Baron Corm
2006-11-14, 04:42 PM
Need some help with the names of the classes as well as some features... wasn't feeling too creative in that department. The flavor for the composer is that he builds and creates organic matter, while the destroyer dismantles and tears it down, kind of at a basic level. The composer is more caster oriented, the destroyer is more combat oriented, but both can do both. Before saying the classes are overpowered, note that the bonus feats cannot all be taken at the same time, you only get 4 of them. Tell me what you think.
A composer or destroyer immediately knows when the opposite class is within 1 mile of them, but not where. If he is within 20 ft and visible, the composer or destroyer can tell exactly where he is. The composer will immediately initiate battle with the destroyer (if he thinks he has a chance in hell), as each is the polar opposite of the other's core beliefs, similar to how a paladin would not think twice about smiting a blackguard. The destroyer would take special sadistic joy in smiting a composer, but doesn't necessarily feel the importance as strongly.
While the composer was compared to a paladin, his moral code is not as strict. He sometimes uses his abilities of creation to "overload" an enemy with life energy, giving his enemy a beneficial effect but also dealing CON damage. A paladin probably would not do this as it is very painful. This is his offensive ability, compared to the destroyer who likes to directly channel his distructive energy through physical weapons.
Composer
Table:
Level 1: Detect Destroyer, Cultivate, Bonus Feat
Level 2: Fast Healing +1, Build Self
Level 4: Fast Healing +2, Bonus Feat
Level 6: Fast Healing +3, Improved Build Self
Level 8: Fast Healing +4, Bonus Feat
Level 10: Fast Healing +5, Bonus Feat
Hit Die: d8
Skill Points at Each Level: 2 + Int modifier.
Base Attack Bonus: As druid.
Base Saves: High Fort, High Will, Low Reflex
Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge, Profession, Use Magic Device
Requirements
To qualify to become a composer, a character must fulfill all the following criteria:
Alignment: Any non-evil. A composer who becomes evil cannot gain new levels as a composer but retains all composer abilities.
Skills: Knowledge (nature) 10 ranks or at least eight levels of Druid.
Class Features
Detect Destroyer (Su)
A composer immediately knows when a destroyer is within 1 mile of her, but not where. If the destroyer is within 20 ft and visible, the composer can tell exactly where the destroyer is.
Cultivate (Sp)
The composer may cast Plant Growth 3x/day as the spell as a standard action. However, this version of Plant Growth can also increase the size catagory of a plant creature by 1, and is stackable up to three times, having no effect once a creature is Colossal size. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC per level of size increase. The spell is cast at caster level equal to the composer's class level.
Fast Healing (Ex)
The composer regains hitpoints that he has lost at the start of each round, starting with nonlethal damage. This ability does not regenerate lost body parts. At every even level, the composer's Fast Healing increases in potency by +1.
Build Self
Whenever the composer's remains would be destroyed by a spell such as Disintegration or Destruction, she may make a will save at DC 20 to avoid that effect.
Improved Build Self
After gaining 6 levels of composer, the player's character gains +2 CON.
Bonus Feat
At levels 1, 4, 8, and 10, the composer may select a bonus feat from the list.
Bonus Feat List
Greater Fast Healing
Benefit
The composer's Fast Healing amount listed doubles. Greater Fast Healing may not be taken if Creation or Fortify have already been taken.
Regenerate
Prerequisites
Greater Fast Healing, composer level 10
Benefit
The composer's Fast Healing turns into Regeneration, allowing him to regenerate a single lost body part or a large amount of superficial scarring, etc over the course of 48 hours. All damage types except acid and negative energy do nonlethal damage to the composer, who must be rendered unconcious and then killed with a coup de grace.
Rebuild
Benefit
Gives the composer a spell-like ability called Rebuild which can be used 1x/day as a standard action. Rebuild restores any level drain, stat decreases, non magical disease, and non magical poison, and grants the creature equal Fast Healing (but never Regeneration or Greater Fast Healing) to the composer for rounds equal to his WIS modifier. The latter effect does not stack with the composer's own Fast Healing.
