafter 8
Prerequisites: 3 Undeath Incantations
Incanting Time: Standard Action
Range: Touch
Target: One Living Creature or Undead Creature
Duration: 1 Round/level
Saving Throw: Will Negates (Harmless)

The incanter imbues the target with a large amount of his power. If the target is ever killed or destroyed while this incantation is active the creature is instead healed to one half of it's hit points as the necromantic magic reanimates most of the important vital organs and stitches back together flesh. If the creature was undead or healed by negative energy it is instead healed to full hit points. Once this incantation has revived a target the incantation ends. Only one subject can be affected by this incantation per incanter at a time. Once a subject is affected by this incantation he can't be affected by this incantation for another hour.

Undead Tactics, Lockdown
Undeath
Level: Death Knight 8, Corpse Crafter 8
Prerequisites: 3 Undeath Incantation
Incanting Time: Full Round Action
Range: Close (25ft + 5/2 Levels)
Target: Up to one undead creature/Level
Duration: 1 Round
Saving Throw: Will Negates (Harmless) (See Text)

When this incantation is activated all allied undead coordinate and prevent enemies from taking actions. Any enemy that is threatened by two or more undead provokes an attack of opportunity when they take their first action on their turn, this occurs even if the undead don't have any remaining attacks of opportunity. If both of the undead can both succeed on a melee touch attack the target must make a will save or lose the rest of their turn. You can choose which two undead make the attack. The DC increases by 1 for each additional medium sized or larger undead that is threatening the target. This attack is cloaked in negative energy and disrupts their movements and hampers their attacks from being effective. Each two undead can only select one target to disrupt, regardless of how many targets they threaten.

Animation Superior
Undeath
Level: Death Knight 8, Corpse Crafter 8
Prerequisites: 3 Undeath Incantation
Incanting Time: Full Round Action
Range: Close (25ft + 5/2 Levels)
Target: One medium sized or larger corpse of a sapient creature.
Duration: 1 Minute/Level
Saving Throw: None

The incanter looks upon a nearby corpse and simply wills it to rise as an undead creature under his command. The incanter can animate the creature as an Entropic Reaper (Libris Mortis), a Charnel Hound (Monster Manual III), a Vitreous Drinker (Monster Manual IV), or a Doom Knight Commander (See Below). The extra mass required for animation comes from this incantation's magic such as creating a Charnel Hound from a humanoid corpse, after the undead is either destroyed or this incantation ends the corpse resumes its original form. A corpse animated by this incantation can not be animated by it or other undeath incantations again, but it can be reanimated by other necromancy spells. Undead start with all equipment on their monster entry which is formed from the bones of the corpse and the magic of the incantation. These items are destroyed when the incantation ends. This undead does not count towards the HD cap of animate dead, rebuke undead or similar abilities. An incanter can only have 3 undead animated by this incantation at a given time. Any further animated cause a random previously animated undead to become destroyed.

9th

Undead Tactics, Horde
Undeath
Level: Death Knight 9, Corpse Crafter 9
Prerequisites: 4 Undeath Incantation
Incanting Time: Full Round Action
Range: Close (25ft + 5/2 Levels)
Target: Up to one medium sized or larger corpse of a sapient creature / 4 Levels
Duration: 1 Minute/Level
Saving Throw: Will Negates (Harmless)

When this incantation is activated the incanter floods nearby corpses with negative energy animating them as loyal minions. The incanter animates many corpses as a powerful minion. The incanter can animate these corpses as an Angel of Death (Libris Mortis), a Death Shrieker (Monster Manual III), or an Uttercold Archon (See Below). The extra mass required for animation comes from this incantation's magic such as creating a Charnel Hound from a humanoid corpse, after the undead is either destroyed or this incantation ends the corpse resumes its original form. A corpse animated by this incantation can not be animated by it or other undeath incantations again, but it can be reanimated by other necromancy spells. Undead start with all equipment on their monster entry which is formed from the bones of the corpse and the magic of the incantation. These items are destroyed when the incantation ends. This undead does not count towards the HD cap of animate dead, rebuke undead or similar abilities. Only one use of this incantation can be used at a time, if the incanter uses this incantation before a previous casting's duration has expired all previously animated undead are instantly destroyed.




Vampiric

1st

Transfer Life
Vampiric
Level: Death Knight 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Touch
Target: A Willing Creature
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)

The incanter transfers an amount of damage to a willing target, healing himself up to 1d10 damage per incanter level inflicting the same amount to the willing creature. This incoming damage is not resistible or reducible. Even if the subject is immune to damage the target still receives the damage.

Augmentation: By spending 20 soul power the incanter can use this incantation on any target within close range (25ft + 5/2 Levels).

Vampiric Grapple
Vampiric
Level: Death Knight 1, Plague Witch 1
Prerequisites: None
Incanting Time: Swift Action
Range: Touch
Target: A Living Creature
Duration: Instantaneous
Saving Throw: Fort Half

The incanter drains the life of a living creature he is currently grappling with. The incanter deals 2 points of con damage and heals 5 hit points. A fort save reduces this to 1 point of con damage.

Augmentation: By spending 30 soul power the incanter gains 10 temporary hit points in addition to healing 5 hit points.

Drain Life
Vampiric
Level: Death Knight 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Touch
Target: A Living Creature
Duration: Instantaneous
Saving Throw: Will Half

The incanter sucks the soul out of a nearby living creature inflicting 1d6 points of damage per two incanter levels (Minimum 1). A successful will save halves the damage. The incanter heals the same amount of damage inflicted on the target.

Augmentation: By spending 20 soul power the incanter can use this incantation on any target within close range (25ft + 5/2 Levels).

2nd

Transfer Life, Hostile
Vampiric
Level: Death Knight 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Touch
Target: A Creature
Duration: Instantaneous
Saving Throw: Will Half

The incanter transfers an amount of damage to a target, healing himself up to 1d4 damage per incanter level inflicting the same amount to the creature. A will save halves this damage.

Augmentation: By spending 20 soul power the incanter can use this incantation on any target within close range (25ft + 5/2 Levels).

Necrotic Curse
Vampiric
Level: Death Knight 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Will Negates

If at any point in this incantation's duration the subject recieves a healing spell or ability the incanter can steal that healing ability. The target does not recieve any healing and instead the full amount of HP restored is granted to the incanter. Even if the healing is positive energy and incanter is restored by negative energy the incanter is still healed by it. Once the incanter steals a healing spell or ability this incantation ends.

Augmentation: By spending 25 soul power the incanter can steal 2 healing spells or abilities before this incantation ends.

Curse of Blood
Vampiric
Level: Death Knight 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Fort Negates

The incanter curses the subject and causes wounds to bleed profusely. Any attack that deals piecing or slashing damage made during the duration of this incantation causes an immense wound for several rounds. The wounds cause the subject to take an additional point of damage for the next three rounds. Multiple wounds are cumulative. Any magical healing ends any wounds the target is suffering from, fast healing is not enough to negate the wounds but regeneration is.
3rd

Vampiric Blood
Vampiric
Level: Death Knight 3, Plague Witch 3
Prerequisites: 1 Vampiric Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Effect: One Full Attack
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a full attack against a singular opponent siphoning off life with each hit. Each time the incanter deals damage to the target he heals 1/4 of the damage he dealt.

Augmentation: By spending 40 soul power the incanter heals 1/2 of the damage dealt.

Blood Tap
Vampiric
Level: Death Knight 3, Plague Witch 3
Prerequisites: 1 Vampiric Incantation
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

The incanter instantly refreshes one incantation at the cost of 1 hit point per HD of the incanter.

Augmentation: By spending 30 soul power this ability takes a free action to activate and still generates 5 soul power.

Siphon Life
Vampiric
Level: Death Knight 3, Plague Witch 3
Prerequisites: 1 Vampiric Incantation
Incanting Time: Swift Action
Range: Close (25ft +5/2 Levels)
Target: A Living Creature
Duration: 1 Round/Level
Saving Throw: Will Half

The incanter slowly drains the essence of a living creature within range. This incantation deals 1d6 Damage per 3 incanter levels (minimum 1d6). Healing the incanter half the damage dealt (minimum 1). A will save at the activation of the incantation halves all future damage dealt by this incantation.

4th

Death Pact
Vampiric
Level: Death Knight 4, Plague Witch 4
Prerequisites: 1 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One willing controlled undead creature
Duration: Instantaneous
Saving Throw: None

The incanter sacrifices one of his controlled undead minions to bolster his own form. The incanter heals an amount of hit points equal to the sacrificed minion's current hit points. The sacrificed undead is then destroyed and his remains turn to ash.

Augmentation:
The incanter may spend 50 soul power to gain a number of hit points equal to double the sacrificed minion's current hit points.

Vampiric Bite
Vampiric
Level: Death Knight 4, Plague Witch 4
Prerequisites: 1 Vampiric Incantation
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round/Level
Saving Throw: None

The incanter grows out his teeth into large fangs which grant him a natural bite attack that deals 1d8 damage. If the incanter hits with this bite attack he may start a grapple without provoking an attack of opportunity or making a touch attack. In addition, the incanter heals half the damage this bite inflicts.

Drain Life, Greater
Vampiric
Level: Death Knight 4, Plague Witch 4
Prerequisites: 1 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: A Living Creature
Duration: Instantaneous
Saving Throw: Will Half

The incanter sucks the soul out of a nearby living creature inflicting 1d6 points of damage per incanter level. A successful will save halves the damage. The incanter heals the same amount of damage inflicted on the target.

Augmentation: By spending 10 soul power the incanter can use this incantation on any target within medium range (100ft + 10ft/Level).

5th

Death Pact, Hostile
Vampiric
Level: Death Knight 5, Plague Witch 5
Prerequisites: 2 Vampiric Incantation
Incanting Time: Full Round Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature
Duration: Instantaneous
Saving Throw: Will Negates

The incanter sacrifices one undead creature to bolster his own form. The incanter heals an amount of hit points equal to the sacrificed creature's current hit points. The sacrificed undead is then destroyed and his remains turn to ash.

Augmentation:
The incanter may spend 50 soul power to gain a number of hit points equal to double the sacrificed creature's current hit points.

Soul Reap
Vampiric
Level: Death Knight 5, Plague Witch 5
Prerequisites: 2 Vampiric Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Area: 10ft Radius Centered on the Target Creature
Target: One Creature
Duration: Concentration (Maximum 3 rounds)
Saving Throw: Will Half

The incanter sucks the soul out of a nearby living creatures bolstering his form over time. Each round the incanter concentrates on this incantation he deals to 1d4 damage per incanter level to each enemy in the area. A will save halves the damage. The incanter can relocate the area each round as a move action at the start of his turn. The incanter heals half of the total damage dealt by this incantation.

Bloodseep
Vampiric
Level: Death Knight 5, Plague Witch 5
Prerequisites: 2 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Fort Partial (See Below)

The incanter propels a sphere of profane energy at a target dealing 1d6 profane damage per incanter level and causing a deadly wound to start to bleed. Every round this incantation is still active the target suffers 4 damage as the target bleeds profusely. A successful fort save halves the damage and negates the bleeding. Magic healing is not enough to stop this wound unless the healing is from a spell or effect of 6th level or higher.

6th

Death Pact, Greater
Vampiric
Level: Death Knight 6, Plague Witch 6
Prerequisites: 2 Vampiric Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One willing controlled undead creature
Duration: Instantaneous
Saving Throw: None

The incanter sacrifices one of his controlled undead minions to bolster his own form. The incanter heals an amount of hit points equal to double the sacrificed minion's current hit points. The sacrificed undead is then destroyed and his remains turn to ash.

Augmentation:
The incanter may spend 50 soul power to gain a number of temporary hit points equal to half of the sacrificed minion's current hit points for ten minutes.

Dark Blood
Vampiric
Level: Death Knight 6, Plague Witch 6
Prerequisites: 2 Vampiric Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 5 Rounds
Saving Throw: Will Negates (Harmless)

The incanter controls his own blood and turns it into a magical enduring substance that flows through his veins. This grants the incantator damage reduction 20/Bludgeoning for the duration of this incantation. Undead or incanters without blood adjust this incantation to improve their bones or metal plating with the same principles.

Augmentation:
The incanter may spend 60 soul power to turn the damage reduction into DR 20/-.

Blood Recovery
Vampiric
Level: Death Knight 6, Plague Witch 6
Prerequisites: 2 Vampiric Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round/Level
Saving Throw: Will Negates (Harmless)

The incanter improves his own healing rate and gains fast healing 10 for the duration of this incantation.

7th

Dark Blood, Mass
Vampiric
Level: Death Knight 7, Plague Witch 7
Prerequisites: 3 Vampiric Incantations
Incanting Time: Swift Action
Range: 30ft
Target: You and 1 Creature/5 Levels
Duration: 5 Rounds
Saving Throw: Will Negates (Harmless)

This incantation works like dark blood except it targets you and one creature per 5 incanter levels.

Augmentation:
The incanter may spend 30 soul power to turn the damage reduction into DR 30/-.

Drain Life, Dark
Vampiric
Level: Death Knight 7, Plague Witch 7
Prerequisites: 3 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: A Living Creature
Duration: Instantaneous
Saving Throw: Will Partial

The incanter completely drains the soul out of a nearby living creature killing it and healing the incanter an amount equal to half the creature's current HP. A successful save prevents the death and the healing. Instead the target suffers 1d4 profane damage per incanter level, healing the incanter half the damage dealt. This incantation is a death effect.

Augmentation: By spending 20 soul power the incanter can use this incantation on any target within medium range (100ft + 10ft/Level).

8th

Vampiric Flurry
Vampiric
Level: Death Knight 8, Plague Witch 8
Prerequisites: 3 Vampiric Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Effect: One Full Attack
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a full attack against a singular opponent siphoning off life with each hit. Each time the incanter deals damage to the target he heals 1/2 of the damage he dealt.

Augmentation: By spending 40 soul power the incanter heals 100% of the damage dealt.

Siphon Life, Greater
Vampiric
Level: Death Knight 8, Plague Witch 8
Prerequisites: 3 Vampiric Incantation
Incanting Time: Swift Action
Range: Close (25ft +5/2 Levels)
Target: One Living Creature/3 Levels
Duration: 1 Round/Level
Saving Throw: Will Half

This incantation functions like Siphon Life except it targets one living creature per 3 incanter levels within range.

9th

Soul Harvest
Vampiric [Death]
Level: Death Knight 9, Plague Witch 9
Prerequisites: 4 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft +5/2 Levels)
Target: Four Creatures within range
Duration: Instantaneous
Saving Throw: Will Partial

The ultimate in soul devouring incantations the incanter devours 4 creatures souls killing the creatures and causing the incanter to heal an amount equal to all of their current hit points. A successful save negates the death but the target still takes half their current hit points as profane damage and heal the incanter by the same amount.

Silva Stormrage
2013-01-08, 01:26 AM
Monsters


NameCr
Abomination6
Dark Revenant8
Revenant Spawn5
Doom Knight 4
Doom Knight Commander12
Gheist3
Radiant Conduit+2
Sakel Revenants19
Serath Lich+2
Spectral Swindler8
Tundra Revenant+2
Uttercold Archon16
Vampire+2
Vampire Spawn4


On Create Spawn Abilities

Variant Rule: Any creature with the ability to create spawn can have a maximum number of creatures under his control equal to (the monsters HD) / 3 (Round up). Any creature that would normally be raised is no longer turned into a spawn. These spawns are unable to create spawn unless the original dies. Once the original dies the former spawn gain the ability to propagate within 24 hours.



Many of the following undead can be animated via create undead or similar spells with the added requirement of special requirements or sacrifices. These sacrifices can't be ignored via casting the associated necromantic spell as a spell like or supernatural ability and are in fact a requirement for the undead to be animated successfully.

In addition, the baseline assumption for most of these undead is that a medium sized humanoid corpse is used to animate them (Or a large quadruped creature for the abomination). If the size of the corpse used to animate a creature is different than the size of the undead given in the stat blocks below than the animated undead becomes the same size as the corpse used and the undead adjusts their physical stats as noted here. For each size category higher than normal the undead gains +4 strength and -2 dexterity. For every size category smaller they lose 2 strength and gain 4 dexterity. These replace the standard ability score adjustments for changing size. Thus an abomination animated with a dire bear's corpse would be a huge undead with +4 strength and -2 dexterity compared to a standard abomination.


Abomination
http://t0ak.roblox.com/342b67c60202fb465943fa89b654352f
Source:http://t0ak.roblox.com/342b67c60202fb465943fa89b654352f
These massive monstrosities are created by necromancers to destroy and tear their foes limb from limb. They do not have that much of a will of their own and are similar to animals in that regard. If encountered in the wild Abominations charge and rend anything that gets within 40ft of it and will pursue the creature even after it has started flee or has gotten further than 40ft away. Abominations can be created from a corpse of a wild animal that is a quadruped of at least 8HD with a create undead spell.

Large Undead
HD 12d12+12 (90)
Speed 60 ft. (12 squares);
Init:
AC 18 (+8 Natural Armor, + 1 Dexterity, -1 Size); touch 10; flat-footed 17
BAB +6; Grp +19
Attack Claw +15 (3d6 + 9) or Bite +15 (3d6 + 13)
Full Attack: Two Claws +15 (3d6 + 9) and Bite + 13 (3d6 + 4)
Space 10 ft.; Reach 10 ft.
Special Attacks Pounce
Special Qualities Darkvision 60ft, Turn Resistance + 4
Saves Fort +4 Ref +5 Will +8
Abilities Str 28, Dex 12, Con -, Int 2, Wis 10, Cha 10
Skills N/A
Feats Multi Attack, Improved Natural Attack (Claw), Improved Toughness, Power Attack
Environment Any
Organization Solitary
Challenge Rating: 6
Treasure Standard
Alignment Always Neutral
Advancement by HD;
Level Adjustment -

Pounce: (Ex) An Abomination can make a full attack on a charge.


Dark Revenant + Revenant Spawn
http://fc03.deviantart.net/fs50/i/2009/310/c/2/Ghoul__Necromancer_by_butterfrog.jpg
Dark Revenants are beings who attempted to preform the ritual to become a Lich but for some reason or another the ritual failed. Those with strong enough wills to continue on become Dark Revenants, desperate to garner strength and power through whatever means.

Note for DM's
Dark Revenant's vampiric drain ability can give them effectively any power you want and because of this is a very dangerous ability. I recommend not allowing your players to ever get their hands on a controlled one and to exercise restraint if you send this monster against them. Sure you could give one Dark Revenant the adamantine horror's disjunction at will, an efreeti's Wish SLA, manipulate form or any number of other broken abilities but it is in rather poor form. You may need to adjust the CR of this monster based on the abilities selected.

Medium Undead
HD 14d12 (91)
Speed 30 ft. (6 squares), 60ft Fly (Perfect)
Init: +9
AC 20 (+5 Natural Armor, + 5 Dexterity; touch 15; flat-footed 15
BAB +7; Grp +10
Attack Plague Touch +11 (8d8)
Space 5 ft.; Reach 5 ft.
Special Attacks Plague Touch, Vampiric Drain, Spell Like Abilities, Command Undead
Special Qualities Damage Reduction 10/Good, Spell Resistance 18, Powerful Will, Turn Resistance + 8
Saves Fort +4 Ref +9 Will +11
Abilities Str 16, Dex 20, Con -, Int 18, Wis 14, Cha 22
Skills Concentration +23, Intimidate + 23, Knowledge (Any Four + Religion) + 21, Spellcraft + 21
Feats Life Drain, Spell Drain, Improved Initiative, Weapon Focus Plague Touch, Quicken Spell Like Ability Ray of Enfeeblement
Environment Any
Organization Solitary or Troupe (2-4 Large Zombies or Skeletons)
Challenge Rating 8
Treasure Double Standard
Alignment Usually Evil
Advancement by HD;
Level Adjustment -

Plague Touch: (Su) The Dark Revenant's touch sends a wave of negative energy into a target creature. The creature takes 8d8 damage half of the damage is negative energy and the other half is profane. This ability also inflicts one negative level upon the creature.

Vampiric Drain: (Su) Whenever a creature dies from the Dark Revenant's Plague Touch the Dark Revenant can gain one feat, extraordinary, supernatural or spell like ability from the target. These can be derived from class features but the Dark Revenant can not steal the ability to cast spells. The Revenant can have a number of abilities at any given time equal to half of their charisma modifier. Also that creature then rises as a Revenant Spawn (See Below)

Spell Like Abilities: At Will: Ray of Enfeeblement, Lesser Animate Dead, Inflict Light Wounds, 3 times per day: Animate Dead, Ghoul Touch, Fear
Theses spell like abilities are Caster Level 10 and their dcs are charisma based.

Command Undead A Dark Revenant can rebuke undead as a 14th level cleric. However, he either completely commands the undead or nothing happens.

Powerful Will: (Ex) Due to their incredible will to exist and grow stronger Dark Revenants are immune to any ability that attempts to control their mind or body such as a cleric's rebuke undead ability or the control undead spell.


