uagranger
2013-03-19, 05:23 AM
So this is my first attempt at homebrew. I feel it is horribly overpowered. Its based on the Character of Jackie Estacado from the Darkness comics and games. Also, i have no idea how to format this so my apologies if i screw it up.
The Vessel of Darkness
Level BAB FORT REF WILL ABILITIES
1 0 2 0 2 FearThe Light,Channeling,Whips of Darkness
2 1 3 0 3 Feast Most Foul
3 2 3 1 3 Darkness Powers, The Darkling
4 3 4 1 4 Bonus Feat, Greater Whips
5 4 4 1 4 Darkness Powers, Enhanced Channel
6 5 5 2 5 Improved feast
7 6/1 5 2 5 Darkness Powers
8 7/2 6 2 6 Greater Whips
9 8/3 6 3 6 Darkness Powers, Enhanced Channel
10 9/4 7 3 7 Improved Feast II
11 10/5 7 3 7 Darkness powers
12 11/6/1 8 4 8 Bonus Feat
13 11/6/1 8 4 8 Darkness Powers, Enhanced Channel
14 12/7/2 9 4 9
15 12/7/2 9 5 9 Darkness Powers
16 13/8/3 10 5 10 Greater Whips
17 13/8/3 10 6 10 Darkness Powers, Enhanced Channel
18 14/9/4 11 6 11 Army of Darkness
19 14/9/4 11 6 11 Darkness Powers
20 15/10/5 12 7 12 Dark Apotheosis, Enhanced Channel
HD: d8
Weapon and Armor Proficiency: Light armor and shields, all simple weapons
Skills: Skill Mod 6 - Bluff, Disguise, Escape Artist, Intimidate, Know (Religion), Know (planes), Profession, Stealth, Sense Motive, Sleight of hand, Use magic Device
Fear the Light (SU): A vessel has been deeply infused with the gifts and weaknesses of darkness. The Vessel cannot use his whips of darkness, call darkling, or any spell-like abilities granted by this class and cannot receive magical healing while in direct sunlight. He also gains darkvision 60ft if he did not already posses it. The Vessel may retain his Whips, Darkling, and SLAs for a number of rounds equal to his Vessel Level.
Or maybe his HD, what do you guys think?
Channeling (SU): One of the two primary abilities used by Vessels. This ability can be used with any weapon the Vessel is proficient in. He must attune a weapon to this ability, taking an hour long ritual, and the effects last until he attunes a new weapon.
Vessel Level Channel bonus Channel Bonus Damage
1 Magic +1d4
5 +1 +1d6
9 +3 +2d6
13 +5 +3d6
17 +7 +4d6
20 +9 +5d6
Whips of Darkness (SU): When in darkness, the vessel can conjure up a set of snake headed tentacles. These grant him extra tentacle attacks and a bonus to grapple checks based on however many he has active. They can be hidden/revealed with a move action (they confer no bonus when concealed).
Vessel level # of Whips Damage (Reach) Grapple Bonus
1 2 1d4 (10ft) +2
4 4 1d6 (15ft) +4
8 6 1d8 (20ft) +6
12 8 1d10 (25ft) +8
16 10 2d10 (30ft) +10
Feast Most Foul (SU): Starting at second level the Vessel can cannibalize the heart of a creature that possesses one. This restores a number of hit points equal to the character's Vessel Level. At 6th level the Vessel gains the ability to swallow whole (as the extraordinary ability) any opponent grappled with his Whips of Darkness ability. Devouring an opponent in this manner heals the Vessel as the first rank ability. At 10th level the Vessel gains the ability to "absorb" a single spell-like ability of the devoured creature, allowing the vessel one use of said spell-like ability.
The Darkling (SU): At third level the Vessel sheds a shard of his own consciousness into a physical manifestation of the darkness called a darkling. Its has the statistics of an imp and can communicate telepathically with the vessel at any range. It serves the Vessel faithfully and will accept any commands lest the Darkness itself commands otherwise (DM discretion). It progresses as a Druids animal companion of the Vessels level -2.