Carpentry
Benefit
The composer may make any wooden object whole again by touching it. The composer must make a WIS check with the DC set at the difference between the current and maximum hitpoints of the object he is restoring. This check may be made once per round if failed. The object cannot be restored unless any and all of its broken off parts are within 10 ft of the composer, in which case they will re-attach themselves to the object. This effect does not work on any wooden creature with a movement speed, but will work on stationary trees/wooden creatures (not generic plants or plant creatures). If used on a creature who has a movement speed but is polymorphed into a stationary tree, the spell will fail. If the creature is unwilling, increase the DC by the HD of the creature.
Druidic Heritage
Prerequisites
Must have at least 4 levels of druid and 15+ WIS
Benefits
Every even level in the composer class gains you a caster level and spells per day in the druid class. Caster levels and spells per day are gained retroactively if this feat is taken later on.
Constructive Backlash
Benefits
Any healing spell that the composer casts (from a multiclassed class) can be declared offensive. If an enemy is healed with such a spell, he takes 1 CON damage per 5 damage healed and the spell is treated as a touch attack. If at least 5 CON damage is done in one healing spell, it so painful that the target is dazed for 1d4 rounds if he fails a will save, with a DC of (10 + class level + WIS modifier). Spell resistance applies. No more than 6 total CON damage may be accumulated by this spell, except by a use of Intensify.
Greater Build Self
Prerequisites
Build Self, composer level 10
Benefits
The composer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the composer still dies of old age when her time is up. In addition, she becomes immune to level drain, and upon death she gains the effects of Gentle Repose for 10 days.
Creation
Prerequisites
Composer level 4
Benefits
Once per day, as a standard action, the composer may "summon" a number of plant creatures which last 1 day. The creatures willingly aid him in combat or battle, perform a specific mission, or serve as bodyguards. A druid or ranger may summon these creatures to guard a location, in which case they last 7 days. The creatures may be turned irreversibly to dead plant material as a free action. At level 4, one assassin vine is summoned. At level 6 this becomes two assassin vines or one shambling mound, at level 8 it becomes three assassin vines or one assassin vine and one shambling mound, and at level 10 four assassin vines, two shambling mounds, or one shambling mound and two assassin vines are summoned. He actually must grow these creatures from a single existing plant within 20 ft. Grass, or any plant that is still living, is acceptable. This plant is destroyed. If Cultivate is used to make these creatures grow, they gain an extra +2 damage per level of growth in addition to the normal bonuses and penalties. Creation may not be used on plant creatures. It may not be taken if Greater Fast Healing has already been taken.
Build Companion
Prerequisites
Composer level 4, must have at least 4 levels of druid or ranger and 15+ WIS
Benefits
A druid or ranger's animal companion permanently gains one size catagory, with the bonuses and penalties listed under Cultivate, in addition to gaining hit points equal to 3x the druid or ranger's composer class level.
Fortify
Benefits
The composer's Fast Healing is negated, and he instead gains the listed amount as CON. This may not be taken if Greater Fast Healing has already been taken, but a bonus +3 CON is given at composer level 10. Rebuild still grants the listed Fast Healing, but this Fast Healing still does not work on the composer.
Overload
Prerequisities
Fortify, composer level 10
Benefits
3x/day, the composer may make a touch attack against an enemy to temporarily remove 4 CON from herself and 6 from the enemy. While this is in effect the composer gains Fast Healing 2, which is separate from her class ability and any abilities tied to it. The enemy gains +4 circumstance bonus to all attack rolls and saving throws, but is in immense pain throughout the duration, and must make a will save against DC 20 each round or be dazed for that round. This lasts 1 hour/class level, but if the target dies within that time, the composer's CON is healed within 1 hour, if it would have otherwise taken longer. The bonus fast healing goes away when the enemy dies or when the duration is over, whichever comes first. This ability cannot be used if another instance of it is in effect.
Intensify
Benefits
Taking this feat grants a spell-like ability used as a standard action. It multiplies any CON damage taken from Constructive Backlash and/or Overload by 2x unless a fort save is made, with a DC at (10 + composer class level + WIS modifier), in which case it increases CON damage by 2. This has no effect if the target has not been affected by Constructive Backlash and/or Overload, and may only be used once per day against any specific enemy.