Revenant Spawn
Medium Undead
HD 8d12 (52)
Speed 30 ft. (6 squares);
Init: +9
AC 19 (+5 Natural Armor, + 4 Dexterity; touch 14; flat-footed 15
BAB +4; Grp +6
Attack Plague Touch +9 (6d8)
Space 5 ft.; Reach 5 ft.
Special Attacks Plague Touch
Special Qualities Damage Reduction 10/Good, Spell Resistance 14, Turn Resistance + 2
Saves Fort +2 Ref +6 Will +6
Abilities Str 14, Dex 18, Con -, Int 14, Wis 10, Cha 18
Skills N/A
Feats Life Drain, Spell Drain, Improved Initiative, Weapon Focus Plague Touch,
Environment Any
Organization Solitary or Troupe (Dark Revenant and 3-4 Revenant Spawns)
Challenge Rating 5
Treasure None
Alignment Usually Evil
Advancement by HD;
Level Adjustment -

Plague Touch: (Su) The Revenant Spawn's touch sends a wave of negative energy into a target creature. The creature takes 6d8 damage half of the damage is negative energy and the other half is untyped. This ability also inflicts one negative level upon the creature.


Doom Knight+Doom Knight Commander
http://behance.vo.llnwd.net/profiles4/169042/projects/4694407/b2887fb8e1e2128a38ad818beda58668.jpg
Source:http://behance.vo.llnwd.net/profiles4/169042/projects/4694407/b2887fb8e1e2128a38ad818beda58668.jpg
Doom Knights are ancient undead knights who loyally follow their creators and lieges until their second death. The knights find themselves often in the thicket of combat using their spell like abilities and combat skills to destroy their enemies. Doom Knights can be animated by a create undead spell on a humanoid, monstrous humanoid or giant corpse and a doom knight commander can be animated by a create greater undead spell targeting a humanoid, monstrous humanoid or giant corpse of at least 10HD cast by a caster of at least 18th level.


Medium Undead
HD 6d12 (39)
Speed 30 ft. (6 squares);
Init: +9
AC 21 (+5 Natural Armor, + 2 Dexterity, +4 Armor (Chain Shirt); touch 14; flat-footed 19
BAB +3; Grp +7
Attack Greatsword + 11 (2d6 + 6) 19-20 * 2
Space 5 ft.; Reach 5 ft.
Special Attacks Spell Like Abilities.
Special Qualities Damage Reduction 5/Good, Turn Resistance + 2, Skilled Combatant
Saves Fort +2 Ref +6 Will +6
Abilities Str 18, Dex 14, Con -, Int 12, Wis 12, Cha 14
Skills Jump + 14, Climb + 14, Intimidate +12, Swim + 14, Ride + 12
Feats Power Attack, Cleave, Improved Initiative
Environment Any
Organization Solitary or Troupe (1 Doom Knight Commander, 2-4 Doom Knights), Squadron (2-4 Doom Knight Commanders, 4-12 Doom Knights)
Challenge Rating 4
Treasure Double Standard
Alignment Always Lawful
Advancement by HD;
Level Adjustment -

Spell Like Abilities: 3/Day Fireball, Mirror Image, Lesser Animate Dead, Magic Weapon. Caster level 5, the DCs are charisma based)

Skilled Combatant: (Ex) The Doom Knight is skilled in melee combat and gains a bonus to his attack rolls and initiative checks equal to 1/2 of his HD rounded up.


Doom Knight Commander
Medium Undead
HD 12d12 +72(150)
Speed 20 ft. (6 squares);
Init: +9
AC 34 (+11 Natural Armor, + 1 Dexterity, +12 Full Plate (+4 With Magic Vestment); touch 11; flat-footed 33
BAB +6; Grp +13
Attack Greatsword (+3 With Greater Magic Weapon) + 22/17 (2d6 + 13 +2d6 Vile) 19-20 * 2
Space 5 ft.; Reach 5 ft.
Special Attacks Spell Like Abilities.
Special Qualities Damage Reduction 10/Good, Turn Resistance + 2, Skilled Combatant, Unholy Vigor
Saves Fort +8 Ref +12 Will +17
Abilities Str 24, Dex 14, Con -, Int 12, Wis 12, Cha 22
Skills Jump +23, Intimidate + 22, Ride + 17, Climb + 23, Swim + 23
Feats Power Attack, Cleave, Force of Personality, Quicken Spell Like Ability (Fireball), Maximize Spell Like Ability (Fireball)
Environment Any
Organization Solitary or Troupe (1 Doom Knight Commander, 2-4 Doom Knights), Squadron (2-4 Doom Knight Commanders, 4-12 Doom Knights)
Challenge Rating 12
Treasure Double Standard
Alignment Always Lawful
Advancement by HD;
Level Adjustment -

Spell Like Abilities: At Will: Fireball, Greater Mirror Image, Ray of Enfeeblement 3 Times per day Animate Dead, Flesh Puppets, Greater Magic Weapon, Magic Vestment, 1/Day Circle of Death Caster level 15 and the Save Dc's are charisma based (16 + Spell Level).

Skilled Combatant: (Ex) The Doom Knight Commander is skilled in melee combat and gains a bonus to his attack rolls and initiative checks equal to 1/2 of his HD rounded up.

Unholy Vigor: The Doom Knight Commander add's his charisma modifier times his HD to his max HP. In addition he adds his charisma as an enchantment bonus to his natural armor and as a profane bonus to saves.

Unholy Strike: (Su) The Doom Knight Commander deals an additional 2d6 vile damage with any weapon it wields. In addition, any enemy it kills with a weapon raises as a zombie under the Doom Knight Commander's control for ten minutes before returning to being a corpse. Even if the zombie is destroyed or the duration expires it can still be reanimated later.



Gheists

http://images.wikia.com/wowwiki/images/3/3c/Geist_art.jpg

Gheists are undead created from the corpses of humanoids that have a thirst for flesh. Similar in appearance and function to ghouls Gheists are recognizable with a long 10ft rope around their neck which they can animate at will and a large singular eye in their head. Gheists can be created from a humanoid corpse with an animate dead spell cast by a caster of 7th level who also provides the 10ft of rope that the gheist uses to strangle and grab it's victims. If the creature used to animate a gheist was slain by being hung to death than that particular ghesit gains a +4 bonus to strength and dexterity.

Medium Undead
HD 6d12 (39)
Speed 40 ft. (8 squares);
Init: +11
AC 16 (+3 Natural Armor, + 3 Dexterity); touch 13; flat-footed 13
BAB +3; Grp +10
Attack Claw +6 (2d6 + 3)
Full Attack: Two Claws +6 (2d6 + 3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell Like Abilities, Improved Grab
Special Qualities Darkvision 60ft, Turn Resistance + 2
Saves Fort +2 Ref +5 Will +2
Abilities Str 16, Dex 16, Con -, Int 2, Wis 6, Cha 14
Skills Hide +13, Move Silently +13
Feats Improved Grapple, Improved Natural Attack (Claw), Improved init
Environment Any
Organization Solitary or Troupe (1-3 Gheists 2-6 Ghouls)
Challenge Rating: 3
Treasure Standard
Alignment Usually Evil
Advancement by HD;
Level Adjustment -

Spell Like Abilities: At Will: Animate Rope CL 10.

Improved Grab: (Ex) Whenever a Gheist hits a target of medium size or smaller with his claw attack he can make a grapple attempt as a free action that does not provoke attack of opportunities.


Sakel Revenants


http://i7.photobucket.com/albums/y265/Lijitsu/Frost_Revenant.jpg

Sakel Revenants are the spirits of dead divine casters imbued with numerous spirits of other undead to grant the undead spirit raised tremendous power and stability. Sakel Revenants are exceptionally powerful undead and retain a significant amount of spellcasting power and various other useful abilities to a necromancer capable of animating one. In addition, somewhat useful for necromancers who don't want to be despised by the undead they create the process of merging the dead divine caster and the various other incorporeal undead mostly wipes clean the personality traits, opinions and most if not all of the memories of the original caster. As a result Sakel Revenants are somewhat neutral in personality compared to most forms of incorporeal undead, they often take the alignment of the necromancers animating them and are quite often fairly loyal making them excellent additions to a necromancer's forces.

Sakel Revenants are created by a 24th caster level caster animating the corpse of a divine caster who could cast 7th level spells and by sacrificing a number of incorporeal undead whose total HD equals or is greater than 60. A Sakel Revenant can only be animated by a create greater undead spell cast in an area where the temperature is below freezing while providing an additional 30k gp worth of sapphires for the spell.


Sakel Revenant
Medium Undead (Cold) (Incorporeal)
Hit Dice: 15d12+180 (277)
Initiative: 12
Speed: Fly 80ft Perfect
Armor Class: 36 (+8 Dex, +6 Shield, + 12 Deflection) (Touch 30, Flatfooted 22)
Base Attack/Grapple: 7
Attack: Uttercold Mace: +18/13 (1d8+15+1d6 Cold)
Space/Reach: 5ft/5ft
Special Attacks: Leech Divinity, Mark, Possession, Telekinesis, Frightful Moan
Special Qualities: Spell Resistance 32, Profane Toughness,
Saves: 17,25,26
Abilities: Str -, Dex 26, Con -, Int 20, Wis 20, Cha 34
Skills: Bluff, Concentration, Diplomacy, Disguise,
Feats: Improved Initiative, Empower Spell, Divine Metamagic Empower Spell, Extra Turning *2
Environment: Any
Organization: Usually Solitary or Trope (2 Sakel Revenants and an Urpriest)
Challenge Rating: 19
Treasure; None
Alignment: Any
Advancement: By Character Class
Level Adjustment: +4


Leech Divinity (Ex): The Sakel Revenant doesn't cast divine spells as normal for a cleric, instead she leeches excess divine energy around her similar to a cleric who follows a cause instead of a particular deity or an ur-priest if the Sakel Revenant wishes to siphon directly from gods. This allows the Sakel Revenant cast spells equal to a 15th level cleric except that it uses her charisma to determine saving throw dc's and bonus spells per day. She has access to the Cold, Deathbound and Trickery Domains as well as being able to rebuke undead equal to a 15th level cleric. A Sakel Revenant can not however, spontaneously cast inflict spells.

Vulnerable to the Divine: (Ex) Due to its readiness to absorb nearby divine energy a Revenant has a weakness to divine magic. It takes a -6 on all saving throws against divine spells and also is only treated as a 13th hd undead for the purposes of rebuke and turn undead. As well divine spells gain a +6 sacred bonus on overcoming its spell resistance

Profane Toughness: (Ex) The Revenant gains a bonus to hit points equal to its charisma modifier times its HD. In addition, it gains a profane bonus on saving throws equal to its charisma modifier.

Mark (Su): Once per day a Revenant can mark a willing or helpless subject as a melee touch attack made as a standard action. This grants the subject +2 profane bonus to charisma and a +2 profane bonus on saving throws. This effect lasts for 24 hours and as long as the effect is in place the Revenant's name is tattooed somewhere on the subject's body. The Revenant usually doesn't place this tattoo in an easily visible location. As long as the mark is active the Revenant can monitor the subject as if the subject is affected by a status effect. The Revenant can telepathically communicate with the subject regardless of distance (even if the subject is on a different plane) and can take a standard action to observe the area around the subject.

Possession (Su): Once per round, a Revenant can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the Revenant's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the Revenant must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 29). A creature that successfully saves is immune to that same Revenant's malevolence for 24 hours, and the Revenant cannot enter the target’s space. If the save fails, the Revenant vanishes into the target’s body taking complete control as if he had used magic jar.

Telekinesis (Su): A Revenant can use telekinesis as a free action (CL 16) at will once per round. Once he uses this ability he must wait 1d4 rounds before using it again.

Frightful Shield (Su): A Revenant can create an incorporeal shield only they can used filled with necromantic energy. This shield grants the Revenant a +6 shield bonus to armor class and can emit a frightful moan as a standard action. All living enemies within a 90-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the shield's moan cannot be affected by the same Revenant's moan for 24 hours regardless if the Revenant summons a new shield or not. The Save DC is 29 and is Charisma based. A Revenant can unsummon or summon this shield as a free action.

Uttercold Mace (Su): A Revenant can create a +3 ghost touch frost warhammer that only they can use to make melee touch attacks with. Any creature struck by this mace takes a -4 penalty on saving throws for one minute and take additional damage equal to the Revenant's charisma modifier. When wielding this mace the Revenant can cause any cold damage they deal to deal half of its damage as negative energy damage, ignore any cold resistance and deal half damage to creatures with cold immunity and deal one negative level the first time the effect deals damage to a creature. The Revenant can summon or unsummon this mace as a free action.

Skills: A Revenant has a +8 racial bonus on Bluff, Diplomacy, Sense Motive and Hide checks.

Spell Like Abilities: (CL 15): At will - Animate Dead, Quickened Widened Boreal Winds, Call Avalanche (Frostburn), Charm Monster, Detect Thoughts, Disguise Self, Suggestion, Greater Teleport (Self Plus 50 Pounds Only), Greater Invisibility, Sending, Tongues, Dispel Magic Greater, Wall of Ice, 3/Day - Dominate Person, Symbol of Persuasion, Frostfell (Frostburn) 1/Day Create Undead Greater, Create Undead

Typical Cleric Spells Prepared:
1st-Inflict Light Wounds * 2, Obscuring Mist * 2, Protection from good * 2, Death Watch, Detect Good, Chill of the Grave (SpC) (D)
2nd-Silence*2, Hold Person, Shatter, Inflict Moderate Wounds * 2, Desecrate, Dark Way (SpC), Invisibility (D)
3rd-Bestow Curse *3, Animate Dead, Nauseating Breath (SpC) *2, Blindsight (SpC), Sleet Storm * 1 (D)
4th-Empowered (DMM) Wall of Pain (SS)*3, Assay Spell Resistance (SpC) *1,Empowered (DMM) Moon Bolt (SpC) *2, Dimensional Anchor, Confusion (D)
5th-Empowered Necrotic Skull Bomb (CC)*2, Wall of Stone * 2, Slay Living *2, False Vision (D)
6th-Harm *3, Antilife Shell, Word of Recall, Mislead (D)
7th-Blasphemy/Hold Word/Dictum/Word of Chaos (Depending on Alignment of the Revenant), Evil Glare, Summon Monster VII * 2, Avasculate (SpC) (D)
8th: Summon Monster VIII *2, Inflict Critical Wounds Mass, Avascular Mass (D)


Serath Lich:
Here (http://www.giantitp.com/forums/showthread.php?p=15811574#post15811574)


Spectral Swindler

http://cdn.obsidianportal.com/images/178787/Anima__Assasin_guy_by_Wen_M.jpg
Source:http://cdn.obsidianportal.com/images/178787/Anima__Assasin_guy_by_Wen_M.jpg

Spectral Swindlers are assassins and rogues animated by necromancers to serve as their eyes and ears. Swiftly moving around incorporeally passing through doors and unlocking chests and disarming traps they are fierce opponents. Spectral Swindler don't have much will power of their own and often rely on their masters for orders. Spectral Swindlers don't particularly look incorporeal and it requires a dc 20 spot check to notice that they are. Often times when their commanding necromancer dies Spectral Swindlers go through towns and attempt to steal items from the town folk to try to fulfill their life purpose. Others go into dungeons trying to disarm all traps located inside the dungeon. Spectral Swindlers are created by a 14th level caster animating a body with create undead that in life could sneak attack for 4d6 damage or had at least 10 ranks in Sleight of Hand, Open Lock, Move Silently and Hide.

Medium Undead (Incorporeal)
HD 9d12 (58)
Speed Fly 80ft (Perfect Maneuverability)
Init: +14
AC 24(+ 10 Dexterity, +1 Deflection, +3 Dodge); touch 24; flat-footed 14
BAB +4; Grp +12
Attack Incorporeal Touch +14 (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Agile Telekinesis, Sneak Attack (5d6), Spectral Theft, Invisibility, Spell Like Abilities
Special Qualities Spell Resistance 20, Spectral Presence, Expert Thief
Saves Fort +3 Ref +13 Will +6
Abilities Str -, Dex 30, Con -, Int 20, Wis 10, Cha 4
Skills Sleight of Hand +25, Hide + 25, Move Silently +25, Open Lock + 28, Disable Device +25, Tumble +25, Use Rope + 25, Search +20
Feats Weapon Finesse, Improved Initiative, Ghostly Grasp(B), Darkstalker, Skill Focus (Open Lock)
Environment Any
Organization Solitary
Challenge Rating 8
Treasure Double Standard
Alignment Any
Advancement by HD;
Level Adjustment -

Agile Telekinesis: (Su) The Spectral Swindler can use telekinesis as the spell at will as a standard action at caster level 8 using dexterity as the casting ability score. However, maintaining concentration only takes a move action for the Spectral Swindler and also the Spectral Swindler can use the following skills at range with his telekinesis: Sleight of Hand, Disable Device, Open Lock, Use Rope.

After using the Violent Thrust option they must wait 1d4+1 rounds before using their telekinesis again.

Spectral Theft: (Su) The Spectral Swindler has an extra dimensional storage space where it can store items it steals. The Spectral Swindler can hold any number of items as long as the total weight of all items is less than 50 pounds. It can store any item it is holding with its telekinesis as a free action (Including items it snatches while using sleight of hand with its Agile Telekinesis). It can then produce an item from its storage as a move action, which then usually falls to the ground until the Spectral Swindler picks it up or the Spectral Swindler can summon it into the willing hands of a creature within 20ft. If the Spectral Swindler dies the items in its stash fall to the ground in the space he was located.

Sneak Attack: As a 9th level rogue.

Expert Thief: (Ex) The Spectral Swindler is quite adept at what it does and gains a +3 insight bonus to all of the following skills: Sleight of Hand, Hide, Move Silently, Tumble, Use Rope, Open Lock, Disable Device, Search.

They also gain the Uncanny Dodge and Trapfinding class features as a rogue of 9th level.

Invisibility: (Su) As a swift action the Spectral Swindler can turn itself invisible as the spell invisibility. Using it's agile telekinesis ability does not end this invisibility however. The Spectral Swindler can use this ability at will but their invisibility ends if they take any damage and if it is broken for any reason they can't activate it until 5 minutes has passed.

Spectral Presence: (Su) The Spectral Swindler has an unnatural aura that many experts of undead don't quite understand. Any time the Spectral Swindler moves through a locked door or a locked chest it can as a free action attempt to unlock it as if using the open lock skill (It can not take 20 on this check). This ability can actually unlock doors locked by arcane lock or improved arcane lock or similar effects. These additional effects do increase the DC to unlock such an item by 10 though.

Spell Like Abilities: At Will: Detect Magic, Ebon Eyes, Combat Readiness, Dispel Magic, Snuff the Light, Iron Silence, Instant Search 3/Day: Arcane Sight, Silence, Deeper Darkness, Blacklight, 1/Day Assassin's Darkness. Caster Level 9th.


Tundra Revenant:

Here (http://www.giantitp.com/forums/showpost.php?p=16616614&postcount=83)


Uttercold Archon

http://fc03.deviantart.net/fs71/i/2012/046/5/8/frost_lich_by_reverentfate-d4ptaaz.jpg
Source:http://fc03.deviantart.net/fs71/i/2012/046/5/8/frost_lich_by_reverentfate-d4ptaaz.jpg

Uttercold Archons are creatures that are animated corpses of fallen wizards imbued with the essence of frozen wastelands. They are fearsome opponents who are very efficient at resisting enemy spell casters and commanding other undead allies. Calm and unrelenting an Uttercold Archon tracks and persists after an enemy with a relentless focus. An Uttercold Archon is created by a 20th level caster using greater create undead on the corpse of a 13th level arcane caster and paying an additional 15000gp worth of onyx and 10k in sapphire. In addition, the animation must take place in an area below 0 degrees (Celsius)

Medium Undead (Cold)
HD 16d12 + 128 (232)
Speed 30 ft. (6 squares); Fly 80ft (Perfect Maneuverability)
Init: +11
AC 33 (+8 Natural Armor, + 7 Dexterity, + 8 Deflection); touch 25; flat-footed 22
BAB +8; Grp +10
Attack Uttercold Blast +24/19 (8d6 + 8)
Space 5 ft.; Reach 5 ft.
Special Attacks Absorption, Uttercold Blast, Spell Like Abilities, Rebuke Undead
Special Qualities Unholy Toughness, Profane Grace, Fast Healing 10, Spell Resistance 31, Turn Resistance +4
Saves Fort +13 Ref +20 Will +22
Abilities Str 14, Dex 24, Con -, Int 16, Wis 18, Cha 26
Skills Concentration +27, Diplomacy +27, Intimidate + 27, Knowledge (Any Two + Religion), Spellcraft + 22
Feats Life Drain, Spell Drain, Corpse Crafter, Destructive Retribution, Improved Initiative, Weapon Focus Uttercold Blast
Environment Cold
Organization Solitary or Troupe (1 Uttercold Archon 8 ghouls, 8 Human Zombies)
Challenge Rating 16
Treasure Standard
Alignment Any
Advancement by HD;
Level Adjustment -


Absorption: (Su) If a spell fails to affect the Uttercold Archon due to his spell resistance the Uttercold Archon gains the ability to cast that spell on his next turn as a spell like ability. The spell is cast as if the original caster had cast it and must be cast on the Archon's next turn or the spell is wasted. Whenever an Uttercold Archon resists a spell with their spell resistance they heal a number of hit points equal to the spell's spell level.

Uttercold Blast: (Sp) The Uttercold Archon can send a blast of negative energy infused cold at a target within 60ft as a ranged touch attack. This attack deals 8d6 +8 damage and inflicts 1 negative level on the target. The Uttercold Archon can make irreatives attacks with this ability. Half of the damage is cold and half is negative energy. Undead hit by this ability are healed 4d6+18 hit points.