Darkness Powers: The darkness can grant a wide variety of unique capabilities. Starting at third level, and every two levels thereafter the Vessel may gain a new darkness power.
More Darklings- Req: Lvl 7, lvl 11, etc- The Vessel gains another darkling equal with power equal to his first -4 effective druid levels. May be taken again every four levels.
Hangman- After grappling an opponent using his whips the vessel may make a sunder or disarm check as a free action each turn the opponent is grapples at a +2 circumstance bonus. Can be taken multiple times, stacking the bonus and granting extra actions up to +8 and 4 attempts
The Swarm- Req: Lvl 10- The vessel gains the spell Insect Plague as a spell like ability, usable 3/day with an effective caster level equal to half his vessel level. This can be taken again granting an additional 3 uses per day.
Black Hole-Req: Lvl 15- The vessel gains the spell delayed blast fireball enhanced with the reaping spell metamagic feat. as a spell like ability usable 3/day with an effective caster level equal to half his vessel level, with the difference that the blast deals half raw damage and half negative energy damage.
Shield of Shadows- The vessel gains DR2/Holy while in low light and DR4/Holy in darkness. This ability may be taken up to DR20/Holy for taking it five times.
Fade to Black- Req: Lvl 7- this grants the vessel the hide in plain sight ability as long as he is not in direct light.
Mystic Channel-Req: Lvl 5- When attuning his channeled weapon, the Vessel may choose to change the enhancement bonus to an enchantment of equal power.
Dual Channel- The Vessel may split his channeling abilities enhancement bonus among two weapons (retaining the damage bonus on both).
Hell Shield- One of your whips may become a light shield (requiring a swift action to switch between tentacle and shield form). This grants +2 ac in low light, and +4 in darkness. This can be taken multiple times, up to +20 in darkness for taking it five times.
Whip Blades- There are now blades attached to his tentacles, allowing them to emulate (while retaining whip damage) any bladed weapon the vessel is proficient in. this allows them to benefit from feats affecting this weapon type (chosen when this ability is taken).
Power feeding- Req: Improved feast- By feeding using eat your heart out, the vessel recharges his daily uses of swarm and black hole.
Killer Swarm-Req: Lvl 15, Swarm- the vessel's swarm ability functions as if maximized, and can be used an additional three times per day.
Channeling Kata- Choosing this power bestows the Vessel to with the two weapon fighting feat while channeling. After seventh level this ability may be chosen again granting improved two weapon fighting. At least one weapon weilded in this matter must be attuned using the Channeling class feature.
Vision of truth- Req Lvl 10- the Vessel gains detect life and detect magic, usable at will.
Swinging darkness- Req Lvl 10- this ability allows the vessel to move using his whips to swing. He must be at least five feet from the ground and requires an anchor at least ten feet above that. He may move up to 50ft in a straight line as viewed from above but must end his move action on the ground.
Army of Darkness (SU): Alright, I need a good idea for a unique ability here. It was originally a group of imps one could summon.
Dark Apotheosis (SU): The darkness is now truly one with the vessel, he is no longer affected by Fear the Light, and becomes an outsider with the native and evil subtypes (regardless of his actual alignment). He stops aging and will never die from old age or suffer attribute penalties.
And, well thats what I got. What do you guys think? other than it sucks.
(also, table formatting is still giving me a headache sorry folks.)