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Destroyer
Table:
Level 1: Detect Composer, Hand of Destruction, Bonus Feat
Level 3: Aura of Decay +1, Bonus Feat
Level 5: Aura of Decay +2, Alignment Shift
Level 7: Aura of Decay +3, Bonus Feat
Level 9: Aura of Decay +4, Improved Hand of Destruction
Level 10: Aura of Decay +5, Bonus Feat
Hit Die: d8
Skill Points at Each Level: 2 + Int modifier.
Base Attack Bonus: As druid
Base Saves: High Fort, High Will, Low Reflex
Class Skills: Bluff, Concentration, Disable Device, Intimidate, Knowledge, Open Lock, Profession
Requirements
To qualify to become a destroyer, a character must fulfill all the following criteria:
Alignment: Any non-good. A destroyer who becomes good cannot gain new levels as a destroyer but retains all destroyer abilities except Detect Composer. However, if a destroyer ability is used, except deactivating the Aura of Decay, the character automatically becomes neutral (or could become evil if the ability is used in an evil way).
Skills: Knowledge (nature) 10 ranks or at least eight levels of Cleric with the Destruction domain.
Class Features
Detect Composer (Su)
A destroyer immediately knows when a composer is within 1 mile of her, but not where. If the composer is within 20 ft and visible, the destroyer can tell exactly where the composer is.
Hand of Destruction (Su)
Any time the destroyer kills an enemy in melee or ranged combat, its remains are destroyed as per a Destruction spell. The dieing creature may make a will save at DC (10 + destroyer class level + WIS mod) to avoid this effect. If failed, he may then make a fort save at the same DC to avoid the effect. In addition, the destroyer gains +1 profane bonus to all attacks at level 1. In any instance where Hand of Destruction is suppressed, this bonus goes away.
Improved Hand of Destruction (Su)
Starting at level 9, Hand of Destruction requires only a fort save.
Aura of Decay (Su)
The destroyer has an aura which causes all creatures within 10 ft of him to take negative energy damage at the start of each round. At every odd level except level 1 and including level 10, the destroyer's Aura of Decay increases in potency by +1. This aura harms allies as well as enemies, but not the destroyer. It may be turned off as a standard action. It may be turned on as a standard action 3x/day and lasts for 2 rounds/destroyer class level. Any creature killed by this aura has its remains destroyed as per a Destruction spell. The dieing creature may make will and fort saves similar to Hand of Destruction in order to avoid this fate, and this also becomes only a fort save at level 9.
Alignment Shift
After gaining 5 levels of destroyer, the player's character becomes evil. For example, a True Neutral Level 5 destroyer becomes Neutral Evil. This has no effect for destroyers who were already evil. At this point, a destroyer who becomes neutral cannot gain new levels as a destroyer but retains all destroyer abilities. However, if the character uses a destroyer ability, he automatically becomes evil and may gain levels in the class again. A destroyer who becomes good loses all abilities and cannot gain levels in the destroyer class until he becomes evil.
Bonus Feat
At levels 1, 3, 7, and 10, the destroyer may select a bonus feat from the list.
Bonus Feat List
Greater Aura of Decay
Benefit
The destroyer's Aura of Decay can block an amount of Fast Healing/Regeneration equal to the damage it does, in addition to doing the damage.
Aura of Destruction
Prerequisites
Greater Aura of Decay, destroyer level 10
Benefit
The destroyer's Aura of Decay turns into Aura of Destruction, dealing twice the listed damage. Aura of Destruction may not be taken if Dismantle has already been taken.
Aura of Decomposition
Prerequisites
Greater Aura of Decay, destroyer level 10
Benefit
The destroyer may augment his Aura of Decay with a standard action 1x/day, causing it to give any creature that is damaged by it 1 negative level and demon fever. This effect lasts for rounds equal to the destroyer's WIS modifier or his class level, whichever is higher, and can be turned off at will. The creature can resist the negative level with a Will save DC 20, and the demon fever as per its description.
Advance Deconstruction
Benefit
Gives the destroyer a spell-like ability called Advance Deconstruction which can be used 3x/day as a standard action touch attack. Advance Deconstruction causes any level drain or any effects of a disease or poison to be increased by 1.5x, to a minimum of 1 extra negative level, stat decrease, etc, rounded up. A save with a DC and type equal to the origin of the negative level, etc, can be made to decrease the loss by half, still rounded up, still to a minimum of 1. On a failed save, it also causes the affected creature to give off an Aura of Decay equal in potency to the destroyer's (but never Aura of Destruction or Greater Aura of Destruction) for rounds equal to his WIS modifier. The latter effect does not harm the destroyer, and the damage does stack with his own Aura. Any creature killed by this aura counts as if it was killed by the destroyer himself. Advance Deconstruction has no effect at all on a creature not afflicted by level drain, disease, or poison.