Spell Like Abilities: (Caster Level 16) At Will: Ray of Enfeeblement, Scare, Animate Dead, Dispel Magic Greater 3/Day: Enervation, Fear, Spell Immunity, Wall of the Tundra's Flame (Wall of Fire dealing 1/2 cold damage 1/2 negative energy damage), 1/Day: Fleshshiver, Create Undead
Their save DCs are Charisma based.

Rebuke Undead An Uttercold Archon can rebuke undead as if it were a 16th level cleric.

Unholy Toughness (Ex) The Uttercold Archon gains a bonus to his hit points equal to his charisma modifier times his hd.

Profane Grace: (Su) The Uttercold Archon can add his charisma modifier as a deflection bonus to his ac.


Vampire and Vampire Lord Templates and Vampire Spawn:

Here (http://www.giantitp.com/forums/showthread.php?t=275262)

Radiant Conduit
Here (http://www.giantitp.com/forums/showthread.php?p=17217523#post17217523)

Morph Bark
2013-01-08, 05:34 AM
The monsters are pretty cool, and you also did a good job finding great pictures for each of them, but you kind of lost me at the point where Valar aren't in any way related to the works of Tolkien.

Just to Browse
2013-01-08, 03:30 PM
This is an assortment of necromancer-created undead monsters, but all of them are missing rules for construction. I recommend writing some.

Also, why are the small pictures and common content (player options) spoilered while the largest pictures and less-used content (monsters) aren't?

Silva Stormrage
2013-01-08, 09:12 PM
This is an assortment of necromancer-created undead monsters, but all of them are missing rules for construction. I recommend writing some.

Also, why are the small pictures and common content (player options) spoilered while the largest pictures and less-used content (monsters) aren't?

Oh thats a largely good point. I should let players access them as well (Except for the dark revenants). I was making them with the DM in mind to send against the players. I shall add some way of making the undead, I was thinking animate dead for the Ghiests, create undead for the doom knight and abominations and create undead greater for the doom knight commanders. Any suggestion on the best way for the uttercold archon? They seem to be too strong create greater undead. Maybe a separate ritual that costs a lot of extra onyx?

For the image issue, I noticed that a lot of my original images were taken down (I was working on this awhile ago) so I did a rush to find images and I didn't think of spoilering them.

Edit: Also for Morphbark I am not familiar with Tolken's universe, I was mostly inspired for the Valar from warcraft's Vrykul. Should I change the name? I wasn't particularly attached to it and I don't want people to assume they are something else.

DracoDei
2013-01-09, 01:45 AM
Leech is an absolute killer against glass-canon type targets. It needs some way of defending against it. As-is it doesn't even require a ranged touch attack. Just... damages them. I suggest a fortitude save.

Also, did you mean for it to work on constructs and undead?

Silva Stormrage
2013-01-09, 02:26 AM
Leech is an absolute killer against glass-canon type targets. It needs some way of defending against it. As-is it doesn't even require a ranged touch attack. Just... damages them. I suggest a fortitude save.

Also, did you mean for it to work on constructs and undead?

I was thinking about adding a fort save as well but I wasn't sure what to make the DC based off of. If I did it based on Charisma then a lot of classes would be unable to use it. Then again it already is better to have a high charisma for it since it can give extra uses of the leech feet.

DracoDei
2013-01-09, 03:00 AM
I was thinking about adding a fort save as well but I wasn't sure what to make the DC based off of. If I did it based on Charisma then a lot of classes would be unable to use it. Then again it already is better to have a high charisma for it since it can give extra uses of the leech feet.

Charisma goes with Turning, yes. So yeah, Charisma based would work... or maybe make it "casting stat for class that grants turning based, or charisma if that is ambiguous"

Silva Stormrage
2013-01-09, 03:06 AM
Charisma goes with Turning, yes. So yeah, Charisma based would work... or maybe make it "casting stat for class that grants turning based, or charisma if that is ambiguous"

Good solution, I will also add a clause for incantation classes (Once I get them all up each one will be a different mental attribute and I would prefer all three get to use them at least a bit).

Morph Bark
2013-01-09, 04:02 AM
Edit: Also for Morphbark I am not familiar with Tolken's universe, I was mostly inspired for the Valar from warcraft's Vrykul. Should I change the name? I wasn't particularly attached to it and I don't want people to assume they are something else.

Basically, the term "Valar" has only ever seen use in Tolkien's works, where they are the fourteen/fifteen highest beings, basically gods, one step above Sauron and Gandalf.

Since you took inspiration from the Vrykul, but probably wouldn't want to use that name since it's too obvious, you could take a different one from WoW that applies to some of them that is more tied to old Norse mythology: Ymirjar. In WoW they are frost vrykul loyal to the Lich King, whereas Ymir was the first frost giant in Norse mythology from whose body the world was made, IIRC.

Also, shouldn't they be Giants rather than Monstrous Humanoids? I kinda wonder.

Silva Stormrage
2013-01-09, 02:55 PM
Basically, the term "Valar" has only ever seen use in Tolkien's works, where they are the fourteen/fifteen highest beings, basically gods, one step above Sauron and Gandalf.

Since you took inspiration from the Vrykul, but probably wouldn't want to use that name since it's too obvious, you could take a different one from WoW that applies to some of them that is more tied to old Norse mythology: Ymirjar. In WoW they are frost vrykul loyal to the Lich King, whereas Ymir was the first frost giant in Norse mythology from whose body the world was made, IIRC.

Also, shouldn't they be Giants rather than Monstrous Humanoids? I kinda wonder.

Hm, I mostly just made the name from playing around with the world valor. Seeing as they are a nordic culture based around honor and fighting (Still need to finalize the fluff for them). I will probably change out the name to prevent confusion though.

Also for the monstrous humanoids versus giant type, I was never really clear what counted as a giant versus a monstrous humanoid. It seemed that the giants were always the 10+ HD monsters with tremendous strength while the monstrous humanoids like the ogre were the monsters with less HD and less strength (Still quite a big deal of it). Since they start with 2 HD I figured monstrous humanoid was more appropriate. Was I mistaken?

DracoDei
2013-01-09, 03:05 PM
Orges are giants. (http://www.d20srd.org/srd/monsters/ogre.htm)

Silva Stormrage
2013-01-09, 03:07 PM
Orges are giants. (http://www.d20srd.org/srd/monsters/ogre.htm)

:smalleek: Well thats odd, for some reason I was thinking both Trolls and Ogres were monstrous humanoids. Well than in that case yes the Valar should be giants.

DracoDei
2013-01-10, 12:23 AM
Glad to help.

Just to Browse
2013-01-10, 01:36 AM
Any suggestion on the best way for the uttercold archon? They seem to be too strong create greater undead. Maybe a separate ritual that costs a lot of extra onyx?

Well, if you're interested, one thing I would recommend is a ritual following themes like in the Tome of Necromancy (http://dnd-wiki.org/wiki/Tome_of_Necromancy_%283.5e_Sourcebook%29/Monsters#Previously_Published_Monsters). Alternatively, I recommend something like create greater undead used by a caster with Lord of the Uttercold and some high number of K(Religion) or K(Planes) ranks, like maybe 21 (so a level 18 player could pull it off).

And you could make it cost lots of money and maybe the body of an angel or something. A level 18 character will have lots of resources to burn anyhow.

Silva Stormrage
2013-01-13, 11:31 PM
Well, if you're interested, one thing I would recommend is a ritual following themes like in the Tome of Necromancy (http://dnd-wiki.org/wiki/Tome_of_Necromancy_%283.5e_Sourcebook%29/Monsters#Previously_Published_Monsters). Alternatively, I recommend something like create greater undead used by a caster with Lord of the Uttercold and some high number of K(Religion) or K(Planes) ranks, like maybe 21 (so a level 18 player could pull it off).

And you could make it cost lots of money and maybe the body of an angel or something. A level 18 character will have lots of resources to burn anyhow.

I still am hesitant to let them animate it with an easily spammable ritual, maybe I should make it so that they have to sacrifice an arcane caster of above 15th level, a powerful good outsider and a lot of onyx or something along those lines. Or maybe I should make it it's own 9th level spell, animate uttercold archon.

I changed the name of the Valar to Hesir to prevent confusion with LoTR and also I finished the undeath incantation school. Any comments on balance would be much appreciated. Otherwise, I will have to get all the balance quirks out when I send some against my players :smallwink: I think they might prefer to have the incantations and other spells balanced before they have to fight them. :smalltongue:

Silva Stormrage
2013-01-14, 10:23 PM
Finished the Vampiric Incantation School! The Death Knight is now fully playable. I would love to get some feedback on it.

Road_Runner
2013-01-16, 12:01 AM
Hesir

Seems like a good really strong race, perfectly suited for the lord of uttercold class. Animate Dead as an SLA is obviously a really good ability, but doesn’t seem so strong it needs nerf right off the bat.


Death Knight

The Unliving: Becoming immune to mental ability damage seems too powerful and unnecessary since that’s not even an undead immunity. It would make more sense if it was just immune to physical ability score damage, and maybe you could add immunity to nonlethal damage to compensate.

Victory Rush: I like this ability, it fits the theme of the class. The healing is a lot and the bonus could be changed to 1/2/3 per level or the HD of the target killed, whichever is lower, to avoid being so strong against a bunch of weak targets (I know they have to give XP, but still). But eh, it’s fine as it is.

Faithful Lieutenant: Is there any reason the lieutenant is based on HD, not class level? I’m assuming synergy with your race, so the racial HD doesn’t slow it down?

Lord of the Uttercold

Well, already commented on this one, but I forgot what I and I’m not sure if it’s been changed so here goes.

Overall a really great class, really like the flavor and not much to say except for these two abilities:

Guardian Wings: This is still completely ridiculous. At the least needs to take an immediate action to use, but probably should also have some sort of cooldown and/or limit of times per day. And no, “it’s only a second level spell” is not a valid justification.

Demonic Ice Mirrors: Not even going to bother commenting on balance. I think it needs clarification on how fusing with a mirror works. I’m assuming AC of mirrors is 10, like any other objects? Do they have any hardness?

All leadership abilities: Well, it’s leadership. No balance commentary necessary.

(Skipping over feats/PRCs)


Incantations:


Boreal: I like these, good unique frost-themed abilities. Commenting on a few:

Frost Strike: This ability is good, I was just curious how you would even get close to the maximum 1d6/level? Since your spirit points max is 50, it seems like you could at maximum augment it 3d6.

Frost Bolt: Very strong as is, basically adding your level to damage with any cold attacks against the average target who probably has no cold resistance. Mechanically its pretty weird, (A level 1 wizard’s 1d3 ray of frost is now a significant blow?) and I feel like it could be easily abused, especially with a bunch of followers shooting volleys of arrows with the frost property. I just don’t think negative resistance makes sense...

Frozen Circle: Typo fix: inlace ⇒ in place. This ability is really cool.

Freezing Wind: What does checked mean? They can’t move at all in that direction? I feel like this is too strong especially with no save. Maybe fort saves allows them to move at half speed against the direction of the wind. Also 1 round/level is a long time?

Deep Freeze: Not sure how I feel about a no save 2 round no movement.

Frozen Circle(4), Freezing Ray(6): Both of these are basically save or die. Frozen circle isn’t bad because it requires multiple saves (although it forces multiple saves, so I guess it evens out). A save or die as a ranged touch attack at 6th level is pretty strong, especially when compared other spells/SLAs at that level (disintegrate, slay living, etc). I suggest when the target is frozen it should be reversable by stone to flesh. However, maybe the target melts in a non-freezing environment, taking 5 damage every 10 minutes. The ice status could have fire vulnerability but cold immunity, and healing up to the last 5 damage taken for every point of cold damage.

Freeze Magic: I feel like this is too strong if it affects items also with no save (or was it not intended to?)

Uttercold Tempest: 15d6 healing per round is really good, in addition to blocking vision and hurting everything else.

Pain: Nice, good thematic abilities overall.

Persistent Wound: As written, a cure light wounds SLA doesn’t stop the bleeding.

Ruin Strike: This is kind of OP, especially if you build a tank.

Pain Disruption: This one is cool.

Undead: Good thematically, but a lot of the abilites are broken...

Shadow Leech: Seems like a lot of strength for a second level ability...

Fortify Undead: +4 AC and DR is a lot for a 3rd level ability as a swift action 1 round/level. Maybe one or the other.

Undead Tactics, Formation: This should have a maximum of +8, or somewhere around there (surrounding yourself with 8 undead can give you +32 AC for 3 rounds, in addition to buffing them).

Unliving Bomb: Needs to be limited to 1 undead enchanted at a time, and I think the maximum number of d8s should be limited by HD (still a very strong invocation).

Undead Tactics, Suicidal: Needs a Cap on attack bonus. Still really good...

Shadow Fortification: What.

Unholy Toughness: What.

Soul Link: I feel like a maximum of 50% of damage taken should be put in place.

Soul Link Augmentation: No.

Not Permitted to Fail: So you give yourself a free instantaneous true ressurection?

Undead Tactics, Lockdown: …

Undead Summoney Stuff: Can’t really comment on because I don’t know how strong they are.


Overall this is really cool, and seems like a great homebrew for people who like undead.

Silva Stormrage
2013-01-16, 05:23 PM
Hesir

Seems like a good really strong race, perfectly suited for the lord of uttercold class. Animate Dead as an SLA is obviously a really good ability, but doesn’t seem so strong it needs nerf right off the bat.


Death Knight

The Unliving: Becoming immune to mental ability damage seems too powerful and unnecessary since that’s not even an undead immunity. It would make more sense if it was just immune to physical ability score damage, and maybe you could add immunity to nonlethal damage to compensate.

Victory Rush: I like this ability, it fits the theme of the class. The healing is a lot and the bonus could be changed to 1/2/3 per level or the HD of the target killed, whichever is lower, to avoid being so strong against a bunch of weak targets (I know they have to give XP, but still). But eh, it’s fine as it is.

Faithful Lieutenant: Is there any reason the lieutenant is based on HD, not class level? I’m assuming synergy with your race, so the racial HD doesn’t slow it down?

Lord of the Uttercold

Well, already commented on this one, but I forgot what I and I’m not sure if it’s been changed so here goes.

Overall a really great class, really like the flavor and not much to say except for these two abilities:

Guardian Wings: This is still completely ridiculous. At the least needs to take an immediate action to use, but probably should also have some sort of cooldown and/or limit of times per day. And no, “it’s only a second level spell” is not a valid justification.

Demonic Ice Mirrors: Not even going to bother commenting on balance. I think it needs clarification on how fusing with a mirror works. I’m assuming AC of mirrors is 10, like any other objects? Do they have any hardness?

All leadership abilities: Well, it’s leadership. No balance commentary necessary.

(Skipping over feats/PRCs)


Incantations:


Boreal: I like these, good unique frost-themed abilities. Commenting on a few:

Frost Strike: This ability is good, I was just curious how you would even get close to the maximum 1d6/level? Since your spirit points max is 50, it seems like you could at maximum augment it 3d6.

Frost Bolt: Very strong as is, basically adding your level to damage with any cold attacks against the average target who probably has no cold resistance. Mechanically its pretty weird, (A level 1 wizard’s 1d3 ray of frost is now a significant blow?) and I feel like it could be easily abused, especially with a bunch of followers shooting volleys of arrows with the frost property. I just don’t think negative resistance makes sense...

Frozen Circle: Typo fix: inlace ⇒ in place. This ability is really cool.

Freezing Wind: What does checked mean? They can’t move at all in that direction? I feel like this is too strong especially with no save. Maybe fort saves allows them to move at half speed against the direction of the wind. Also 1 round/level is a long time?

Deep Freeze: Not sure how I feel about a no save 2 round no movement.

Frozen Circle(4), Freezing Ray(6): Both of these are basically save or die. Frozen circle isn’t bad because it requires multiple saves (although it forces multiple saves, so I guess it evens out). A save or die as a ranged touch attack at 6th level is pretty strong, especially when compared other spells/SLAs at that level (disintegrate, slay living, etc). I suggest when the target is frozen it should be reversable by stone to flesh. However, maybe the target melts in a non-freezing environment, taking 5 damage every 10 minutes. The ice status could have fire vulnerability but cold immunity, and healing up to the last 5 damage taken for every point of cold damage.

Freeze Magic: I feel like this is too strong if it affects items also with no save (or was it not intended to?)

Uttercold Tempest: 15d6 healing per round is really good, in addition to blocking vision and hurting everything else.

Pain: Nice, good thematic abilities overall.

Persistent Wound: As written, a cure light wounds SLA doesn’t stop the bleeding.

Ruin Strike: This is kind of OP, especially if you build a tank.

Pain Disruption: This one is cool.

Undead: Good thematically, but a lot of the abilites are broken...

Shadow Leech: Seems like a lot of strength for a second level ability...

Fortify Undead: +4 AC and DR is a lot for a 3rd level ability as a swift action 1 round/level. Maybe one or the other.

Undead Tactics, Formation: This should have a maximum of +8, or somewhere around there (surrounding yourself with 8 undead can give you +32 AC for 3 rounds, in addition to buffing them).

Unliving Bomb: Needs to be limited to 1 undead enchanted at a time, and I think the maximum number of d8s should be limited by HD (still a very strong invocation).

Undead Tactics, Suicidal: Needs a Cap on attack bonus. Still really good...

Shadow Fortification: What.

Unholy Toughness: What.

Soul Link: I feel like a maximum of 50% of damage taken should be put in place.

Soul Link Augmentation: No.

Not Permitted to Fail: So you give yourself a free instantaneous true ressurection?

Undead Tactics, Lockdown: …

Undead Summoney Stuff: Can’t really comment on because I don’t know how strong they are.


Overall this is really cool, and seems like a great homebrew for people who like undead.

Thank you for posting, let me just go down the list.


Death Knight

The Unliving, I honestly feel this is fine. Its based on the progression that the bone knight prestige class gives. And honestly undead are immune to ability damage for all practical purposes. There are VERY few non mind affecting ways to inflict mental ability damage.

Victory Rush. Its actually intended to work on small weak enemies in particular. I wanted the Death Knight to be a class that wanted to rack up as large of a body count as possible, both for incantations and self healing. Though you do have a point on the amount of healing. 81 HP for dropping an enemy at level 18 is a bit much. I will reduce it so that it only increases to 4d8+2/Class Level and will increase the level at which it scales to 13th level

Faithful Lieutenant is meant to be based of HD to prevent the Death Knight from getting a ludicrously easily raised cohort with class levels. Class levels are infinitely stronger than HD in all situations. The doom knight is NOT meant to be a cohort, more of an ally that provides support like an animal companion.


Lord of the Uttercold

Guardian Wings: Still think your over reacting on this one. While this ability is active (It lasts for 10 rounds and is 1/encounter) the 14th level Lord of the Uttercold can block targeted spells and gain an ac bonus against area effect abilities. So the opponent has many options to stop this ability, one they could simply run or hide for 10 rounds. Lets assume spell caster in this situation, invisibility, rope trick, time hop, there are numerous ways a caster can simply run and stop the Lord of the Uttercold from hurting him. Two use any other spells that work or target other people, rays, area affect abilities, anti magic, spreads, resilient sphere/forcecage, all of them still work. 3: Target other people. 4: Use any kind of melee or ranged attack. It gives the Lord total cover for 1 attack, thats not even significant at 14th level as Mirror Image, Greater has been available for 7 levels. So in conclusion, its still fine. Also changing it to immediate action doesn't really do anything but limit mobility which I dislike since a Lord of the Uttercold is supposed to be very mobile. Abrubt Jaunt is STILL better than this ability and its a 1st level class feature for trading out a familiar…


Incantations:
Boreal:
Frost Strike: Left over line from a previous version. The cap is removed

Frost Bolt: I didn't think of ray of frost spammers. It was supposed to be a large buff to frost damage but I was thinking it in terms of using Frost Bolt again and other high damage abilities, not abilities like creeping cold and ray of frost. It can no longer reduce resistance below 0.

Frozen Circle: Typo fixed.

Freezing Winds: Checked means that they can't move in one direction. So if they are checked from the east they can move any direction except east. Its better in closed quarters but I don't think its that strong. Also its supposed to be 1 round/2 Levels Fixed. Made the fort save apply to the checked penalty though.

Frozen Circle: It requires the target to fail 5 fort saves in at most 7 rounds at level 4. If the enemy simply moves away from the incanter then the ability doesn't function (It checks the enemy's position at the beginning of the incanter's turn) Its strong in closed quarters, but also note it still hits allies. One thing I failed to add was a duration for the movement speed slowing effects (3 rounds refreshed on a failed save).

Freezing Ray is effectively a 6th level Flesh to Ice (Frost Burn) with a ranged touch attack required if the subject is affected by ice to flesh they are fine. I think though since this is at will a bonus on the save is applicable.

Freeze Magic. Magic Items are mostly not affected (If its say a scroll of bless it will be suppressed. Or a ring of invisibility as the ring lets you cast invisibility otherwise magic items are not affected at all)

Uttercold Tempest. Yes it is supposed to be very strong in small areas. However, this is also the level where everyone should have freedom of movement or something similar. The radius is 15ft, enemies can simply move out of the area.

Pain
Persistiant wound. Actually SLAs are treated as spells for that kind of thing. Its odd but it still applies.

Ruin Strike. I was thinking about this actually. I was thinking of increasing the incantation time to a full round action and then halving the damage for both it and Pain. I will put those in and see if anything goes wrong with that.

Undeath: The main thing I think you are having trouble understanding is that you are looking at the caps and thinking that the incanter can spam it easily. First point of recognition, how does the Death Knight create undead? Undeath Incantations and his doom knight and rebuke undead. While he might be able to UMD or spell stich regular animate dead if he tries to get a lot of minor (Human skeletons for example) undead those undead will just get blown apart in any encounter and he has to rebuild his army. Necromancers in my experience anyway do not get ANYWHERE near the cap they can reach.

Shadow Strength Leech: Its a buff that takes a standard action, I preferred making it a large buff rather than a swift action smaller buff. A second level character will not be able to have 10 undead under his control unless the DM is just giving him hordes and the hordes somehow not die.

Fortify Undead. Its a 5th level ability not 3rd, And at that level Dread Necromancers already have DR 4. DR in order for it to matter at all needs to be at least equal to the level of the characters. The ac bonus is a bit much though as its effectively a quickened shield. Reducing it to +2 and reducing the bonus to DR to +3.

Unliving Bomb… Odd I thought I had those actually. (Actually as it was written it just dealt 1d8 damage not 1d8 per level…)

Suicidal Tactics: Added a cap equal to their BAB on the + to hit.

Shadow Fortification. Originally I was confused by this point, then I realize when I edited it the first time I slightly messed up what bonuses it gives. It is only supposed to AC and DR. And even then it will rarely get above + 8 to either.

Unholy Toughness. This I am actually confused on though. Its pretty much standard for undead to be able to get their charisma to their HP. I guess if you had two incanters you could use it on yourself but even that doesn't seem that strong. Vigor + Share Pain for psions nets a much more reliable and effective way for Temporary Hitpoints. Though I am honestly not thinking about these buffs out of combat. I might need to mention that the Death Knight can't refresh incantations out of combat with a full round action and it takes a five minutes to refresh.

Soul Link: No I don't like the idea of making it 50%. I will reduce it to three undead selected instead of 5 though

Augmentation: Okay I agree, I removed the clause about removing things like daze and stun. Otherwise I feel thats fine for a use of 50 soul power.

Not Permited to fall. No? Its not true resurrection at all. Its a slightly altered Fortunate Fate a 7th level cleric spell that has a much much longer duration and is better frankly. In exchange for automatically healing the damage instead of fortunate fate's flat heal spell (150hp + removal of a whole slew of debuffs) it has to be cast in combat eating a standard action and it only lasts 1 round per level. Its certainly GOOD. But its no better than fortunate fate which is better. For living creatures it will probably heal less than Heal (most characters don't have 300+ HP) but in exchange it works better on Undead (Which there are less PC's as)

Undead Tactics Lockdown. I forgot a clause about two undead can only disrupt one target at a time. But other than that it seems fine to me. A chained flesh shiver does the same thing + damage and takes a standard action, affects more targets, and potentially inflicts an extra 2-6 rounds of nauseation. Crusaders get a martial maneuver that automatically inflicts daze as well. Sacrificing your whole turn plus the majority of your strong army's turn isn't something thats ludicrously overpowered.

Road_Runner
2013-01-25, 06:39 PM
Thank you for posting, let me just go down the list.


Death Knight

The Unliving, I honestly feel this is fine. Its based on the progression that the bone knight prestige class gives. And honestly undead are immune to ability damage for all practical purposes. There are VERY few non mind affecting ways to inflict mental ability damage.

Yeah, actually that seems totally fine looking back on it. I just thought it seemed like a weird immunity, but it is very in line with their immunity to mind affecting.



Faithful Lieutenant is meant to be based of HD to prevent the Death Knight from getting a ludicrously easily raised cohort with class levels. Class levels are infinitely stronger than HD in all situations. The doom knight is NOT meant to be a cohort, more of an ally that provides support like an animal companion.

Ah ok, I see.




Lord of the Uttercold

Guardian Wings: Still think your over reacting on this one. While this ability is active (It lasts for 10 rounds and is 1/encounter) the 14th level Lord of the Uttercold can block targeted spells and gain an ac bonus against area effect abilities. So the opponent has many options to stop this ability, one they could simply run or hide for 10 rounds. Lets assume spell caster in this situation, invisibility, rope trick, time hop, there are numerous ways a caster can simply run and stop the Lord of the Uttercold from hurting him. Two use any other spells that work or target other people, rays, area affect abilities, anti magic, spreads, resilient sphere/forcecage, all of them still work. 3: Target other people. 4: Use any kind of melee or ranged attack. It gives the Lord total cover for 1 attack, thats not even significant at 14th level as Mirror Image, Greater has been available for 7 levels. So in conclusion, its still fine. Also changing it to immediate action doesn't really do anything but limit mobility which I dislike since a Lord of the Uttercold is supposed to be very mobile. Abrubt Jaunt is STILL better than this ability and its a 1st level class feature for trading out a familiar…

Ok maybe I'm really confused about this ability. You mention using rays, or any kind of melee/ranged attack to get around wings of cover? Wings of cover states that it works against melee or ranged attacks, so I don't see why it wouldn't work against a ray or eldritch blast or charge attack. Also rereading the spell, I realize that targeted spells can be redirected to allies if I'm reading correctly. I guess considering that, it's significantly less powerful, although still a very powerful ability.



Freeze Magic. Magic Items are mostly not affected (If its say a scroll of bless it will be suppressed. Or a ring of invisibility as the ring lets you cast invisibility otherwise magic items are not affected at all)

Ok, I see.



Uttercold Tempest. Yes it is supposed to be very strong in small areas. However, this is also the level where everyone should have freedom of movement or something similar. The radius is 15ft, enemies can simply move out of the area.



Pain
Persistiant wound. Actually SLAs are treated as spells for that kind of thing. Its odd but it still applies.



Ruin Strike. I was thinking about this actually. I was thinking of increasing the incantation time to a full round action and then halving the damage for both it and Pain. I will put those in and see if anything goes wrong with that.



Undeath: The main thing I think you are having trouble understanding is that you are looking at the caps and thinking that the incanter can spam it easily. First point of recognition, how does the Death Knight create undead? Undeath Incantations and his doom knight and rebuke undead. While he might be able to UMD or spell stich regular animate dead if he tries to get a lot of minor (Human skeletons for example) undead those undead will just get blown apart in any encounter and he has to rebuild his army. Necromancers in my experience anyway do not get ANYWHERE near the cap they can reach.

Hmm, ok I didn't think about that.



Shadow Fortification. Originally I was confused by this point, then I realize when I edited it the first time I slightly messed up what bonuses it gives. It is only supposed to AC and DR. And even then it will rarely get above + 8 to either.

Hmmm, seems better now.



Unholy Toughness. This I am actually confused on though. Its pretty much standard for undead to be able to get their charisma to their HP. I guess if you had two incanters you could use it on yourself but even that doesn't seem that strong. Vigor + Share Pain for psions nets a much more reliable and effective way for Temporary Hitpoints. Though I am honestly not thinking about these buffs out of combat. I might need to mention that the Death Knight can't refresh incantations out of combat with a full round action and it takes a five minutes to refresh.

Oh ok. I was thinking of this as out of combat, and using it one yourself.



Soul Link: No I don't like the idea of making it 50%. I will reduce it to three undead selected instead of 5 though


Seems good.



Augmentation: Okay I agree, I removed the clause about removing things like daze and stun. Otherwise I feel thats fine for a use of 50 soul power.


Seems ok, I guess the cost is really high actually.



Not Permited to fall. No? Its not true resurrection at all. Its a slightly altered Fortunate Fate a 7th level cleric spell that has a much much longer duration and is better frankly. In exchange for automatically healing the damage instead of fortunate fate's flat heal spell (150hp + removal of a whole slew of debuffs) it has to be cast in combat eating a standard action and it only lasts 1 round per level. Its certainly GOOD. But its no better than fortunate fate which is better. For living creatures it will probably heal less than Heal (most characters don't have 300+ HP) but in exchange it works better on Undead (Which there are less PC's as)

Ah, ok, seems ok I guess.



Undead Tactics Lockdown. I forgot a clause about two undead can only disrupt one target at a time. But other than that it seems fine to me. A chained flesh shiver does the same thing + damage and takes a standard action, affects more targets, and potentially inflicts an extra 2-6 rounds of nauseation. Crusaders get a martial maneuver that automatically inflicts daze as well. Sacrificing your whole turn plus the majority of your strong army's turn isn't something thats ludicrously overpowered.

Hmmm, I feel like I totally missed the whole 1 round duration. Seems fine then.


EDIT: Ok, did not realize how many oks I said upon originally posting.

Silva Stormrage
2013-01-28, 01:20 AM
Ok maybe I'm really confused about this ability. You mention using rays, or any kind of melee/ranged attack to get around wings of cover? Wings of cover states that it works against melee or ranged attacks, so I don't see why it wouldn't work against a ray or eldritch blast or charge attack. Also rereading the spell, I realize that targeted spells can be redirected to allies if I'm reading correctly. I guess considering that, it's significantly less powerful, although still a very powerful ability.



Ya, honestly after a few test matches I think I do notice a problem. Magic items... There are way too many immediate action magic items that let a lord of the uttercold just jump around to easily. I am going to switch the ability to an immediate action and make it so while uttercold dragon is active flash step is a free action that can be activated once per round.

I am currently working on the next incanter class the Plague Witch but I think I may have gone tunnel vision when designing the incantations. Does anyone have any good out of combat or utility incatations? Boreal has a few with their dispels and the ability to freeze liquid easily but out of combat incanters may be slightly subpar.

Just to Browse
2013-01-28, 03:07 PM
I still am hesitant to let them animate it with an easily spammable ritual, maybe I should make it so that they have to sacrifice an arcane caster of above 15th level, a powerful good outsider and a lot of onyx or something along those lines. Or maybe I should make it it's own 9th level spell, animate uttercold archon.

I changed the name of the Valar to Hesir to prevent confusion with LoTR and also I finished the undeath incantation school. Any comments on balance would be much appreciated. Otherwise, I will have to get all the balance quirks out when I send some against my players :smallwink: I think they might prefer to have the incantations and other spells balanced before they have to fight them. :smalltongue:

I recommend the 15th level arcane caster. Killing one wizard could be an entire quest.

Silva Stormrage
2013-01-29, 12:11 PM
I recommend the 15th level arcane caster. Killing one wizard could be an entire quest.

Good point, I think I will reduce the level to 13th level simply because a 15th level caster would be stronger as a bone creature. Making a separate ritual to animate an uttercold archon would be worse than just animating a 15th caster as a bone creature that retains his spells.

Even if players were attempting to hunt down 13th or high level wizards to create numerous uttercold archons I believe someone in the world would notice wizards being hunted and then the PCs probably have a powerful enemy on their hands.

Spruit
2013-01-29, 08:18 PM
So I really like what you did with the Death Knight class, it really fits the flavor of the character I want to play in a campaign me and my friends are doing. One question though, did I miss something or does the class not have any way of creating undead permanently?

Silva Stormrage
2013-01-30, 02:08 PM
So I really like what you did with the Death Knight class, it really fits the flavor of the character I want to play in a campaign me and my friends are doing. One question though, did I miss something or does the class not have any way of creating undead permanently?

No, the Death Knight intentionally has no way in class to animate undead easily. If he wishes to he must rely on undeath incantations, his doom knight's ability to animate dead, items, or he must spell stich himself or his doom knight to get a way of animating undead permanently.

Spruit
2013-01-30, 06:16 PM
Ok, still looks like a lot of fun. One more question, for the leech feats, how many leech charges do you start with? I see you can exchange turn undead uses to gain them, but I don't see anything that states how many you gain for choosing the leech soul feat.

Silva Stormrage
2013-01-31, 02:54 AM
Ok, still looks like a lot of fun. One more question, for the leech feats, how many leech charges do you start with? I see you can exchange turn undead uses to gain them, but I don't see anything that states how many you gain for choosing the leech soul feat.

You start with no leech charges. You must trade out rebuke/turn undead attempts for them.

Silva Stormrage
2013-03-07, 12:06 PM
Okay finally added the plague witch. I still need to add more plague effects, if anyone has any suggestion for more utility plagues please suggest them. I am aiming for about a tier 2 with plague witch, on par with sorcerer.

Also I added the corruption school for incantations.

Network
2013-03-07, 04:56 PM
I just went to look at the Lord of the Uttercold substitution level :
Uttercold Knight ACF
You focus your strength in empowering yourself not attracting others.
Requires: Lord of the Uttercold levels 1, 3, 6, 7, 9, 19 and 20.
Benefit: At the given levels, you do not gain Rime Dragon, Inspirational Fighting, Undead Commander, Undead Legion, Great Leader or Legendary Commander.

Instead, you gain the following abilities.
At 1st level you gain a variant of rime dragon. This ability works exactly the same as rime dragon but its damage is increased to 1d6/class level. This ability also has an additional bonus to it's bull rush check equal to 1/2 your charisma modifier.
According to the table, Rime dragon is a 2nd level ability, and all other abilities mentioned are, well, not 1st level abilities, so I see a mistake here.

Edit : This apply to most abilities as well, not just this one. The numbers simply don't fit the table.

Silva Stormrage
2013-03-07, 11:01 PM
I just went to look at the Lord of the Uttercold substitution level :
According to the table, Rime dragon is a 2nd level ability, and all other abilities mentioned are, well, not 1st level abilities, so I see a mistake here.

Edit : This apply to most abilities as well, not just this one. The numbers simply don't fit the table.

Thank you for pointing this out. I believe I shifted the abilities and what level they were gained at but I forgot to adjust the ACF.

JoshuaZ
2013-03-08, 12:12 AM
Soul Power is another resource for incanters. Every time an incanter uses an incantation with a standard action activation time he gains 10 Soul Power he gains 5 Soul Power whenever he uses an Incantation with a swift action activation time. In addition every time an incanter kills a creature with an incantation he gains 10 soul power. An incanter can only gain up to 20 soul power each round. An incanter can have a maximum amount of Soul Power deepening.

There should be a semi-colon between after "he gains 10 Soul Power" where there's currently a run-on. "Deepening" should be "depending".

Plague Witch- gaining a plague token on every creature may be a bit gameable (say by deliberately keeping a few rats around to inflict plagues on when you want to gain a token). It might make sense to have a minimum of 3 int in order to get a plague token or something similar to prevent too much munchkinry.


You can gain a number of plague tokens per round equal to the plague witches charisma modifier.

"Witches" should be "witch's".

Silva Stormrage
2013-03-08, 04:03 PM
.

There should be a semi-colon between after "he gains 10 Soul Power" where there's currently a run-on. "Deepening" should be "depending".

Plague Witch- gaining a plague token on every creature may be a bit gameable (say by deliberately keeping a few rats around to inflict plagues on when you want to gain a token). It might make sense to have a minimum of 3 int in order to get a plague token or something similar to prevent too much munchkinry.



"Witches" should be "witch's".

Thank you, grammar and these little errors have always been a weak point of mine.

For the plague witch I actually think its fine. The Plague Witch only gains a token when the subject fails a save an takes damage. If she keeps rats around they won't last that long before they die for the 1 damage/incanter level per failed save. Though I might make it similar to the Death Knight's recovery method and require that the plague witch needs to be able to gain XP from the creature. Most DM's wouldn't give XP for a rat you have tied up in a bag.

zegram 33
2013-03-08, 08:45 PM
i might be missing something, but....demonic mirrors seems brutally overpowered. its essentially a 100% success 8d6 damage minimum.
if the target doesnt have some kind of AoE fire spell, its pretty much an undefendable instant kill (20 mirrors, and you'd be doing well to break the three per round required to actually damage the Uttercold himself)
personally i'd allow a check to ignore teleportation and attack the lord directly (wis check maybe? or dex?)

OR: remove the damage, and just allow the lord to take action as normal from within the mirror.

Silva Stormrage
2013-03-08, 09:36 PM
i might be missing something, but....demonic mirrors seems brutally overpowered. its essentially a 100% success 8d6 damage minimum.
if the target doesnt have some kind of AoE fire spell, its pretty much an undefendable instant kill (20 mirrors, and you'd be doing well to break the three per round required to actually damage the Uttercold himself)
personally i'd allow a check to ignore teleportation and attack the lord directly (wis check maybe? or dex?)

OR: remove the damage, and just allow the lord to take action as normal from within the mirror.

The thing about it is that Demonic Ice Mirrors is VERY effective against one particular type of enemy. Melee bruisers with no access to teleportation. But how many enemies do you fight that have no access to any teleportation at 17th level? I think though re reading it that the radius of the ability should be reduced from 30ft (30ft is HUGE O.o). Also I am going to reduce the number of times he can teleport. I was meaning to do that actually a while ago, a friend of mine pointed out that it pretty much makes the Lord of the Uttercold untouchable as it takes 3 spell attempts to hit him each round (4 with wings of cover). It is now an immediate action to teleport.

But frankly it is a class feature gained at 17th level. Maw of Chaos is pretty much superior in all ways to it. Especially if you can hit the subject with something like solid fog or forcecage before (Really a force cage + maw of chaos is MUCH better than it).

Demidos
2013-03-08, 11:07 PM
Plague Witch


Plague Witch


http://www.ravven.com/blog/wp-content/uploads/2012/08/necromancer_sm.jpg
"Everything returns to the grave eventually. I just speed up the process"

Info: Plague Witches are necromantic casters who hurl devastating curses at their foes to hamper and weaken opponents. They focus on corrupting and destroying large amounts of enemies at once, though they still can focus and inflict great pain to singular strong opponents that stand in their path.

Characteristics: Plague Witches tend to be aloof and outcast from society. Hiding in swamps and being at one with nature they develop toxins and other plans to either gather lost lore or to further their own power and prestige in the world.

Races: No singular race tends to be plague witches more than any other.

Alignment: Plague Witches tend to be neutral and many of them are neutral evil. A good aligned plague witch is not unheard of but it is a rare thing. Good aligned plague witches study toxins and diseases and learn how to prevent them in others and work to create cures for ravaging illness. Evil ones tend to not just rampantly spread plagues everywhere but won't hesitate to if they feel it will further their goals.

Other Classes: Plague Witches tend to travel alone and if they do travel with others it tends to be with other necromancers, rogues and shady characters. Most Plague Witches have problems dealing with paladins and clerics of healing gods, simply due to many plague witches' callous attitude towards life. Plague Witches can sometimes get along with druids, especially if the druid is a "Survival of the fittest" type of druid.

Role: This class focuses on debuffing and damaging a large group of enemies. They can use their incantations to survive long battles and even flee if necessary. Out of combat plague witches can use incantations to solve problems, command prisoners and a plethora of other uses.

GAME RULE INFORMATION
Plague Witches have the following game statistics.
Abilities: Wisdom is the most important ability score for the Plague Witch as it affects her incantation DC's and how high of a level incantation she can activate. Her charisma is also important as it modifies several of her class features including how many plagues she can have active at a time. Constitution is always important as it determines how many hit points she gains per level.

Alignment: Any
Hit Die: d4
Starting Age: As druid.
Starting Gold: As druid

Class Skills
The Plague Witches' class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Listen (Wis), Hide (Dex), Knowledge (Religion), Knowledge Arcane, (Int), Knowledge The Planes (Int), Knowledge Nature (Int), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha)

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

Plague Witch
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|Incantations

1st|
+0|
+2|
+0|
+2|Plagues|2

2nd|
+1|
+3|
+0|
+3|Toxin Removal|2

3rd|
+1|
+3|
+1|
+3|Burst Infection|3

4th|
+2|
+4|
+1|
+4|Terrifying Doctor +2|3

5th|
+2|
+4|
+1|
+4|Carrier|4

6th|
+3|
+5|
+2|
+5|Bonus Feat|4

7th|
+3|
+5|
+2|
+5|Fear Aura|5

8th|
+4|
+6|
+2|
+6|True Terror, Terrifying Doctor +4|5

9th|
+4|
+6|
+3|
+6|Improved Toxin Removal|6

10th|
+5|
+7|
+3|
+7|Infecting the Immortal|6

11th|
+5|
+7|
+3|
+7|Carrier (2 Diseases)|7

12th|
+6|
+8|
+4|
+8|Bonus Feat|8

13th|
+6|
+8|
+4|
+8|Frightened Immune System |9

14th|
+7|
+9|
+4|
+9|Helpful Toxins|10

15th|
+7|
+9|
+5|
+9|Perfect Immune System|11

16th|
+8|
+10|
+5|
+10|Terrifying Doctor +6 |12

17th|
+8|
+10|
+5|
+10|Carrier (3 Diseases)|13

18th|
+9|
+11|
+6|
+11|Bonus Feat|14

19th|
+9|
+11|
+6|
+11|Dual Toxins|15

20th|
+10|
+12|
+6|
+12|Master of Fear and Plague|16[/table]

Class Features
All of the following are class features of the Plague Witch

Weapon and Armor Proficiencies: Plague Witches are proficient with all simple weapons and light armor.

Incantations The Plague Witch is an incanter with access to five schools of incantations, Terror, Plague, Enervation, Corruption, Vampiric. He begins the game with 2 incantations and gains incantations as he levels as shown on the table above.

Whenever an enemy fails a save against the plague witch's plague ability and is affected by it the plague witch gains one plague token. As a move action a Plague Witch can regain an incantation if she has a number of plague tokens equal to the level of the incantation. Recovering an incantation this way sacrifices the plague tokens.You can gain a number of plague tokens per round equal to the plague witch's charisma modifier. Plague tokens deteriorate out of combat at a rate of 1 token per minute.

The Plague Witch can have a maximum of 100 soul power at a time. The plague witch uses wisdom to determine the DC of her incantations.