Improved Advance Deconstruction
Prerequisites
Advance Deconstruction, destroyer level 10
Benefits
Increases the multiplier of Advance Deconstruction to 3x.
Divine Destruction
Prerequisites
Must have at least 4 levels of cleric and 15+ WIS
Benefits
Every odd level in the destroyer class gains you a caster level and spells per day in the cleric class. Caster levels and spells per day are gained retroactively if this feat is taken later on.
Breakdown
Prerequisites
Must have at least 4 levels of cleric and 15+ WIS
Benefits
Any "inflict __ wounds" or Harm spell that the destroyer casts (from a multiclassed cleric class) automatically gains the Empowered metamagic effect, with no increase in spell level. If an enemy takes at least 30 damage from this spell, he takes 1d4-2 CON damage to a minimum of 1, with a second Will save allowed. This does not work against undead in any fashion.
Rip
Prerequisities
Must have at least 2d6 sneak attack
Benefits
The destroyer increases the potency of his sneak attack using his own special brand of deconstruction. If he chooses, any sneak attack damage may be changed to negative energy damage. Any creature damaged by this negative energy takes one negative level unless he makes a will save at DC 20. A creature who has gained a negative level from this effect cannot gain another unless the first one has been cured. In addition, at 3rd, 7th, and 10th level, he adds 1d6 damage to his sneak attack. This feat is retroactive if taken later.
Demolish
Prerequisites
Must have at least +10 BAB
Benefits
The destroyer may choose to have all damage done in a critical hit changed to negative energy damage, and to have his Aura of Decay activated if it is not already. This does not count against his activations per day. These effects must be activated together or not at all.
Dismantle
Prerequisites
Destroyer level 3
Benefits
Grants a spell-like ability that adds 1d10 negative energy damage to all attacks for 1 round/2 class levels or rounds equal to the destroyer's WIS modifier, whichever is higher. Any creature that takes this negative energy damage is also inflicted with demon fever, but is given a save as per demon fever's description.
A composer or destroyer immediately knows when the opposite class is within 1 mile of them, but not where. If he is within 20 ft and visible, the composer or destroyer can tell exactly where he is. The composer will immediately initiate battle with the destroyer (if he thinks he has a chance in hell), as each is the polar opposite of the other's core beliefs, similar to how a paladin would not think twice about smiting a blackguard. The destroyer would take special sadistic joy in smiting a composer, but doesn't necessarily feel the importance as strongly.
While the composer was compared to a paladin, his moral code is not as strict. He sometimes uses his abilities of creation to "overload" an enemy with life energy, giving his enemy a beneficial effect but also dealing CON damage. A paladin probably would not do this as it is very painful. This is his offensive ability, compared to the destroyer who likes to directly channel his distructive energy through physical weapons.
Composer
Table:
Level 1: Detect Destroyer, Cultivate, Bonus Feat
Level 2: Fast Healing +1, Build Self
Level 4: Fast Healing +2, Bonus Feat
Level 6: Fast Healing +3, Improved Build Self
Level 8: Fast Healing +4, Bonus Feat
Level 10: Fast Healing +5, Bonus Feat
Hit Die: d8
Skill Points at Each Level: 2 + Int modifier.
Base Attack Bonus: As druid.
Base Saves: High Fort, High Will, Low Reflex
Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge, Profession, Use Magic Device
Requirements
To qualify to become a composer, a character must fulfill all the following criteria:
Alignment: Any non-evil. A composer who becomes evil cannot gain new levels as a composer but retains all composer abilities.
Skills: Knowledge (nature) 10 ranks or at least eight levels of Druid.
Class Features
Detect Destroyer (Su)
A composer immediately knows when a destroyer is within 1 mile of her, but not where. If the destroyer is within 20 ft and visible, the composer can tell exactly where the destroyer is.