Plague: (Sp) The plague witch has numerous amounts of diseases and plagues hidden within her body that don't harm her. This ability grants plague witches immunity to non-magical diseases. The plague witch can inflict one of these diseases upon an opponent within close range as a standard action. This plague can take several forms (See below) as the Plague Witch has numerous toxins to inflict upon opponents. The plague witch starts with 1 plague from the lethal list and 1 plague from the utility list. The Plague Witch gains a new plague type from both lists every 3 levels.

Its an interesting design choice to force them to take utility. Is this on purpose?

All lethal plagues function mostly the same way, each round at the beginning of the subject's turn they must make a saving throw or be affected by the plague form's effects. Additionally, every time the subject fails a save he takes 1 point of profane damage per 4 incanter levels (Minimum 1 point of damage). If a subject succeeds on two saving throws in a row then the subject shakes off the plague form.

Utility forms are slightly different, the opponent must fail an initial save to be affected and then must fail an additional save every hour rather than round. Utility forms don't deal damage to the subject but also don't grant plague tokens to the plague witch.

Regardless if the plagues are of a utility or a lethal form a plague witch can have a maximum number of plagues active equal to her charisma modifier +1 (minimum 1). Any casting of plague beyond this number cancels a previously cast plague and stops its effects. A plague witch can end a plague at any time.

Lethal plague forms are meant for use in combat and tend to cause intense pain, immobilization, weakening or damage to the subjects. Utility plague forms are for out of combat use and tend to focus around unique applications of toxins, such as confusing opponents making them susceptible to enchantments, or a plague that stops targets from lying if they fail a save. Regardless saving throw for plague abilities are equal to 10+1/2 incanter level + wisdom modifier. The format for plagues is Name: (Level Requirement, Type of Save (Reflex,Fort,Will)) Plagues are diseases and immunity to diseases grants immunity to plagues though stronger plague witches ignore this (see Infecting the Invulnerable below). Dispelling a plague is the same as the subject succeeding on two saves to end the plague.

Dispelling how? And the ability below is called Infecting the Immortal.

Lethal Plagues

Mental Plague: (1,Will) Whenever a subject fails a save against this plague they take a single point of wisdom damage. Every 5th incanter level increases this by 1 (So 2 wisdom damage at 5th level 3 at 10th etc)

Physical Poison: (1,Fort) Whenever a subject fails a save against this plague they take a single point of strength damage. Every 5th incanter level increases this by 1 (So 2 strength damage at 5th level 3 at 10th etc)

Draining Plague: (3,Will) Whenever a subject fails a save against this plague they take a stacking penalty to saving throws as this plague saps their ability to resist effects. For every save they fail against this ability they take a -1 to saving throws. This penalty lasts until the plague ends. The penalty increases to -2 for every failed save at 10th level.

Fearful Plague: (3,Will) Whenever a subject fails a save against this plague they become shaken which lasts until the plague ends. If they are already shakened they take a -1 penalty on attack rolls for every failed save until the shaken debuff is removed.

Black Flame: (6,Reflex) Whenever a subject fails a save against this plague twice in a row they combust in black flame. This black flame deals 1d8 profane damage per three class levels and burns the subject each round. Multiple failed saves don't increase this damage. This flames persist until the plague ends.

Siphoning Infection: (6,Fort) Whenever a subject fails a save against this plague the plague witch gains an extra plague token.

Hemorrhaging Wounds: (9,Fort) Whenever a subject fails a save against this plague a wound starts bleeding from their form, this wound causes 1 point of damage each round until removed. These wounds stack for each failed saving throw. Unlike normal effects the wounds are not automatically cured when the plague ends, the subject must experience magical healing or have fast healing for the wounds to end.

Pestilence: (9,Fort) Whenever a subject fails a save against this plague their start to spread whatever germs and infections they have with others around them. If they fail a save against this plague than any other plague they are affected by spreads to all enemies within 10ft. Each enemy gets a fort save versus each plague equal to the DC of this one to negate each plague they may be affected by. Pestilence can not be spread by these other creatures.

Enervating Plague: (12,Reflex) Whenever a subject fails a save against this plague their effective HD is reduced by one for the purpose of level-dependant effects. This does not influence their actual HD for things like HP, Saves or Base Attack Bonus. This effect is purely for things like sleep and negative levels which check if you are affected/die by how many HD you have. This effect only lasts until the until the plague ends.

Festering Plague: (12,Fort) Whenever a subject fails a save against this plague select another plague they are affected by. That plague now needs three consecutive saving throws to end. Unlike most plagues this effect does not end when Festering Plague ends.

Siphoning Infection, Greater: (15,Fort) Whenever a subject fails a save against this plague the plague witch gains two extra plague tokens.

Blistering Death: (15,Reflex) Whenever a subject fails a save against this plague they combust in black flame. This black flame deals 1d10 profane damage per two class levels and burns the subject each round for the same damage. Multiple failed saves don't increase this damage. This flames persist until the plague ends.

Does this stack with black flames?

Pestilence, Greater: (18,Fort) This works like pestilence except this plague can spread as well.

Black Death: (18,Fort) Whenever a subject fails two consecutive saving throws against this plague their body withers and dies. This is a death effect. The saving throw for this ability is two less than normal for plagues.


Utility Plagues

Toxin of Linked Vision: (1,Fort) This plague is specifically made to target vermin, insects and other small animals. Any animal with HD equal to or less than 1/4 of the plague witch's class level (minimum 1hd) can be targeted by this toxin. The creature's vision is now linked with the plague witch and she can switch between her vision and this target with a move action. This toxin gives the plague witch control over the animals movements but it's strength is weakened and the animal can not attack and only preform one move action per turn. If the animal fails another fort save the animal dies from the toxin.

Tracking Affliction: (1,Will) This plague is used to track opponent's locations. While this plague is active the plague witch automatically knows the location of the target. Only one successful save is needed to remove this plague.

Lycanthrope Plague (Rat): (3, Fort) This is a plague that the plague witch can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +2 profane bonus to dexterity and a plus 1 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature to take a -1 penalty to will saves while this plague is active. Three successful saves in a row are needed to end this effect. This plague can not be removed by anything less than a heal spell or the required successful saving throws.

Lycanthrope Plague (Wolf): (3, Fort) This is a plague that the plague witch can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +2 profane bonus to strength and a plus 2 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature to take a -1 penalty to will saves while this plague is active. Three successful saves in a row are needed to end this effect. This plague can not be removed by anything less than a heal spell or the required successful saving throws.

Truth Serum: (6,Will) This plague infects the brain and forces enemies to only be able to tell the truth. If the target fails a will save then he can only speak the truth for 10 minutes. After which he can simply be reinfected. However, using Truth Serum on the same target multiple times can be dangerous. Every time the subject fails a save after the first he takes 1 point of wisdom burn per previous attempt. Thus the second attempt deals 2 points, third attempt deals 3, etc.

Is it possible to not speak?

Lycanthrope Plague (Boar): (6, Fort) This is a plague that the plague witch can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +2 profane bonus to strength and con and a plus 4 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature to take a -2 penalty to fort saves while this plague is active. Three successful saves in a row are needed to end this effect. This plague can not be removed by anything less than a heal spell or the required successful saving throws.

Produce Drug: (9, Varies (See Text)) The plague witch can infect a target with a particular drug (See BoVD). The plague witch can select to infect a target with Liquid Pain, Baccarn, Devil Weed, Sannaish, Mushroom Powder, or Vodare. Infecting a subject with a drug allows the subject to resist with a saving throw as normal for a drug (Such as a DC 14 fort save versus baccaran). The drug can not be used for any other purpose other than the initial, secondary and side effects of the drug (No using liquid agony for xp). In addition, this plague can not cause overdose. If it would the plague instead has no effect.

Lycanthrope Plague (Bear): (9, Fort) This is a plague that the plague witch can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +4 profane bonus to strength and con and a plus 4 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature to take a -3 penalty to fort saves while this plague is active. Four successful saves in a row are needed to end this effect. This plague can not be removed by anything less than a heal spell or the required successful saving throws.

Magic Eating Plague: (12, Will) This plague takes 2 rounds to infect a target. The target must be either willing or helpless. After a minute of infection every round the subject must make a will save. A failure means one ongoing magical effect is dispelled as by greater dispel magic. The effect dispelled is random.

This sounds really...weak. Its difficult to use, takes two rounds, and in every way is utterly inferior to Greater dispel. Am I missing something?

Lycanthrope Plague (Tiger): (15, Fort) This is a plague that the plague witch can infect someone to give them the power of a lycanthrope. If the target fails the initial save (He can do so willingly) he gains a +6 profane bonus to strength and dex, a +2 profane bonus to con and a plus 6 profane bonus to natural armor. Every minute the plague is active the character must make another fort save. A failure causes the creature to take a -3 penalty to fort saves while this plague is active. Four successful saves in a row are needed to end this effect. This plague can not be removed by anything less than a heal spell or the required successful saving throws.

This will eventually make it impossible to pass saves except on a 20?

Magic Devouring Plague: (15, Will) As Magic Eating Plague except that each time a subject fails a save they lose one prepared spell or spell slot available to them. Psions lose a number of power points equal to half their HD.


Toxin Removal: (Su) As a standard action 3 times per day a Plague Witch of second level can remove a non magical disease or poison from a subject by touching them and absorbing the disease or poison into her form. The plague witch can use the absorbed toxin or disease to increases the dc of her next plague ability used within the next minute by 2. This ability only works on non magical poisons and diseases.

Burst Infection: (Su) At third level the plague witch can spread her diseases over a small area infecting multiple people at once. Now when using the plague ability the plague witch targets a 5ft square within range and all creatures within 5ft of that square are infected with one plague of the plague witches choosing. The plague must be the same for all the subjects in the area. The radius increases to 10ft at 11th level and 15ft at 17th level. Using burst infection only counts as a single active plague, though the plague counts as active until all creatures infected by burst infection have ended their plague.

Terrifying Doctor: At 4th level the Plague Witch gains great skill in both frightening opponents and curing toxins. She gains a +2 competence bonus in both intimidate and heal checks. This bonus increases to +4 at 8th level and +6 at 16th level.

Carrier: (Ex) Diseases really don't harm the Plague Witch. Once per day when targeted with a disease the plague witch may make herself immune to it and is able to inflict the disease with a touch. This requires a melee touch attack and has the same dc as the disease originally had. This removes the disease from herself. The plague witch may only have one disease stored at a time. At 11th this increases to 2 and at 17th it increases to 3 diseases at a time. Only one diseases can be released with a touch at a time though.

Bonus Feat At 6th, 12th and 18th level the plague witch can select one bonus feat from the following list, imperious command, skill focus intimidate, extra incantation.

Add more feats here.

Fear Aura: (Su) At 7th level the plague witch can now spread terror into those near her. As a swift action all creatures within 10ft of the plague witch must make a will save or be shaken for 1d4 rounds. The DC is 10+1/2 class level + wisdom modifier. This ability can be used 3 times an encounter. This is a mind affecting fear effect. If a creature succeeds on the saving throw against this effect it is immune to this Plague Witch's fear aura for another 24 hours.

Does this stack with other fear effects?

True Terror: (Ex) At eighth level the plague witch becomes an expert at terrify opponents and can do so without needing to influence their minds. When using intimidate to demoralize a foe the effect is not mind affecting.

Improved Toxin Removal: (Su) The plague witch gains further skill in removing toxins from subjects. Now toxin removal can be used a number of times equal to 3+the plague witches wisdom modifier times per day. In addition the plague witch can remove magical diseases or poisons from the subject.

Infecting the Immortal: (Su) At 10th level the plague witch can now ignore immunities from diseases. Plagues now work on targets immune to diseases. These subjects still need to be living and they still get a +4 on their saving throw.

Frightened Immune System: (Su) At 13th level the plague witch's fear aura terrifies the opponents very immune system causing it to become vulnerable and open to infection. Whenever the plague witch applies the shaken condition to an enemy with her fear aura class feature she may also subject that target to any lethal plague she knows. This plague takes effect immediately but only lasts for however long the shaken condition from the fear aura lasts. If the subject succeeds on the required saving throws the effect still ends early.

You should mention it doesnt effect normally immune people

Helpful Toxins: (Ex) At 14th level the toxins in the plague witch can help strengthen her fortitude. She can now add her wisdom modifier to fortitude saves.

Perfect Immune System: (Ex) At 15th level the plague witch becomes immune to all diseases and poisons even magical ones.

Dual Toxins: (Su) At 19th level the plague witch has almost perfected the process of infecting others. Now whenever she uses her plague ability she may select two plague forms. Both plague forms apply and each one can give the plague witch plague tokens

Master of Fear and Plague: (Ex) The plague witch becomes an embodiment of terror and disease. She becomes immune to fear, disease and poison even if it comes from a magical source. Any terror incantation no longer has the mind affecting tag on it. In addition, subjects immune to diseases no longer gain any bonus on saving throws against your plague ability and your plague ability's dc increases by 5. In addition, you may have twice as many plagues active at one time.

Already are immune to fear/poison. Remove





Not bad. Continuing to Incantations...

Silva Stormrage
2013-03-09, 07:20 PM
Not bad. Continuing to Incantations...

Thank you for the comments and grammar fixes. The grammar and unclarity has been fixed.

Silva Stormrage
2013-03-09, 09:48 PM
Added a new Vampire Template and a new Vampire Spawn that should be more suitable for players.

Vampire Template and Vampire Spawn:

http://www.toplessrobot.com/strahd.jpg
"Your blood will flow!." - Prince Keleseth

Notes: So, ever since Malack was revealed to be a vampire in OOTS I have been wanting to play a vampire character. Then I remembered that vampires are horrible… Hopefully this version will be more useful.

Vampires

Vampires are reanimated corpses that stalk creatures in the night searching for blood to drain. Hunters, tacticians and masterminds, Vampires are dangerous enemies to have and fearsome opponents.

Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves.
Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Vampires speak any languages they knew in life.

Creating a Vampire

“Vampire” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A vampire uses all of the base creature’s statistics and special abilities, except as noted here. Furthermore, a vampire’s alignment is automatically shifted to evil (LE, NE, or CE). In rare cases the DM may rule that the vampire does not shift alignments.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: The base creature’s natural armor bonus improves by +3.

Attack: A vampire retains all the attacks of the base creature and also gains a bite and two claw attacks if it didn’t already have them. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapon retains those natural weapons. A vampire fighting without weapons uses either its bite and claw attacks or its primary natural weapon (if it has any). A vampire armed with a weapon uses its bite and claws or a weapon, as it desires.

Full Attack: A vampire fighting without weapons uses its bite and two claws to attack. If armed with a weapon, it chooses whether to use the weapon or use its natural attacks.


{table=head]Size|Bite Damage|Claw Damage
Fine|1|-
Diminutive|1d2|1
Tiny|1d3|1d2
Small|1d4|1d3
Medium|1d6|1d4
Large|1d8|1d6
Huge|2d6|1d8
Gargantuan|2d8|2d6
Colossal|4d6|2d8[/table]

Damage: Vampires have bite and claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table, whichever is better.

Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ the vampire’s HD + the vampire’s Charisma modifier, unless noted otherwise.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check or a bite attack. Successfully dealing at least 5 points of Constitution drain satiates the vampire’s thirst for blood.

If it pins the foe, it drains blood, dealing 1d4+1 points of Constitution damage each round the pin is maintained. On each successful grapple attack, the vampire gains 5 temporary hit points. For every 4 points of constitution damage he inflicts one negative level on the subject. Each negative level grants the vampire 5 temporary hit points.

Improved Grab: To use this ability, the vampire must hit with his bite attack. It can then attempt to start a grapple as a free action with a +4 bonus without provoking an attack of opportunity.

Charm (Su): A vampire can control an opponent’s will just by looking into his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a charm person spell (caster level equal to the Vampire's HD) except the duration of the charm is one day. The ability has a range of 30 feet.

Create Spawn (Su): If the vampire drains the victim’s Constitution to 0 or lower or if the vampire kills a subject with negative levels from his drain attack, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. Vampire Spawn are under the direct control of a vampire. Vampires created through this ability always have free will. However, their attitude shifts one step further towards fanatic to the vampire and his direct allies to a minimum of friendly to the vampire and indifferent to his direct allies. Afterwords the vampire can have his

At any given time a vampire cannot have enslaved vampire spawn totaling no more than half its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampire spawn. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, vampire spawn cannot be enslaved again.

Special Qualities: A vampire retains all of the special qualities of the base creature and gains those described below.

Alternate Form (Su): A vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the vampire loses its natural bite attack and charm ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

Damage Reduction (Su): A vampire has damage reduction 5/silver and magic. A vampire’s natural weapons are treated as magic weapon for the purpose of overcoming damage reduction.

Fast Healing (Ex): A vampire heals a number of hit points equal to his charisma modifier each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to the vampire is negated. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Vulnerability: A vampire is vulnerable to fire damage and silver weapons. Fire damage and damage from silver weapons deals 1.5 times normal damage to a vampire.

Vampire Trait: Vampires vary from each other. When the vampire is first created he may chose one of the following abilities. This decision can not be changed by any means.

Improved Blood Drain: The Vampire deals 2d4+1 con damage each round in a grapple instead of 1d4+1.
Improved Fast Healing: The vampire's fast healing improves by 5.
Improved Grip: The vampire gains improved grapple as a bonus feat.
Lieutenant: The vampire can choose to make a vampire he spawned his cohort as the leadership feat.The original vampire has complete control over the cohort vampire's actions. The vampire spawned can be at most 1 level lower than the main vampire regardless of the vampire's leadership score. If the cohort vampire ever dies the original must wait a week before spawning another cohort. This trait can only be selected with the DM's explicit permission.
Overcome Weakness: The vampire can remove a single weakness that normally affects vampires (Such as their inability to enter private houses or their weakness to sunlight)
Persuasive Glance: The dc of the Vampire's charm increases by 2 and it only takes a move action to activate.
Swift Flight: The vampire's gaseous form fly speed is increased to 40ft.

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.

Diet Dependent: All vampires have an inescapable craving for blood (See Libris Mortis Pg 10). A vampire sates it's hunger for blood by using it's blood drain ability or drinking blood fresh blood (Fresh blood is blood drained within 3 days).

Turn Resistance (Ex): A vampire has +4 turn resistance.

Abilities: Vampires abilities varies depending on the vampire. When the vampire is first created the vampire may choose to select one of the following templates to increase its ability scores. This decision can not be changed by any means.

Savage:
Increase from the base creature as follows: Str +6, Dex +2, Cha +2. As an undead creature, a vampire has no Constitution score.

Dark:
Increase from the base creature as follows: Str +2, Dex +4, Wis +2, Cha +2. As an undead creature, a vampire has no Constitution score.

Sage:
Increase from the base creature as follows: Str +2, Int +2, Wis +4, Cha +2. As an undead creature, a vampire has no Constitution score.

Persuasive:
Increase from the base creature as follows: Str +2, Dex +2, Int +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills: Vampires have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats: Vampires gain Life Drain and Endure Sunlight as bonus feats

Level Adjustment: Same as the base creature +2

CR Adjustment: Same as the base creature +2

Vampire Weaknesses

For all their power, vampires have a number of weaknesses.

Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire- they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attack against the creature holding for the rest of the encounter. Holding a vampire at bay takes a standard action.

They are completely unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places since these are by definition open to all. They also are unable to enter any hallowed area without passing a will save (DC equal to the dc of the hallow spell) a failure meaning he can't reattempt the save or enter the area for another 24 hours.

Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attack can slay vampires.

Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and it cannot use any of its supernatural abilities. After 2 consecutive rounds in sunlight the vampire is destroyed.

Driving a wooden stake through a vampire’s heart instantly slays the monster. The vampire must be rendered helpless to stake it. However, it returns to life if the stake is removed unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).

Vampire Spawn

Vampire Spawn are undead created draining bite of a Vampire. They have many abilities similar to a vampire but are overall quite weaker. Vampire spawns don't recall anything from their previous life and are fanatically devoted to the vampire that spawned them. However, If a vampire ever releases a Vampire Spawn the surge of free will tends to cause it to try and flee from it's previous master.

Medium Undead
HD 4d12+4 (30)
Speed 30 ft. (6 squares);
Init: +6
AC 15 (+3 Natural Armor, + 2 Dexterity); touch 12; flat-footed 13
BAB +2; Grp +9
Attack Claw +5 (1d6 + 3) or Bite +5 (1d6+3)
Full Attack: Two Claws +6 (1d6 + 3) and Bite +4 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Charm, Improved Grab, Gaseous Form
Special Qualities Darkvision 60ft, Fast Healing, Turn Resistance + 2, Damage Reduction 5/Silver or Magic
Saves Fort +1 Ref +4 Will +4
Abilities Str 16, Dex 14, Con -, Int 12, Wis 10, Cha 14
Skills Bluff +4, Diplomacy +6, Hide + 11, Move Silently +11, Spot +9, Sense Motive +9, Listen +9
Feats Improved Grapple (B), Multiattack, Improved Init
Environment Any
Organization Solitary or Pack (2-5)
Challenge Rating: 4
Treasure Standard
Alignment Usually Evil
Advancement by Class Level;
Level Adjustment -

Blood Drain (Ex):A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.

Charm (Su): A vampire spawn can control an opponent’s will just by looking into his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a charm person spell (caster level 4) except the duration of the charm is one day. The ability has a range of 30 feet.

Improved Grab: (Ex) Whenever a vampire spawn hits a target of medium size or smaller with his bite attack he can make a grapple attempt as a free action that does not provoke attack of opportunities.

Damage Reduction (Su): A vampire spawn has damage reduction 5/silver or magic. A vampire spawn's natural weapons are treated as magic weapon for the purpose of overcoming damage reduction.

Fast Healing (Ex): A vampire spawn heals a number of hit points equal to his charisma modifier (minimum 1) each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to the vampire spawn is negated. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Skills: Vampire spawn have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Weaknesses: Vampire spawns share the same weakness with vampires (See Above)

Note on Vampire's Coffin's: A Vampire's coffin can be designated with an hour long ritual all vampires know which costs 100gp of onyx gems. The coffin doesn't have to be an actual coffin and can instead be a bed, a small room or other similar object. The vampire does need to be able to sleep in or on the coffin though. If a Vampire's coffin is destroyed he can't designate another one for another month

Network
2013-03-09, 10:56 PM
Level Adjustment: Same as the base creature +2
This is basically more or less the vampire template with LA changed from +8 to +2, without making it any less useful?

To reduce the LA of the template in a balanced way, the first thing that has to go is the gaseous form ability. Maybe fast healing all together. IMO, at least half of the LA accounts for them only.

The DMG and Savage Species both address the issue of invincibility for a PC. If the template isn't intended for them, it doesn't deserve a LA anyway.

Silva Stormrage
2013-03-09, 11:02 PM
This is basically more or less the vampire template with LA changed from +8 to +2, without making it any less useful?

To reduce the LA of the template in a balanced way, the first thing that has to go is the gaseous form ability. Maybe fast healing all together. IMO, at least half of the LA accounts for them only.

The DMG and Savage Species both address the issue of invincibility for a PC. If the template isn't intended for them, it doesn't deserve a LA anyway.

? I removed a ton of features, nerfed the main over powered things (At will dominate, free minions with class levels). (At will charm person, only CR 4 minions). Added vulnerability to two common (When fighting vampires anyway) attacks reduced their ability scores and removed most of their bonus feats. In addition to reducing their negative level output. How is it exactly the same?

For Gaseous form do you mean the spell duplicating it? It frankly is quite weak... the creature can still be damaged it is only a 4th level spell...

The fast healing is likewise not that strong (At will healing is ludicrously easy to get).

I agree that right now it might be a bit strong (Probably Lvl adjustment +3 IMO) but it DEFINITELY is not lvl adjustment +8.

Network
2013-03-10, 10:02 AM
? I removed a ton of features, nerfed the main over powered things (At will dominate, free minions with class levels). (At will charm person, only CR 4 minions). Added vulnerability to two common (When fighting vampires anyway) attacks reduced their ability scores and removed most of their bonus feats. In addition to reducing their negative level output. How is it exactly the same?

For Gaseous form do you mean the spell duplicating it? It frankly is quite weak... the creature can still be damaged it is only a 4th level spell...

The fast healing is likewise not that strong (At will healing is ludicrously easy to get).

I agree that right now it might be a bit strong (Probably Lvl adjustment +3 IMO) but it DEFINITELY is not lvl adjustment +8.
It may not be the most powerful feature of the original template, but it is definitely the most useful :
If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to the vampire is negated. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
While gaseous form is indeed only a 3rd level spell, it is useful enough to let the vampire escape most encouters unharmed. It may be used at will, and automatically activate when the character reachs 0 hp. This is what makes the template so useful for a player.

Silva Stormrage
2013-03-10, 02:01 PM
It may not be the most powerful feature of the original template, but it is definitely the most useful :
While gaseous form is indeed only a 3rd level spell, it is useful enough to let the vampire escape most encouters unharmed. It may be used at will, and automatically activate when the character reachs 0 hp. This is what makes the template so useful for a player.

(Also note I upped it to lvl adjustment +3)

Ah you mean the flee to the coffin ability, that makes a lot more sense.

Hm, it is a fair point. On one hand it is a strong ability for a PC to have since he becomes VERY hard to kill. Liches get a better Phylactery and basically are +4 level adjustment just because of that (They have other features but they are generally worse than the vampire's). In order to counter the vampire's ability to flee you have to pin it/render it helpless and stake it or expose it to sunlight for a couple rounds. Maybe I should add more ways to prevent them from going gaseous always. Something like if they are reduced to 0 by a holy weapon or holy water they do not turn gaseous.

On the other side becoming a vampire means you are a lot more frail ANYWAY due to only have d12 HD 3 less HD and you can't get any corpse crafter bonuses due to not being animated by a spell. Also lich is vastly overstated for it's lvl adjustment. I have very rarely seen a character WANT to become a lich without removing the adjustment with DN 20 or Dry Lich 10.

And even if the Vampire DOES become gaseous it isn't impossible to stop him. If you are a caster anyway. Wind wall, control winds, wall of stone, resilient sphere (Maybe), or other such abilities can stop a vampire from fleeing. Or you could simply follow him to his coffin where he rests for an hour being helpless.

Finally, even if the vampire DOES manage to flee and regenerate it still leaves his party vulnerable for another hour without him, (And with the D12 HD no con no corpse crafter and 3 less levels it will happen a lot), which has an increased cost of having a TPK or another player death. Might not be the best balance mechanic though, "Sure the vampire has weaknesses! He causes other players to die!"....

Network
2013-03-10, 06:05 PM
These are all good arguments. I'm not against adding more ways to kill them thought. And for the lack of constitution, this is not a problem if the character is a spellcaster with a low constitution score. Losing 3 levels of class features to double your hit points on a lucky roll? The weaknesses may prevent the character from doing it, but if they're not frequent in the campaign (ie. if its set underground), this is an interesting option.

Silva Stormrage
2013-03-11, 06:36 PM
These are all good arguments. I'm not against adding more ways to kill them thought. And for the lack of constitution, this is not a problem if the character is a spellcaster with a low constitution score. Losing 3 levels of class features to double your hit points on a lucky roll? The weaknesses may prevent the character from doing it, but if they're not frequent in the campaign (ie. if its set underground), this is an interesting option.

Fair point on the low con character, but if you have an 8 con wizard that character isn't going to last long regardless...

Lets compare a reasonable example of a low con character, an elven wizard who started with a 14 con so 12 con.

At ECL 12 the wizard will have 42 hit points
If the Wizard was ECL 12 and a vampire he would have 64 hit points

But the living wizard could buy items of constitution to increase his hit points,
The living wizard could have 54 hit points with a +2 level adjustment, 66 with a +4 item and 78 with a +6 item. And thats for the almost lowest hit points with a living character. Being a vampire DOES reduce your hit points by a decent margin for most characters.

JoshuaZ
2013-03-11, 07:01 PM
Necrotic Wave seems a bit too powerful to not have any save at all. Cysts are really hard to remove.

Silva Stormrage
2013-03-12, 11:00 AM
Necrotic Wave seems a bit too powerful to not have any save at all. Cysts are really hard to remove.

Hm, I am not sure. Cysts are hard to remove yes, but they don't DO that much. A -2 to necromancy saves and an additional 1d6 points of damage from undead. Protection from evil does also block Necrotic Cyst from forming even from Necrotic Wave.


What I was trying to do with the spell was remove one of the major flaws with the necrotic cyst line. That is requiring a 2nd level spell to be able to cast their spells on targets at all. Also remember, in order to get the spell you need to take two separate feats, one of which reduces your max hp by your HD.

Still, I think level 6 is a bit too early though especially given the range of the spell. I will boost it to 7th level and see if that is a good fit for it.

Silva Stormrage
2013-03-12, 11:00 PM
Hopefully rebalanced the Vampire Template:

Notes:
1: Fast Healing can only heal up to 1/2 the vampires maximum hit points but his bite attack heals instead of granting temporary hit points.
2: Added two more vulnerabilities, holy weapons and holy water
3: Vastly reduced the range a vampire can travel with the gaseous form ability (reduced from ~9 miles to ~2.25 miles) and halved the gaseous form's movement speed. Now enemies can casually stroll behind the vampire when he attempts to flee. Also it takes a day to start recovering after a defeat.
4: Added another weakness, Silver and Holy weapons can critically hit the vampire now.
5: Added two new ways to kill the vampire without making him turn gaseous, finishing the vampire with a critical hit from a silver or holy weapon or just killing the vampire with holy water.
6: Reduced the ability scores each template gives and made the skill bonuses on the template chosen.

Just to Browse
2013-03-12, 11:39 PM
I'll be using a level 4 Death Knight in my campaign this Friday. Updates (and complaints) will come thenceforth.

Silva Stormrage
2013-03-28, 01:43 PM
A New PrC. Focused on my Favorite Spell Blackfire. Comments would be much appreciated


Magus of the Darkest Flames

http://25.media.tumblr.com/tumblr_m57dbxpOIg1rsi0zmo1_500.jpg


Evokers tend to just conjure normal fire to burn their foes. Of courses I personally find this such a bore, normal fire just doesn't let you have the same control as my flames.
—Sonia Darkwhisper, Magus of the Darkest Flames

Many Necromancers focus on having a horde of undead minions at their beck and call. While Magus of the Darkest Flames general are more focused on the corruption and negative energy aspect of necromancy. Their curiosity has lead them to focus and further develop the spell blackfire into a terrifying weapon, capable of spreading and killing small armies of enemies.


Hitdie: d4
Class Skills
The Magus' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (All Taken Individually) (Int), Profession (Wis), Spellcraft (Int)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier


Requirements
To qualify to become an Magus of the Darkest Flame, a character must fulfill all of the following criteria.

Skills
Knowledge Arcane 18 Ranks, Knowledge Religion 8 Ranks, Spellcraft 18 Ranks,

Feats
Arcane Thesis (Blackfire), Spell Focus (Necromancy), Greater Spell Focus (Necromancy),

Spellcasting
Must be able to cast Blackfire

Special
If the character is a wizard he must be specialized in Necromancy

Table: Magus of the Darkest Flame
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+0|
+2|+0|Controlled Flames, Widened Flames +5, Flame Skill, Additional Slot|-
2nd|
+1|
+0|
+0|
+2|+0|Frozen Flames|+1 Level in an Existing Spellcasting Class
3rd|
+1|
+0|
+0|
+2|+0|Flame Skill|+1 Level in an Existing Spellcasting Class
4th|
+2|
+0|
+0|
+2|+0|Widened Flames +10,Additional Slot |+1 Level in an Existing Spellcasting Class
5th|
+2|
+0|
+0|
+2|+0|Flame Skill, Symphony of Frost and Flame|+1 Level in an Existing Spellcasting Class
[/table]
Class Features
All of the following are Class Features of the the inspired inventor prestige class.

Weapon and Armor Proficiency
Inspired inventors gain no proficiency with any weapon or armor.


Controlled Flames: (Su) At first level a Magus of the Darkest Flame can control the flames of blackfire more precisely. Blackfire spells cast by the Magus only spread to enemies who fail their reflex saves instead of all creatures within the area.

Widened Flames: (Su) At first level and fourth level the Magus' skill with blackfire grows allowing it to spread to those further away. At both levels the range at which blackfire can spread increases by 5 (To 10ft range at 1st level and 15ft at 4th level).

Flame Skills: (Su) At 1st, 3rd and 5th level the Magus gains an ability that enhances his blackfire spells chosen from the list below. Flame skills can only be chosen once each unless noted otherwise.
Flame Skills

Draining Flames: The magus can now leech hit points from foes under the influence of his blackfire spells. Now whenever an enemy fails a save against his blackfire spell the Magus regains one hit point per 2 caster levels.
Enduring Flames: Black flames created by the Magus are very enduring. Blackfire spells cast by the Magus can no longer be dispelled with remove curse and requires 5 consecutive saves to end.
Spontaneous Flames: The Magus can now conjure the flames of blackfire without needing to strike a foe with a ray. Now whenever the Magus uses blackfire he no longer needs to use a ranged touch attack and the spell is now a targeted spell.
Spreading Flames: The magus's blackfire spells spread to foes more easily. The DC of Blackfire increases by 2 and the range at which the spell can spread is increased by 5. This flame skill may be selected multiple times.
Piercing Flames: The magus' blackfire spells now damage foes who pass their saves. Now subjects take a single point of con damage in addition to being sickened when they succeed on a saving throw against blackfire.
Versatile Flames: When the magus casts blackfire he may choose to have the spell deal damage to a different physical ability score than constitution. This choice is permanent for each spell and when this casting of blackfire spreads it also deals damage to the other ability score.


Additional Slot At 1st and 4th level the Magus gains an extra 8th level spell slot. This spell slot can only be used to prepare or cast blackfire.

Frozen Flames: The Magus' black flames are now enhanced with the cold of undeath inflicting cold damage to enemies. All creatures affected by the Magus's blackfire spell take 3d6 cold damage +1d6 cold damage/class level each round, half if they succeed on the fort save against blackfire for that round.

Symphony of Frost and Flame: (Su) The Magus unlocks the true form of the black flames and can now spread his flames much more efficiently. The Magus may now target one creature per level within range whenever he uses blackfire. All targets must be within 30ft of each other.

DracoDei
2013-03-28, 02:43 PM
The sub-templates of vampire (Dark, Savage, Persuasive, etc) could use some more fluff.

Silva Stormrage
2013-03-28, 09:40 PM
The sub-templates of vampire (Dark, Savage, Persuasive, etc) could use some more fluff.

Hm, that might be nice to add but I do kinda like the idea of each vampire choosing the sub template for it's own reason. Same with the traits, it allows the vampires to have variety from each other. Some additional common attributes of the sub templates might be a nice touch though.

DreamingGod05
2013-04-06, 05:14 PM
HAving both a Plague Witch, AND Death Knight in my upcoming game. Will post more later. (PbP game)

Silva Stormrage
2013-04-11, 12:31 PM
HAving both a Plague Witch, AND Death Knight in my upcoming game. Will post more later. (PbP game)

Hope it works for your campaign then.


Just finished posting the Enervation discipline so I only need to add the terror discipline for the incantations to be finished. Any comments on the new disciplines or on the Magus of the Darkest flames would be much appreciated.

Silva Stormrage
2013-05-02, 06:30 AM
Hm, so I am working on the last incantation school (Terror, which is fear based) and I think I am running into some problems of not making every single incantation just, apply shaken, apply frighten, apply frighten to multiple targets.

Does anyone have any good ideas for unusual fear based effects?

CinuzIta
2013-05-02, 08:02 AM
mmh, let see, what about something that oblige you to change your pants if you fail a Will save?

Now, seriously, you could port some spells into incantation like, just an example, Phantasmal Strangler

Or maybe an incantation that change the surrounding in some sort of hellish place that scare creatures..maybe these illusion, or phisical transformation [your choice], could make them shaken and force them to take only partial actions

Silva Stormrage
2013-05-04, 10:36 PM
mmh, let see, what about something that oblige you to change your pants if you fail a Will save?

Now, seriously, you could port some spells into incantation like, just an example, Phantasmal Strangler

Or maybe an incantation that change the surrounding in some sort of hellish place that scare creatures..maybe these illusion, or phisical transformation [your choice], could make them shaken and force them to take only partial actions

Hm that might be a good idea. I don't really have any other "Illusion" type incantations at the moment so Terror would be a good place for them.

CinuzIta
2013-05-05, 12:50 PM
You may also consider porting two spells from the Book of Vile Darkness to invocations.

I'm talking about Heartache and Stop Heart.

You may reword them so that in the invocation fluff is stated that the subject of the spell receive a visage of pure horror that cause him an infarct!

Silva Stormrage
2013-06-05, 12:24 AM
New Monster!

Spectral Swindler

http://cdn.obsidianportal.com/images/178787/Anima__Assasin_guy_by_Wen_M.jpg
Source:http://cdn.obsidianportal.com/images/178787/Anima__Assasin_guy_by_Wen_M.jpg

Spectral Swindlers are assassins and rogues animated by necromancers to serve as their eyes and ears. Swiftly moving around incorporeally passing through doors and unlocking chests and disarming traps they are fierce opponents. Spectral Swindler don't have much will power of their own and often rely on their masters for orders. Spectral Swindlers don't particularly look incorporeal and it requires a dc 20 spot check to notice that they are. Often times when their commanding necromancer dies Spectral Swindlers go through towns and attempt to steal items from the town folk to try to fulfill their life purpose. Others go into dungeons trying to disarm all traps located inside the dungeon. Spectral Swindlers are created by a 14th level caster animating a body that in life could sneak attack for 2d6 damage.

Medium Undead (Incorporeal)
HD 9d12+36 (94)
Speed Fly 60ft (Perfect Maneuverability)
Init: +14
AC 24(+ 10 Dexterity, +1 Deflection, +3 Dodge); touch 24; flat-footed 14
BAB +4; Grp +12
Attack Incorporeal Touch (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Agile Telekinesis, Sneak Attack (5d6), Spectral Theft, Invisibility, Spell Like Abilities
Special QualitiesSpell Resistance 20, Spectral Presence, Expert Thief
Saves Fort +3 Ref +13 Will +6
Abilities Str -, Dex 30, Con -, Int 20, Wis 10, Cha 4
Skills Sleight of Hand +25, Hide + 25, Move Silently +25, Open Lock + 25, Disable Device +25, Tumble +25, Use Rope + 25, Search +20
Feats Weapon Finesse, Improved Initiative, Ghostly Grasp(B), Improved Toughness * 2
Environment Any
Organization Solitary
Challenge Rating 10
Treasure Double Standard
Alignment Any
Advancement by HD;
Level Adjustment -

Agile Telekinesis: (Su) The Spectral Swindler can use telekinesis as the spell at will as a standard action at caster level 12 using dexterity as the casting ability score. However, maintaining concentration only takes a move action for the Spectral Swindler and also the Spectral Swindler can use the following skills at range with his telekinesis: Sleight of Hand, Disable Device, Open Lock, Use Rope.

Spectral Theft: (Su) The Spectral Swindler has an extra dimensional storage space where it can store items it steals. The Spectral Swindler can hold any number of items as long as the total weight of all items is less than 50 pounds. It can store any item it is holding with its telekinesis as a free action (Including items it snatches while using sleight of hand with its Agile Telekinesis). It can then produce an item from its storage as a move action, which then usually falls to the ground until the Spectral Swindler picks it up or the Spectral Swindler can summon it into the willing hands of a creature within 20ft.

Sneak Attack: As a 9th level rogue.

Expert Thief: (Ex) The Spectral Swindler is quite adept at what it does and gains a +3 insight bonus to all of the following skills: Sleight of Hand, Hide, Move Silently, Tumble, Use Rope, Open Lock, Disable Device, Search.

In addition the Spectral Swindler is quite enduring especially for incorporeal undead and has an addition 2 hit points per hd as well as a +3 dodge bonus to ac.

Invisibility: (Su) As a swift action the Spectral Swindler can turn itself invisible as the spell invisibility. Using it's agile telekinesis ability does not end this invisibility however. The Spectral Swindler can stay invisible for one minute per intelligence modifier per day (normally 5 minutes). The Spectral Swindler can end the invisibility as a swift action.

Spectral Presence: (Su) The Spectral Swindler has an unnatural aura that many experts of undead don't quite understand. Any time the Spectral Swindler moves through a locked door or a locked chest it can as a free action attempt to unlock it as if using the open lock skill (It can not take 20 on this check). This ability can actually unlock doors locked by arcane lock or improved arcane lock.

In addition, all creatures that die within 100ft of the Spectral Swindler get marked (As arcane mark) and float upwards 10ft off the ground for ten minutes. The Spectral Swindler can change the mark with as a full round action. Often times Spectral Swindler's and their masters use this ability to disturb enemies and to mark kills.

Spell Like Abilities: At Will: Ebon Eyes, Combat Readiness, Snuff the Light, Iron Silence 3/Day: Instant Search, Silence, Darkness, 1/Day Assassin's Darkness. Caster Level 9th.

CinuzIta
2013-06-05, 01:39 AM
I like them, I like them a lot! I'd personally love to play one as a race, and I think that the sorcerer that my player will fight soon will make a good use of them!

I got one question tough: why you went with plain invisibility rather than greater invisibility?

Silva Stormrage
2013-06-05, 02:25 AM
Main reason was because I felt that the ability was more meant for stealing things and being sneaky rather than being for combat purposes. The monster is more of meant for control and manipulation rather than offensive power. The reason its dangerous offensively is because it can grapple fairly well, its hard to find with its darkness abilities and can shut down casters with silence as well.

CinuzIta
2013-06-05, 03:39 AM
I see your point even tough I don't quite agree with you: my players (when they were at low levels and unprepared) had some terrible moments fighting off permainvisible monsters. Three of them died in a single fight. They couldn't find the monster since the sorcerer had finished some levels of his spells per day and wasn't able to cast see invisibility. They were continuosly subject of repeated Sneak Attacks. For this reason I believe that Greater Invisibility is fully able to be a pain in the % in a fight.

But if you don't want to include it, you could consider Hide in Plain Sight in shadowy illumination or some sort of occultation..much like the Shadow Hound has! Obviously is a choice of yours anyway:)

Mithril Leaf
2013-06-05, 11:22 AM
I'd just like to point out that by a technical reading the rod of undead mastery already does what your rod of greater rebuking does, while being half the price. Also, you forgot to edit all of it's description.

Silva Stormrage
2013-08-11, 08:43 PM
I'd just like to point out that by a technical reading the rod of undead mastery already does what your rod of greater rebuking does, while being half the price. Also, you forgot to edit all of it's description.