Cultivate (Sp)
The composer may cast Plant Growth 3x/day as the spell as a standard action. However, this version of Plant Growth can also increase the size catagory of a plant creature by 1, and is stackable up to three times, having no effect once a creature is Colossal size. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC per level of size increase. The spell is cast at caster level equal to the composer's class level.
Fast Healing (Ex)
The composer regains hitpoints that he has lost at the start of each round, starting with nonlethal damage. This ability does not regenerate lost body parts. At every even level, the composer's Fast Healing increases in potency by +1.
Build Self
Whenever the composer's remains would be destroyed by a spell such as Disintegration or Destruction, she may make a will save at DC 20 to avoid that effect.
Improved Build Self
After gaining 6 levels of composer, the player's character gains +2 CON.
Bonus Feat
At levels 1, 4, 8, and 10, the composer may select a bonus feat from the list.
Bonus Feat List
Greater Fast Healing
Benefit
The composer's Fast Healing amount listed doubles. Greater Fast Healing may not be taken if Creation or Fortify have already been taken.
Regenerate
Prerequisites
Greater Fast Healing, composer level 10
Benefit
The composer's Fast Healing turns into Regeneration, allowing him to regenerate a single lost body part or a large amount of superficial scarring, etc over the course of 48 hours. All damage types except acid and negative energy do nonlethal damage to the composer, who must be rendered unconcious and then killed with a coup de grace.
Rebuild
Benefit
Gives the composer a spell-like ability called Rebuild which can be used 1x/day as a standard action. Rebuild restores any level drain, stat decreases, non magical disease, and non magical poison, and grants the creature equal Fast Healing (but never Regeneration or Greater Fast Healing) to the composer for rounds equal to his WIS modifier. The latter effect does not stack with the composer's own Fast Healing.
Carpentry
Benefit
The composer may make any wooden object whole again by touching it. The composer must make a WIS check with the DC set at the difference between the current and maximum hitpoints of the object he is restoring. This check may be made once per round if failed. The object cannot be restored unless any and all of its broken off parts are within 10 ft of the composer, in which case they will re-attach themselves to the object. This effect does not work on any wooden creature with a movement speed, but will work on stationary trees/wooden creatures (not generic plants or plant creatures). If used on a creature who has a movement speed but is polymorphed into a stationary tree, the spell will fail. If the creature is unwilling, increase the DC by the HD of the creature.
Druidic Heritage
Prerequisites
Must have at least 4 levels of druid and 15+ WIS
Benefits
Every even level in the composer class gains you a caster level and spells per day in the druid class. Caster levels and spells per day are gained retroactively if this feat is taken later on.
Constructive Backlash
Benefits
Any healing spell that the composer casts (from a multiclassed class) can be declared offensive. If an enemy is healed with such a spell, he takes 1 CON damage per 5 damage healed and the spell is treated as a touch attack. If at least 5 CON damage is done in one healing spell, it so painful that the target is dazed for 1d4 rounds if he fails a will save, with a DC of (10 + class level + WIS modifier). Spell resistance applies. No more than 6 total CON damage may be accumulated by this spell, except by a use of Intensify.
Greater Build Self
Prerequisites
Build Self, composer level 10
Benefits
The composer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the composer still dies of old age when her time is up. In addition, she becomes immune to level drain, and upon death she gains the effects of Gentle Repose for 10 days.
Creation
Prerequisites
Composer level 4
Benefits
Once per day, as a standard action, the composer may "summon" a number of plant creatures which last 1 day. The creatures willingly aid him in combat or battle, perform a specific mission, or serve as bodyguards. A druid or ranger may summon these creatures to guard a location, in which case they last 7 days. The creatures may be turned irreversibly to dead plant material as a free action. At level 4, one assassin vine is summoned. At level 6 this becomes two assassin vines or one shambling mound, at level 8 it becomes three assassin vines or one assassin vine and one shambling mound, and at level 10 four assassin vines, two shambling mounds, or one shambling mound and two assassin vines are summoned. He actually must grow these creatures from a single existing plant within 20 ft. Grass, or any plant that is still living, is acceptable. This plant is destroyed. If Cultivate is used to make these creatures grow, they gain an extra +2 damage per level of growth in addition to the normal bonuses and penalties. Creation may not be used on plant creatures. It may not be taken if Greater Fast Healing has already been taken.