Eh its debatable wether it does, in my opinion it only doubles animate dead control limits. If your DM wants to rule otherwise then the rod of greater rebuking is useless yes.

Also in other news I finally have finished the terror incantation school! All incantations are done and the plague witch is finally fully playable!

Terror

1st

Shaken
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Minute/Incanter Level
Saving Throw: Will Partial

The incanter unnerves a nearby opponent causing him to become shaken for the duration of the spell if he fails the will save. If he succeeds he is shaken for one round. This incantation does not stack with any other fear effects.

Augmentation: By spending 30 soul power if the subject fails the will save he is frightened for one round and shaken for the remaining rounds.

Terrifying Posture
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Personal
Duration: 1 Minute or Until Expended
Saving Throw: None

The incanter gains an almost unnatural aura of shadows and power around him which allows him to bully and intimidate those into giving in. The next intimidate check the incanter makes gains a +10 profane bonus.

Bolster
Terror
Level: Black Blood Vanguard 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Minute/Incanter Level
Saving Throw: Will Negates (Harmless)

The incanter uses his knowledge of fear to protect others against it granting the subject +4 bonus on saving throws against fear effects for the duration of this incantation.

Augmentation: By spending 25 soul power if this incantation removes all fear effects affecting the subject when the incantation is initially activated.



2nd

Cause Fear
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1d4 Rounds
Saving Throw: Will Partial

The incanter duplicates the spell cause fear except as noted here. In addition, the HD cap of the spell is 10 instead of six.


Unnatural Aura
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Personal
Area: 30ft radius emanation centered on you
Duration: 1 Minute/Level
Saving Throw: None

The incanter gains an supernatural aura that frightens animals and other natural creatures. The aura is noticeable to creatures with int scores of higher than 3 but are not affected by it except maybe feeling a bit creeped out. Animals will not willingly approach the incanter and if forced they remain frightened while in the area.

Focus Fears
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round per Incanter Level
Saving Throw: Will Negates

The incanter readjusts the targets fears and causes him to become terrified of one other creature within line of sight of the target. The target then focuses all of his efforts on killing or immobilizing that creature to the best of his abilities. If the creature is an ally of the target the target gains a +4 bonus on the saving throw. If it is an enemy then the subject gains a -4 penalty to the saving throw. If the creature is the incanter then the subject suffers an additional -2 penalty to the saving throw.

Augmentation: By spending 30 soul power the dc of this ability increases by 4.


3rd

Alone in the World
Terror [Compulsion] [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round and then 1 Minute (See Text)
Saving Throw: Will Negates

The incanter shatters an opponent's senses and replaces them with a dreadful image. The subject sees an apocalyptic world of ruins and can't see or feel anything else for one round. He can still effect the world normally but he can not sense any creatures even using supernatural senses such as touch sight or mind sight. After the illusion fades the subject is shaken for a minute.

Augmentation: By spending 20 soul power the duration of the illusion increases by 2 rounds.

Scare
Terror [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/Level)
Target: One Creature Per Three levels
Duration: 1 round/level or 1 round (See Text)
Saving Throw: Will Negates

This incantation functions as the spell scare (http://www.d20srd.org/srd/spells/scare.htm) except as noted here. In addition the maximum HD of those who can be affected increases to 12 HD.

Augmentation: By spending 40 soul power this incantation can target twice as many creatures.

Stammer
Terror [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Hour
Saving Throw: None

The incanter curses a subject with an incomprehensible fear that causes the subject to form a temporary stutter. Whenever the subject attempts to cast a spell with a verbal component he has a 10% chance of failing.

Augmentation: By spending 30 soul power the chance of failing is increased to 20%.

Terrible Specter
Terror [Fear] [Mind Affecting] [Phantasm]
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/Level)
Target: One creature per two levels
Duration: 1 round/level
Saving Throw: Will Negates

This incantation causes all subjects of the incantation to witness a terrifying specter looming around the battle field. The specter can not be targeted or affected by any ability. Each subject sees a different specter and the specter takes the form of something the subject truly fears. While this incantation is active all subjects that can see the specter are shaken. The incanter can see how the specter appears for each subject.


4th

Mass Shaken
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 4, Plague Witch 4
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/Level)
Target: One Creature Per Three levels
Duration: 1 round/level or 1 round (See Text)
Saving Throw: Will Negates

This incantation functions as the Shaken incantation except it targets multiple creatures.

Augmentation: By spending 30 soul power if any subject fails the will save he is frightened for one round and shaken for the remaining rounds.

Leech Fear
Terror [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 4, Plague Witch 4
Prerequisites: 1 Terror Incantation
Incanting Time: Swift Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 10 minutes/level
Saving Throw: None

The incanter siphons the fear from a subject granting himself temporary hit points depending on how frightened the subject is. If the subject is shaken then the incanter gains a number of temporary hit points equal to the subjects HD + the incanter's incanting ability modifier. If the subject is frightened the incanter gains twice as many temporary hit points and if the subject is panicked then the incanter gains three times as many temporary hit points. As this incantation steals the fear from the subject after this incantation is used all ongoing fear effects affecting the subject end immediately.



Truly Terrifying Posture
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 4, Plague Witch 4
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Personal
Duration: 1 minute/level
Saving Throw: None

The incanter gains an almost unnatural aura of shadows and power around him which allows him to bully and intimidate those into giving in. All intimidate checks the incanter makes gains a +10 profane bonus for the duration of this incantation.


5th

Alone in the World, Greater
Terror [Compulsion] [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round and then 1 Minute (See Text)
Saving Throw: Will Partial (See Text)

This incantation functions like Alone in the World except the duration of the image is 3 rounds. In addition if the subject fails the first will save he must make another will save once the image ends. If he fails then the subject is frightened for 2 rounds and then shaken for a minute.

Augmentation: By spending 30 soul power the duration of the illusion increases by 2 rounds.

Fear
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: 30ft
Area: Cone Shaped Burst
Duration: 1 round/level or 1 round (see text)
Saving Throw: Will Partial

This incantation functions like the spell fear (http://www.d20srd.org/srd/spells/fear.htm) except as noted here.

Frightful Image
Terror [Phantasm] [Fear] [Mind Affecting]
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Will Partial (See Text)

This incantation causes a terrible image to form in front of the subject. The image usually varies between subjects but regardless of its appearance the subject must make a will save at the beginning of each of his turns or spend his entire turn stammering and cowering. If the subject succeeds on 2 consecutive saving throws the incantation ends.

Augmentation: By spending 15 soul power the duration of the number of successful saves required increases to 3.


Unnatural Aura, Greater
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Personal
Area: 40ft radius emanation centered on you
Duration: 1 Minute/Level
Saving Throw: None

This incantation functions like unnatural aura except all creatures must make a will save or be frightened when they enter the area. If an individual succeeds on this save he is immune to this activation of this incantation.


6th

Terrifying Glare
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: 30ft
Target: Living creatures
Duration: 1 round/level
Saving Throw: Will Negates

At the beginning of each of his turns the incanter can target a single living creature within 30ft and cause the subject to cower for one round if the target fails a will save.

Augmentation: By spending 25 soul power the incanter can cause subjects who fail their saving throw to cower for two rounds.

Wall of Trepidation
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/level)
Area: 1 inch wide 5ft/level wide and 5ft/5 levels tall
Duration: 1 round/level
Saving Throw: Will Negates

The incanter conjures a wall that produces terrible moans and horrible screams which terrify creatures on one side of the wall decided when it is activated. Creatures within 30ft of the wall on that side of the wall must make a will save each round or become frightened of the wall for 1d4 rounds.

Terrifying Glare
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Touch
Target: One creature
Duration: 5 rounds
Saving Throw: Will Negates (Harmless)

The incanter bolsters a subject with the essence of fear. Whenever the subject hits a creature with a melee attack the subject must make a will save (Same dc as this incantation) or be frightened for 1d4 rounds. A particular creature only needs to make one save per round regardless of how many attacks it is hit with.


Greater Focus Fears
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round per Incanter Level
Saving Throw: None and Will Negates (See text)

As Focus Fears except that the target is automatically effected with this ability with no saving throw for the first two rounds. After the second round the subject gets a will save to immediately end the effect

Augmentation: By spending 50 soul power this ability can target 3 different creatures all within range.


7th

Heart Attack
Terror [Fear]
Level: Black Blood Vanguard 7, Plague Witch 7
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will Partial

A fairly straight forward incantation, the subject becomes increasingly panicked and suffers a heart attack due to the stress. If the subject fails a will saving throw he dies from this attack. The subject takes a penalty on the saving throw based on how frightened he already is, he takes a -2 if he is shaken (in addition to the standard -2 from being shaken) -3 if he is frightened and -5 if he is panicked. If the subject passes the saving throw he takes 10d6 points of damage.


Remove Defenses
Terror
Level: Black Blood Vanguard 7, Plague Witch 7
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1d4 Rounds
Saving Throw: None

The incanter shatters any ongoing protection the subject has against mind affecting effects of fear effects instantly ending the effect. If the ability is a racial or class feature or from a magical item the feature or item is suppressed for 1d4 rounds.


8th

Panic
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 8, Plague Witch 8
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1d4+1 Rounds
Saving Throw: None

The incanter causes a subject to panic, instantly making a single creature within range panicked for the duration of this incantation.

Augmentation: By spending 30 soul power this incantation can target two creatures instead of one. Both creatures must be within 30ft of each other.


Frightful Image, Mass
Terror [Phantasm] [Fear] [Mind Affecting]
Level: Black Blood Vanguard 8, Plague Witch 8
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature/level
Duration: 1 Round/Level
Saving Throw: Will Partial (See Text)

This incantation functions as Frightful image except it targets multiple creatures.

Augmentation: By spending 15 soul power the duration of the number of successful saves required increases to 3.

Stammer, Greater
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 8, Plague Witch 8
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Day
Saving Throw: None

The incanter curses a subject with an incomprehensible fear that causes the subject to form a temporary stutter. Whenever the subject attempts to cast a spell with a verbal component he has a 30% chance of failing.

Augmentation: By spending 30 soul power this incantation increases the chance of failing verbal spells to 40%


9th

Utter Nightmare
Terror [Fear]
Level: Black Blood Vanguard 9, Plague Witch 9
Prerequisites: 4 Terror Incantations
Incanting Time: Full Round Action
Range: Medium (25ft + 5ft/2 Levels)
Area: 30ft Radius Spread
Duration: Permanent (See Text)
Saving Throw: None and Will Partial (See Text)

The ultimate attack of fear, the incanter mentally assaults all enemies within the area of this incantation and plagues their mind with mental nightmares and feelings of dread. This dazes the enemies automatically with no saving throw to resist. Each round at the beginning of the incanter's turn the targets must make a will save. If they fail they are still dazed and they take 1d4 wisdom drain that bypasses immunity to ability drain. If they succeed on a number of saving throws equal to one half of the number of rounds the ability has been active (Round up) (Thus 1 saving throw on the first round, 2 saving throws on the third round, etc) the incantation ends for the subject. If the subject takes more than 10 wisdom drain from this ability they are rendered helpless until they can succeed on enough saving throws to remove this incantation. A target can not be restored of the ability drain caused by this ability until the effect is ended on that target. A wish or miracle can end this incantation without the subject needing to make any additional saving throws.



Pointing out any typo's or confusing abilities would be greatly appreciated.

Silva Stormrage
2013-08-13, 12:58 AM
Two new monsters the serath lich and the sakel revenant

Serath Lich:



http://media.wizards.com/images/magic/daily/boab/boab179_lich.jpg
Image from: http://media.wizards.com/images/magic/daily/boab/boab179_lich.jpg
"I am magic and magic is me. My power is unrivaled!" - Sandro Curan a Serath Lich

Serath Liches

Normal liches are powerful animate wizards of great power. Serath Liches are the same except slightly weaker, some wizards noticed upon transforming into a lich their growth is stunted and they find it more difficult to progress in power after the initial power boost granted by lichdom. Several powerful unnamed human necromancers then developed a new type of lich which would allow a smooth progression from lichdom into further arcane power. Thus Serath Liches were born.

Serath Liches become skeletal figures, some have remnants of flesh clinging to them but most are almost entirely skeletal. Serath Liche's eye sockets gleam with an unholy purple fire which differentiates them from the common skeleton.

Serath Liches speak any languages they knew in life.

Creating a Serath Lich

“Serath Lich” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A Serath Lich uses all of the base creature’s statistics and special abilities, except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature. If the serath lich had a flight speed that depended on wings he retains the flight speed and that flight speed is now supernatural.

Armor Class: The base creature’s natural armor bonus improves by +2.

Attack: A serath lich has a touch attack that it can use once per round. If the base creature can use weapons, the serath lich retains this ability. A creature with natural weapons retains those natural weapons. A serath lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A serath lich armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A serath lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A serath lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to creatures; a Will save (DC 10 + ½ lich’s HD + lich’s primary casting modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack

Special Attacks: A serath lich retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ the lich's HD + the lich's primary casting modifier, unless noted otherwise.

Bolstered Spells (Ex): A serath lich's spells and spell like abilities gain a +1 to their saving throw dc's. This bonus increases to +2 if the lich has 20 HD.

Special Qualities: A serath lich retains all of the special qualities of the base creature and gains those described below.

Damage Reduction (Su): A serath lich has damage reduction 5/bludgeoning and magic. A serath lich's natural weapons are treated as magic weapon for the purpose of overcoming damage reduction.

Mental Fortitude (Ex): A serath lich has the ability to use his own mental strength to bolster his endurance instead of relying on his bodies strength. The serath lich can use a quarter of his primary casting modifier (Round up) for hit points instead of his constitution modifier.

Turn Resistance (Ex): A serath lich has +4 turn resistance.

Immunities (Ex): Serath Liches gain immunity to cold.

Abilities: Increase from the base creature as follows: Int +2, Wis+2 Cha +2. Being undead a serath lich has no constitution score.

Level Adjustment: Same as the base creature +2

CR Adjustment: Same as the base creature +2

The Lich’s Phylactery
An integral part of becoming a serath lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a serath lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a serath lich can begin to regenerate after its apparent death. A serath lich has two ways it can regenerate, it can possess and rebuild its own body using a corpse within 100ft of the phylactery or it can create a new body from scratch. Possessing a corpse requires that there be a preserved corpse of the same race of the lich before he became a lich (So a human lich must have a human corpse, a wood elven lich a wood elven corpse and a fire giant lich must have a fire giant corpse, etc) and it takes 1d8+7 days to regenerate fully. Regenerating without a corpse nearby takes much longer and takes 1d20+30 days to regenerate.

Either way the lich regenerates is the same mechanically, both just have different speeds. The phylactery oozes out black liquid shadows which crawl over the corpse or the ground if there is no corpse. This liquid slowly forms into a humanoid shape over the duration and hardens into a solid black substance (Same statistics as adamantine) over the course of the regeneration. At the end of the regeneration process this material breaks away revealing the lich in his new body. If the phylactery is moved away from the corpse or the shadow liquid before the regeneration is complete the lich must start regenerating over again.

Each lich must make its own phylactery, though he may have help, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.

A phylactery must be at least diminutive size and have magical runes surrounding it. All phylacteries have the same statistics regardless of what they are made out of, they have 80 hit points, hardness 30, and a break DC of 40.
All phylacteries have the following magical effects: All corpses within 100ft of them are preserved as the gentle repose spell, when the serath lich casts a spell within 100ft of his phylactery he gains +1 caster level, a serath lich can repair his own phylactery with his negative energy touch restoring one hit point with each attack, and the phylactery radiates strong necromantic magic.

Just to Browse
2013-08-13, 01:23 AM
Sakel Revenants feel like they should be a template.

If you want to add things, good fear effects are the phantasmal X spells (though there might only be 2), wisdom damage, mini-sanctuary effects (scaring creatures into not attacking a target), and seed effects.

Silva Stormrage
2013-08-13, 03:18 PM
Sakel Revenants feel like they should be a template.

If you want to add things, good fear effects are the phantasmal X spells (though there might only be 2), wisdom damage, mini-sanctuary effects (scaring creatures into not attacking a target), and seed effects.

Why do you think the Sakel Revenant should be a template out of curiosity? Really what I did was just a slightly tweaked Lillitu (Fiendish Codex I) and a ghost template. The fluff shouldn't imply it that much.

Good ideas for the terror incantation ideas though, I probably won't use phantasmal killer type spells as I don't like at will save or dies that much (I do have a couple but they are all high level), and the scaring creatures into not attacking is a great idea, I have the reverse already so it makes sense.

Silva Stormrage
2013-08-18, 05:11 PM
New Spells:



True Revive Undead
(Necromancy)
Level: Dread Necromancer 9, Wizard/Sorcerer 9, Cleric 9
Components: V,S,M
Casting Time: 10 Minutes
Range: Touch
Target: Destroyed undead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions as Revive Undead except as noted here. This spell can resurrect any undead that was destroyed by any means within 1 year per caster level, assuming it wishes to return and is able to (Mindless undead automatically are revived). In addition, the undead does not lose HD or character levels when revived with this spell. Finally, you do not need the remains of the undead but need to be able to unambiguously define the creature you wish to revive.

Material Component: A Black Peral worth 25,000 gp


Necromantic Callback
(Necromancy)
Level: Dread Necromancer 5, Wizard/Sorcerer 5, Cleric 5
Components: V,S
Casting Time: Standard
Range: Touch
Target: One destroyed undead creature touched
Duration: 1 Minute and instantaneous (See Text)
Saving Throw: None
Spell Resistance: No

This spell must be cast on an undead creature who was destroyed within the last three rounds and must still have a mostly intact corpse. This spell calls back the recently slain undead spirit into the body. However, it takes the spirit a full minute to completely revive during which the corpse is covered in a cloak of black liquid that oozes around the corpse. Damage during this time to the corpse is pointless, after a full minute has passed the undead creature is revived with no loss of HD or character levels and is at one hit point. Destruction of the body during this one minute restoration process causes this spell to fail and the undead creature is not revived.

Material Component: 500gp worth of onyx gems.

Accelerate Necromancy
(Necromancy)
Level: Dread Necromancer 6, Wizard/Sorcerer 6, Cleric 6
Components: V,S, M
Casting Time: Swift
Range: Touch or Personal (See Text)
Target: See Text
Duration: See Text
Saving Throw: None
Spell Resistance: No

This spell has a variety of purposes and they are as follows. Only one of the following effects can be chosen for each casting of the spell

Accelerate Reanimation: The caster hurries the reanimation of an undead creature. For a creature such as a vampire or a wight that needs a certain amount of time to pass before animating if the caster touches the corpse that is animating the undead creature instantly forms and no longer needs to normal wait time to animate. If cast on a creature that is rejuvenating but takes time to rejuvenate fully (Such as a lich, or a vampire resting in its coffin) the spell reduces the number of days needed to recuperate by 1 day per two caster levels to a minimum of one hour.

Accelerate Animation: The caster infuses the next animation spell such as create undead or create greater undead to have a much quicker cast time. Any animation spell the caster begins to cast within the next round that has a cast time of longer than a standard action is instead reduced to a standard action cast time.

Accelerate Spell: The caster causes his own necromancy to be much easier and quicker to cast. The next necromancy spell that the caster casts before the end of this turn that has a standard action cast time or less can be cast as a free action.


Material Component: If the spell is used for its Accelerate Reanimation or Accelerate Animation 1000gp worth of onyx gems must be spent as material components.


Tell me if they make sense, most of them are pretty situational and I don't think balance is really an issue for them.

Network
2013-08-18, 06:43 PM
Accelerate Necromancy
(Necromancy)
Level: Dread Necromancer 6, Wizard/Sorcerer 6, Cleric 6
Components: V,S, M
Casting Time: Swift
Range: Touch or Personal (See Text)
Target: See Text
Duration: See Text
Saving Throw: None
Spell Resistance: No

This spell has a variety of purposes and they are as follows. Only one of the following effects can be chosen for each casting of the spell

Accelerate Reanimation: The caster hurries the reanimation of an undead creature. For a creature such as a vampire or a wight that needs a certain amount of time to pass before animating if the caster touches the corpse that is animating the undead creature instantly forms and no longer needs to normal wait time to animate. If cast on a creature that is rejuvenating but takes time to rejuvenate fully (Such as a lich, or a vampire resting in its coffin) the spell reduces the number of days needed to recuperate by 1 day per caster level. If this reduces the time needed below 0 days then the creature is automatically rejuvenated or revived depending on the undead.

Accelerate Animation: The caster infuses the next animation spell such as create undead or create greater undead to have a much quicker cast time. Any animation spell the caster begins to cast within the next round that has a cast time of longer than a standard action is instead reduced to a standard action cast time.

Accelerate Spell: The caster causes his own necromancy to be much easier and quicker to cast. The next necromancy spell that the caster casts within one minute that has a standard action cast time or less can be cast as a free action.


Material Component: If the spell is used for its Accelerate Reanimation or Accelerate Animation 1000gp worth of onyx gems must be spent as material components.
I see an issue with the Accelerate Spell version of Accelerate Necromancy. Casting spells as a free action is quite problematic ; a quickened spell or a spell cast under the effect of Arcane Spellsurge still require a swift action, and Accelerate Necromancy is actually less restrictive than them (the necromancy school is a large one. You can find spells that emulate the effects of any other school. By comparison, quicken spell can only be used on spells of a far lower spell level than the highest level of spells you can cast, and Arcane Spellsurge cannot be turned off).

The other two spells are good.

Silva Stormrage
2013-08-18, 10:30 PM
I see an issue with the Accelerate Spell version of Accelerate Necromancy. Casting spells as a free action is quite problematic ; a quickened spell or a spell cast under the effect of Arcane Spellsurge still require a swift action, and Accelerate Necromancy is actually less restrictive than them (the necromancy school is a large one. You can find spells that emulate the effects of any other school. By comparison, quicken spell can only be used on spells of a far lower spell level than the highest level of spells you can cast, and Arcane Spellsurge cannot be turned off).

The other two spells are good.

The original plan was just to have the spell cast with the same swift action but I found that the wording is a bit clunky. I think I will just make it have to be cast within 1 round instead of 1 minute as I just realized that you could cast this spell 4-5 times and then nova 5-6 spells in one round against an opponent.

WarlordGorgutz
2013-09-10, 08:08 PM
So I have a question on the pure pain link incantation. The 2 descriptions it has seems to contradict each other and I just want some clarification. So under the 5th level spots it says that deals double the crit damage back to the person/thing that applied the crit but the actual spell description doesn't address this and state that they only take the original amount. Which one of these is correct? I would love to know.

Also does the spell work on things immune to crits (I.e. Golems, Warforged with the improved fortification feat, etc.)

Thanks if you read this!

Silva Stormrage
2013-09-11, 06:21 PM
So I have a question on the pure pain link incantation. The 2 descriptions it has seems to contradict each other and I just want some clarification. So under the 5th level spots it says that deals double the crit damage back to the person/thing that applied the crit but the actual spell description doesn't address this and state that they only take the original amount. Which one of these is correct? I would love to know.

Also does the spell work on things immune to crits (I.e. Golems, Warforged with the improved fortification feat, etc.)

Thanks if you read this!

Ah thank you for pointing that out. I ended up reducing the damage the ability dealt as I felt it was too powerful. It should only deal the same damage as the critical hit. And yes the ability works if the subject is immune to critical hits. As long as the incanter is subject to critical hits the ability deals damage (And even if the incanter is immune to critical hits the damage will still be shared it just will be normal damage though). Though it won't work on undead or many constructs due to their immunity to things that require fort saves that don't effect objects.

Carl
2013-10-03, 03:00 PM
I've been working on a new necromancer class recently, (Though losing 2 nights work to a comp crash hasn't done much for my enthusiasm atm :(), and i could do with some new flavourful spells. Would you have any issue with me stealing away with some of yours from here?

Silva Stormrage
2013-10-03, 04:36 PM
I've been working on a new necromancer class recently, (Though losing 2 nights work to a comp crash hasn't done much for my enthusiasm atm :(), and i could do with some new flavourful spells. Would you have any issue with me stealing away with some of yours from here?

I don't mind at all feel free to use anything you want to inspire you or to make your own homebrew.

Carl
2013-10-03, 04:53 PM
Thanks much appreciated :).

Silva Stormrage
2013-12-14, 06:52 PM
Finally working on this again.

Tundra Revenant:



http://fc02.deviantart.net/fs70/f/2011/129/3/3/death_knight_by_ericbraddock-d3fzoys.png
"Death reigns supreme!" - Thane Delvin

Tundra Revenant

Ancient Warriors imbued with cold and undeath that wander ancient tundras in search of battles and strongholds. Ferocious Warriors who are often accompanied by hordes of undead. Not all Tundra Revenants are evil but a decent number are. Most of them are eager to fight against strong opponents or to gather more forces to their ever-growing armies. Many Tundra Revenants are lord of the uttercolds who become undead to strengthen their forces and their control over their fortifications.

Tundra Revenants appear similarly to how they looked in life and it requires a dc 20 spot check to identify that they are undead, +5 to the dc if the Tundra Revenant is wearing obscuring heavy clothing or armor. Otherwise they simply appear as a pale version of their original race. Sometimes bits of frost and ice can appear to cling to their armor even in warmer climates.

Tundra Revenant Template
Creating a Tundra Revenant

“Tundra Revenant” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) who has at least 10 HD and +10 BAB. A Tundra Revenant uses all of the base creature’s statistics and special abilities, except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. The base creature also gains the Cold Subtype.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: The base creature’s natural armor bonus improves by +4

Special Attacks: A Tundra Revenant retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ the Tundra Revenant HD + the Tundra Revenant's Charisma modifier, unless noted otherwise.

Frozen Strikes: (Su) The Tundra Revenant's weapons are enchanted with the very essence of the tundra. On a critical hit the Tundra Revenant's weapons deal an additional 4d6 points of cold damage to the enemy.

Bolstering Aura: (Su) The Tundra Revenant is a bastion of strength for undead allies, all allied undead within 30ft of the Tundra Revenant gain a bonus to their maximum number of hit points equal to 3 times his charisma modifier. After leaving the aura these hit points last for 1 minute per HD of the Tundra Revenant before they fade away, multiple bolstering auras from multiple Tundra Revenants do not stack.

Boreal Pulse (Su): Three times per day the Tundra Revenant can issue a burst of cold emmenating from him in a 20ft radius as a standard action. All creatures within the area other than the Tundra Revenant must make a fort save or be entangled and rooted in place as ice appears over their body and hampers their movement. They remain entangled until someone breaks the ice (HP 30 Hardness 5) or they make a strength or escape artist check as a standard action DC 20.

Control Undead (Su): A Tundra Revenant can rebuke undead as a cleric of his HD. If the Tundra Revenant could already rebuke undead then his level for rebuking is either his previous level +4 or his HD, whatever is higher.

Special Qualities: A Tundra Revenant retains all of the special qualities of the base creature and gains those described below.

Damage Reduction (Su): A Tundra Revenant has damage reduction 10/Adamantine and magic. A Tundra Revenant's flesh is tough and durable.

Protective Gale (Su): A whirlwind of cold winds surrounds the Tundra Revenant protecting him from harm. This wind gives all ranged weapons that could be deflected by wind wall a 25% miss chance against the Tundra Revenant and granting the Tundra Revenant a +3 deflection bonus to ac.

Turn Resistance (Ex): A Tundra Revenant has +4 turn resistance.

Abilities: A Tundra Revenant gains the following adjustments to his ability scores, Str +4, Dex +2, Cha +2, as an undead creature the Tundra Revenant has no con score.

Feats: Tundra Revenants gain Improved Toughness, Necrotic Reserve, Daunting Presence and Death Master as bonus feats.

Level Adjustment: Same as the base creature +2

CR Adjustment: Same as the base creature +2

Demidos
2013-12-14, 07:41 PM
I don't really see reasons for them to control hordes of undead. Not that there's any problem with that archetype, but isn't the wandering undead warlord type filled appropriately by the Lord of the Uttercold? What if you instead were to give it the abilities more to control souls and convert them into power for its weapon? Or give the weapon the ability to manipulate the souls? That seems to be appropriate for the image.

Not saying that it needs to be changed, but just a thought, seeing as you already have several of this type, it could be nice.

Silva Stormrage
2013-12-17, 02:07 AM
I don't really see reasons for them to control hordes of undead. Not that there's any problem with that archetype, but isn't the wandering undead warlord type filled appropriately by the Lord of the Uttercold? What if you instead were to give it the abilities more to control souls and convert them into power for its weapon? Or give the weapon the ability to manipulate the souls? That seems to be appropriate for the image.

Not saying that it needs to be changed, but just a thought, seeing as you already have several of this type, it could be nice.

I could but I recently changed the Lord of the Uttercold, instead of becoming Grave Knights they become Tundra Revenants. Thus while not all Tundra Revenants will be Lord of the Uttercolds a vast majority will be.

Silva Stormrage
2014-03-20, 03:28 PM
As I haven't done any work on this in a while. Here is a template I needed to finish up from a while ago. Paragon of Positive Energy,

Radiant Conduit:


http://i1.2pcdn.com/node14/image/article/201310/29/20131029052729a0dm8v9xto7fe28o.jpg
"Energy surges through me" - Seras Relin

Radiant Conduit

Living Creatures are naturally infused with positive energy. Their souls are nourished by the warm and energetic energy of the positive energy plane. Undead on the other hand flood their souls with enough negative energy to switch their souls alignment to the positive energy plane to that of the negative energy plane. But what would happen if you flooded a positive energy soul with positive energy? Infused with the very essence of the positive energy plane Radiant Conduits are enormous beacons of energy, but too much energy in one place is disruptive and though their souls burn brighter than any others, it also means that their souls burn out faster than any others.

Radiant Conduit Template

Creating a Radiant Conduit

“Radiant Conduit” is an acquired template that can be added to any living creature that doesn't have the tomb tainted soul feat. A Radiant Conduit uses all of the base creature’s statistics and special abilities, except as noted here.

Size and Type: The creature’s type changes to outsider (native). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Speed: Base land speed as the base creature. The Radiant Conduit gains wings of energy that allow her to fly. See the Wings of Light (Su) ability below)

Special Attacks: A Radiant Conduit retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ the Radiant Conduit’s HD + the Radiant Conduit’s Constitution modifier, unless noted otherwise.

Holy Nova (Su): A Radiant Conduit can use their own energy to burn through enemies with a wave of holy light. This positive energy based flames explodes from the Conduit in a 30ft burst centered on the Conduit. It deals 1d4/HD points of damage to all enemies in that area and heals allies the same amount. Half of the damage is divine and the other half is fire. This ability can only heal living creatures that are healed by positive energy and can only damage living creatures and undead. A will save halves the damage but undead enemies do not get a saving throw to halve the damage. This ability is normally usable once per day. Each additional time per day the Conduit wishes to use this ability he takes 1d4 points of damage multiplied by the number of times he has used this ability since he has rest squared. So second time using the ability deals 4d4 damage (1d6* 2^2 ) the third time deals 9d4 (1d4*3^2), etc etc. The conduit takes this damage after the healing from this ability has finished.

Surge of Energy (Su): With a touch the Conduit grants an ally a surge of energy granting them +2 on attack rolls, skill checks and saving throws as well as removing the fatigue condition from the target and waking them up if they were asleep. This bonus lasts for 5 rounds and this surge can only be granted to one creature at a time. This ability is usable at will.

Special Qualities: A Radiant Conduit retains all of the special qualities of the base creature and gains those described below.

Fast Healing (Ex): A Radiant Conduit's body is constantly heals a number of hit points each round as her body is infused with so much positive energy. Each round she heals 5 points of damage. At ECL 15 this amount increases by 10 to 15 and at ECL 20 it doubles to 30.

Wings of Light (Su): A Radiant Conduit gains spectral wings of light that grow out from her back like normal wings. Unlike normal wings they are not physical objects but manifestation of positive energy which allows flight. These wings grant the Conduit a flight speed with perfect maneuverability at 60ft speed.

Positive Soul (Ex): A Radiant Conduit has a soul infused with more positive energy than is good for her. This energy grants the conduit much energy in her daily life and grants her the following abilities. She only needs one hour of rest to restore enough energy to prepare spells and similar abilities and in order to get a good night sleep. She is immune to fatigue and exhaustion has its penalties reduced to that of fatigues. She heals a point of ability damage from each of her ability scores and a single point of ability drain from a single ability score every hour. Due to her connection with the positive energy plane and effect that heals via positive energy heals 50% more when used on her. And finally her natural lifespan triples compared to regular versions of her species.

However these benefits come at a cost. The Conduit's soul can't hold the positive energy that is fused with her soul and it will eventually burn out her soul. Once she reaches the end of her natural life span she dies as her soul is burned out by the energy. This happens regardless if she has become unable to age from some other method such as undeath or another form of immortality. Even if she switches bodies with someone else her soul dies once she has lived for her allotted time.

In addition, the positive energy of resurrection furthers this process. Every time she is resurrected or brought back form the dead her natural life span decreases by 15 years. If this reduces her lifespan to such a point where she would immediately die the spell simply fails and she passes on to her afterlife.

Abilities: Radiant Conduits gains +4 constitution, +2 int, +2 wis and +2 charisma.

Feats: Radiant Conduits gain Endurance, Enduring Life and Lasting Life as bonus feats

Level Adjustment: Same as the base creature +2

CR Adjustment: Same as the base creature +2

DracoDei
2014-03-22, 01:45 AM
I recommend making the ability healing equal to 1 OR Charisma Bonus (not modifier) whichever is greater. Would hate for it to be a detriment to an NPC that dumpstats charisma.

Silva Stormrage
2014-03-31, 12:39 PM
I recommend making the ability healing equal to 1 OR Charisma Bonus (not modifier) whichever is greater. Would hate for it to be a detriment to an NPC that dumpstats charisma.

Good catch, fixed. Any other comments? Do you think its fluff makes sense and could anyone actually take this without either tanking their potential or becoming too strong?

DracoDei
2014-04-01, 11:21 AM
Until the party gets access to Raise Dead there are no drawbacks... which is fine, a lot of templates don't have drawbacks. I will note that 15 years is a very different thing for a Half-Orc PC than it is for an Elf PC. Consider making it a percentage of the average max. age, or alternatively, percentage of the middle-age. Of course, warforged have no maximum age, but at least there hitting middle age is a set of bonuses and penalities that don't synergize well with the typical warforged classes... unless artificer is a good warforged choice.

I'd consider saying that becoming undead or taking the Tomb-Tainted Soul feat negates the template for as long as the condition persists... or maybe flat-out say that they CAN'T be turned into an undead (but maybe can still go deathless), and can't take that feat.

Speaking of which:

“Radiant Conduit” is an acquired template that can be added to any living creature that doesn't have the tomb tainted soul feat.
Could maybe be simplified to "“Radiant Conduit” is an acquired template that can be added to any creature healed by positive energy."

The fast healing and flight are very nice, and 2d4/(ECL-2) damage to undead within 30' and half that amount as healing to living allies is nothing to sneeze at, especially since the damage doesn't allow a save. If you can end a fight with it then your fast healing can eat the damage very nicely.

Tha ability adjustments mean taking this on a paladin doesn't actually nets a profit on saves, and not much of a loss on hitpoints at low levels. At higher levels you actually gain hitpoints, but I don't feel like doing the math (especially since it depends on what the constitution score is at various levels.

Basically solve for
level = 2*(5.5+2*(Con. Mod -1))
remembering that F(level) = Con. Mod.

Of course, a paladin would be taking a -2 to hit (net -1 when using Smite), and losing spell and special mount progression.



Overall, I'm really not the guy to ask, but I think that it might be overpowered in the 5-10 level range due to fast healing and flight, and underpowered starting around level 15... but then again they probably can buy at least part of it off before then.

Silva Stormrage
2014-10-12, 03:11 AM
Made a new template to go with the collection of vampire templates.

Sanguine Wraith:


http://beyondheroes2.tripod.com/shadow.jpg
"Pain and suffering is all that awaits you in this dark pit!." - Kyngos a Sanguine Wraith upon meeting a sworn enemy

Sanguine Wraith

Sanguine Wraith are vampires whose bodies either gave way or who underwent a ritual to sacrifice their bodies. They are incorporeal specters who retain almost all of their vampire powers but also gain several more based on their now spectral bodies. Sanguine Wraiths who lose their body due to their body giving way often spend months in isolated areas starving for blood, eventually their spirit gives way and tries to break free from their body and thus their hunger. They still have a craving for blood but it no longer is crippling if they are denied it. Those who undergo the ritual to become Sanguine Wraiths do so out of a desire for more power and are often Vampire Lords bored of conquest or who need more strength to overpower newfound rivals or heroes opposing them.

Sanguine Wraiths look simply like spectral versions of how they looked as vampires. They often have a blood soaked aura surrounding them, a fine red mist that hovers near their skin. A Vampire Lord Sanguine Wraith is referred to as an Emperor Sanguine Wraith and they are distinguished by a swirling ring of spectral blood circling their head like a morbid halo.


Sanguine Wraith Template


Creating a Sanguine Wraith

“Sanguine Wraith” is an acquired template that can be added to any Vampire or Vampire lord hereafter referred to as the base vampire.

Size and Type: The creature’s type is unchanged. Do not recalculate base attack bonus, saves, or skill points. However, the base vampire now becomes incorporeal.

Speed: The base vampire now gains a fly speed equal to double his previous fastest move speed with a perfect maneuverability

Armor Class: The base creature loses any natural armor bonus and now gains a deflection bonus equal to his charisma modifier due to his incorporeal nature. However whenever he uses his shadow form ability (See below) he regains his previous natural armor.

Attack: A Sanguine Wraith retains all the previous natural weapons he had. However, they now deal profane damage, only require an incorporeal melee touch attack to hit. However, they no longer gain strength to damage as the Sanguine Wraith loses his strength score. They now use the Sanguine Wraith's dexterity modifier as a bonus to hit.

Special Attacks: A Sanguine Wraith retains all the special attacks of the base vampire and gains those described below. Saves have a DC of 10 + ½ the Sanguine Wraith HD + the Sanguine Wraith Charisma modifier, unless noted otherwise.

Blood Drain (Ex): This replaces the vampire ability of the same name. A Sanguine Wraith obviously would no longer restrict itself to physical contact to drain its desired substance. For every round a target is spent being grappled by the Sanguine Wraith's telekinesis ability (See below) they are have their blood drained exactly as if they had been pinned one round in their previous form. (Thus a normal vampire would drain 1d4 con damage every round a subject is grappled, if it had the Improved Blood Drain trait it would drain 1d4+1 con drain, etc).

Create Spawn (Su): As the base Vampire except occasionally (On the DM's whim) a creature with 5 or more HD may spawn as a vampire and then within an hour of existing immediately gain the Sanguine Wraith template. Those that gain the Sanguine Wraith template immediately have their attitude towards the spawning Sanguine Wraith decrease by one step as a surge or jealousy and pride seeps into them by the transformation.

Telekinesis (Su): A Sanguine Wraith gains a similar ability to a ghost and gains telekinesis as a supernatural ability usable at will once every 1d4 rounds. The caster level is equal to his HD. If the Sanguine Wraith was previously a vampire lord this ability no longer has any cool down.

Aura of Hunger (Su): A Sanguine Wraith's desire for sustenance is overwhelming and manifests as an aura of growing hunger. A Sanguine Wraith no longer needs blood to sustain its form despite its hunger for it. Truly a Sanguine Wraith needs magic to survive and it survives by ripping off magic from its surroundings and creatures near it. A Sanguine Wraith gains a 40ft radius of hunger which drains opponents in the area. Each round in the aura the subject has one random ongoing spell effect affecting the creature dispelled. The Sanguine Wraith may specify a particular effect if he is aware of it but if the Sanguine Wraith is mislead than the aura attempts to dispel the effect but fails to dispel anything on that particular creature for that round. If the subject has no ongoing spell effects than the subject must make a fort save or take 1 point of con damage and become fatigued.

Special Qualities: A vampire retains all of the special qualities of the base creature and gains those described below.

Shadow Form (Su): A Sanguine Wraith can corporeal versions of any creature it could transform into with its alternate form granted by the vampire or vampire lord template. In addition, the Sanguine Wraith can turn himself into a living version of his base race (Thus a human Sanguine Wraith could turn into a living human etc). While in the human version he looks alive and has a working metabolism and is vulnerable to disease and poison and the like. The one exception is that he is still healed by negative energy and harmed by positive energy. While in any corporeal form his strength score is now equal to his charisma score.

Gaseous Form (Su): As a standard vampire. However, due to familiarity with movement while in a state similar to gaseous form the vampire's normal flight speed is retained.

Unholy Endurance (Ex): The Sanguine Wraith gains one third of his charisma modifier (Rounded up) to his saving throws as a profane bonus. As well as gaining one third of his charisma modifier added to his maximum HP for each HD he possesses.

Vulnerability: A Sanguine Wraith is vulnerable to turning and has a -2 on his turn resistance as a result. In addition he has vulnerability to force damage.

Spectral Trait: Sanguine Wraith vary from each other. When the Sanguine Wraith is first created he may chose one of the following abilities. This decision can not be changed by any means.

Mass Telekinesis: While using the grapple version of his telekinesis supernatural ability a Sanguine Wraith can target up to 5 different creatures with it. If they are grappled they can all be subject to the Sanguine Wraith's blood drain ability
Regenerating Wraith: The Sanguine Wraith's fast healing doubles.
Overcome Weakness: The Sanguine Wraith can remove a single weakness that normally affects Sanguine Wraith's or Vampires (Such as their inability to enter private houses, their weakness to sunlight, or their vulnerability to fire)
Greater Hunger Aura: Regardless if a creature in the aura has an ongoing spell effect or not it must make a fort save or take con damage and become fatigued.
Controlled Hunger: The Sanguine Wraith no longer has any inescapable cravings and is no longer diet dependent on anything. The Sanguine Wraith has controlled its hunger and has mastered it.
Greater Endurance: The Sanguine Wraith's Unholy Endurance ability now uses one half of the Sanguine Wraith's charisma modifier to determine its bonuses.

Diet Dependent: A Sanguine Wraith no longer is diet dependent on blood and no longer has an inescapable craving for negative levels. It does however, now gain an inescapable craving for blood and is now diet dependent on magical energy (Which it satisfies using its Blood Aura. It must drain at least 5 levels in spells each day)

Abilities: Increase from the base vampire as follows: Dex +4, Int +4, Cha +4. As an undead creature, a Sanguine Wraith has no Constitution score and as an incorporeal creature it has no Strength Score.

Level Adjustment: Same as the base creature +2

CR Adjustment: Same as the base creature +2