Build Companion
Prerequisites
Composer level 4, must have at least 4 levels of druid or ranger and 15+ WIS
Benefits
A druid or ranger's animal companion permanently gains one size catagory, with the bonuses and penalties listed under Cultivate, in addition to gaining hit points equal to 3x the druid or ranger's composer class level.
Fortify
Benefits
The composer's Fast Healing is negated, and he instead gains the listed amount as CON. This may not be taken if Greater Fast Healing has already been taken, but a bonus +3 CON is given at composer level 10. Rebuild still grants the listed Fast Healing, but this Fast Healing still does not work on the composer.
Overload
Prerequisities
Fortify, composer level 10
Benefits
3x/day, the composer may make a touch attack against an enemy to temporarily remove 4 CON from herself and 6 from the enemy. While this is in effect the composer gains Fast Healing 2, which is separate from her class ability and any abilities tied to it. The enemy gains +4 circumstance bonus to all attack rolls and saving throws, but is in immense pain throughout the duration, and must make a will save against DC 20 each round or be dazed for that round. This lasts 1 hour/class level, but if the target dies within that time, the composer's CON is healed within 1 hour, if it would have otherwise taken longer. The bonus fast healing goes away when the enemy dies or when the duration is over, whichever comes first. This ability cannot be used if another instance of it is in effect.
Intensify
Benefits
Taking this feat grants a spell-like ability used as a standard action. It multiplies any CON damage taken from Constructive Backlash and/or Overload by 2x unless a fort save is made, with a DC at (10 + composer class level + WIS modifier), in which case it increases CON damage by 2. This has no effect if the target has not been affected by Constructive Backlash and/or Overload, and may only be used once per day against any specific enemy.
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Destroyer
Table:
Level 1: Detect Composer, Hand of Destruction, Bonus Feat
Level 3: Aura of Decay +1, Bonus Feat
Level 5: Aura of Decay +2, Alignment Shift
Level 7: Aura of Decay +3, Bonus Feat
Level 9: Aura of Decay +4, Improved Hand of Destruction
Level 10: Aura of Decay +5, Bonus Feat
Hit Die: d8
Skill Points at Each Level: 2 + Int modifier.
Base Attack Bonus: As druid
Base Saves: High Fort, High Will, Low Reflex
Class Skills: Bluff, Concentration, Disable Device, Intimidate, Knowledge, Open Lock, Profession
Requirements
To qualify to become a destroyer, a character must fulfill all the following criteria:
Alignment: Any non-good. A destroyer who becomes good cannot gain new levels as a destroyer but retains all destroyer abilities except Detect Composer. However, if a destroyer ability is used, except deactivating the Aura of Decay, the character automatically becomes neutral (or could become evil if the ability is used in an evil way).
Skills: Knowledge (nature) 10 ranks or at least eight levels of Cleric with the Destruction domain.
Class Features
Detect Composer (Su)
A destroyer immediately knows when a composer is within 1 mile of her, but not where. If the composer is within 20 ft and visible, the destroyer can tell exactly where the composer is.
Hand of Destruction (Su)
Any time the destroyer kills an enemy in melee or ranged combat, its remains are destroyed as per a Destruction spell. The dieing creature may make a will save at DC (10 + destroyer class level + WIS mod) to avoid this effect. If failed, he may then make a fort save at the same DC to avoid the effect. In addition, the destroyer gains +1 profane bonus to all attacks at level 1. In any instance where Hand of Destruction is suppressed, this bonus goes away.
Improved Hand of Destruction (Su)
Starting at level 9, Hand of Destruction requires only a fort save.
Aura of Decay (Su)
The destroyer has an aura which causes all creatures within 10 ft of him to take negative energy damage at the start of each round. At every odd level except level 1 and including level 10, the destroyer's Aura of Decay increases in potency by +1. This aura harms allies as well as enemies, but not the destroyer. It may be turned off as a standard action. It may be turned on as a standard action 3x/day and lasts for 2 rounds/destroyer class level. Any creature killed by this aura has its remains destroyed as per a Destruction spell. The dieing creature may make will and fort saves similar to Hand of Destruction in order to avoid this fate, and this also becomes only a fort save at level 9.
Alignment Shift
After gaining 5 levels of destroyer, the player's character becomes evil. For example, a True Neutral Level 5 destroyer becomes Neutral Evil. This has no effect for destroyers who were already evil. At this point, a destroyer who becomes neutral cannot gain new levels as a destroyer but retains all destroyer abilities. However, if the character uses a destroyer ability, he automatically becomes evil and may gain levels in the class again. A destroyer who becomes good loses all abilities and cannot gain levels in the destroyer class until he becomes evil.
Bonus Feat
At levels 1, 3, 7, and 10, the destroyer may select a bonus feat from the list.
Bonus Feat List
Greater Aura of Decay
Benefit
The destroyer's Aura of Decay can block an amount of Fast Healing/Regeneration equal to the damage it does, in addition to doing the damage.
Aura of Destruction
Prerequisites
Greater Aura of Decay, destroyer level 10
Benefit
The destroyer's Aura of Decay turns into Aura of Destruction, dealing twice the listed damage. Aura of Destruction may not be taken if Dismantle has already been taken.
Aura of Decomposition
Prerequisites
Greater Aura of Decay, destroyer level 10
Benefit
The destroyer may augment his Aura of Decay with a standard action 1x/day, causing it to give any creature that is damaged by it 1 negative level and demon fever. This effect lasts for rounds equal to the destroyer's WIS modifier or his class level, whichever is higher, and can be turned off at will. The creature can resist the negative level with a Will save DC 20, and the demon fever as per its description.
Advance Deconstruction
Benefit
Gives the destroyer a spell-like ability called Advance Deconstruction which can be used 3x/day as a standard action touch attack. Advance Deconstruction causes any level drain or any effects of a disease or poison to be increased by 1.5x, to a minimum of 1 extra negative level, stat decrease, etc, rounded up. A save with a DC and type equal to the origin of the negative level, etc, can be made to decrease the loss by half, still rounded up, still to a minimum of 1. On a failed save, it also causes the affected creature to give off an Aura of Decay equal in potency to the destroyer's (but never Aura of Destruction or Greater Aura of Destruction) for rounds equal to his WIS modifier. The latter effect does not harm the destroyer, and the damage does stack with his own Aura. Any creature killed by this aura counts as if it was killed by the destroyer himself. Advance Deconstruction has no effect at all on a creature not afflicted by level drain, disease, or poison.
Improved Advance Deconstruction
Prerequisites
Advance Deconstruction, destroyer level 10
Benefits
Increases the multiplier of Advance Deconstruction to 3x.
Divine Destruction
Prerequisites
Must have at least 4 levels of cleric and 15+ WIS
Benefits
Every odd level in the destroyer class gains you a caster level and spells per day in the cleric class. Caster levels and spells per day are gained retroactively if this feat is taken later on.
Breakdown
Prerequisites
Must have at least 4 levels of cleric and 15+ WIS
Benefits
Any "inflict __ wounds" or Harm spell that the destroyer casts (from a multiclassed cleric class) automatically gains the Empowered metamagic effect, with no increase in spell level. If an enemy takes at least 30 damage from this spell, he takes 1d4-2 CON damage to a minimum of 1, with a second Will save allowed. This does not work against undead in any fashion.
Rip
Prerequisities
Must have at least 2d6 sneak attack
Benefits
The destroyer increases the potency of his sneak attack using his own special brand of deconstruction. If he chooses, any sneak attack damage may be changed to negative energy damage. Any creature damaged by this negative energy takes one negative level unless he makes a will save at DC 20. A creature who has gained a negative level from this effect cannot gain another unless the first one has been cured. In addition, at 3rd, 7th, and 10th level, he adds 1d6 damage to his sneak attack. This feat is retroactive if taken later.
Demolish
Prerequisites
Must have at least +10 BAB
Benefits
The destroyer may choose to have all damage done in a critical hit changed to negative energy damage, and to have his Aura of Decay activated if it is not already. This does not count against his activations per day. These effects must be activated together or not at all.
Dismantle
Prerequisites
Destroyer level 3
Benefits
Grants a spell-like ability that adds 1d10 negative energy damage to all attacks for 1 round/2 class levels or rounds equal to the destroyer's WIS modifier, whichever is higher. Any creature that takes this negative energy damage is also inflicted with demon fever, but is given a save as per demon fever's description.