The Vessel of Darkness
Level BAB FORT REF WILL ABILITIES
1 0 2 0 2 FearThe Light,Channeling,Whips of Darkness
2 1 3 0 3 Feast Most Foul
3 2 3 1 3 Darkness Powers, The Darkling
4 3 4 1 4 Bonus Feat, Greater Whips
5 4 4 1 4 Darkness Powers, Enhanced Channel
6 5 5 2 5 Improved feast
7 6/1 5 2 5 Darkness Powers
8 7/2 6 2 6 Greater Whips
9 8/3 6 3 6 Darkness Powers, Enhanced Channel
10 9/4 7 3 7 Improved Feast II
11 10/5 7 3 7 Darkness powers
12 11/6/1 8 4 8 Bonus Feat
13 11/6/1 8 4 8 Darkness Powers, Enhanced Channel
14 12/7/2 9 4 9
15 12/7/2 9 5 9 Darkness Powers
16 13/8/3 10 5 10 Greater Whips
17 13/8/3 10 6 10 Darkness Powers, Enhanced Channel
18 14/9/4 11 6 11 Army of Darkness
19 14/9/4 11 6 11 Darkness Powers
20 15/10/5 12 7 12 Dark Apotheosis, Enhanced Channel
HD: d8
Weapon and Armor Proficiency: Light armor and shields, all simple weapons
Skills: Skill Mod 6 - Bluff, Disguise, Escape Artist, Intimidate, Know (Religion), Know (planes), Profession, Stealth, Sense Motive, Sleight of hand, Use magic Device
Fear the Light (SU): A vessel has been deeply infused with the gifts and weaknesses of darkness. The Vessel cannot use his whips of darkness, call darkling, or any spell-like abilities granted by this class and cannot receive magical healing while in direct sunlight. He also gains darkvision 60ft if he did not already posses it. The Vessel may retain his Whips, Darkling, and SLAs for a number of rounds equal to his Vessel Level.
Or maybe his HD, what do you guys think?
Channeling (SU): One of the two primary abilities used by Vessels. This ability can be used with any weapon the Vessel is proficient in. He must attune a weapon to this ability, taking an hour long ritual, and the effects last until he attunes a new weapon.
Vessel Level Channel bonus Channel Bonus Damage
1 Magic +1d4
5 +1 +1d6
9 +3 +2d6
13 +5 +3d6
17 +7 +4d6
20 +9 +5d6
Whips of Darkness (SU): When in darkness, the vessel can conjure up a set of snake headed tentacles. These grant him extra tentacle attacks and a bonus to grapple checks based on however many he has active. They can be hidden/revealed with a move action (they confer no bonus when concealed).
Vessel level # of Whips Damage (Reach) Grapple Bonus
1 2 1d4 (10ft) +2
4 4 1d6 (15ft) +4
8 6 1d8 (20ft) +6
12 8 1d10 (25ft) +8
16 10 2d10 (30ft) +10
Feast Most Foul (SU): Starting at second level the Vessel can cannibalize the heart of a creature that possesses one. This restores a number of hit points equal to the character's Vessel Level. At 6th level the Vessel gains the ability to swallow whole (as the extraordinary ability) any opponent grappled with his Whips of Darkness ability. Devouring an opponent in this manner heals the Vessel as the first rank ability. At 10th level the Vessel gains the ability to "absorb" a single spell-like ability of the devoured creature, allowing the vessel one use of said spell-like ability.
The Darkling (SU): At third level the Vessel sheds a shard of his own consciousness into a physical manifestation of the darkness called a darkling. Its has the statistics of an imp and can communicate telepathically with the vessel at any range. It serves the Vessel faithfully and will accept any commands lest the Darkness itself commands otherwise (DM discretion). It progresses as a Druids animal companion of the Vessels level -2.
Darkness Powers: The darkness can grant a wide variety of unique capabilities. Starting at third level, and every two levels thereafter the Vessel may gain a new darkness power.
More Darklings- Req: Lvl 7, lvl 11, etc- The Vessel gains another darkling equal with power equal to his first -4 effective druid levels. May be taken again every four levels.
Hangman- After grappling an opponent using his whips the vessel may make a sunder or disarm check as a free action each turn the opponent is grapples at a +2 circumstance bonus. Can be taken multiple times, stacking the bonus and granting extra actions up to +8 and 4 attempts
The Swarm- Req: Lvl 10- The vessel gains the spell Insect Plague as a spell like ability, usable 3/day with an effective caster level equal to half his vessel level. This can be taken again granting an additional 3 uses per day.
Black Hole-Req: Lvl 15- The vessel gains the spell delayed blast fireball enhanced with the reaping spell metamagic feat. as a spell like ability usable 3/day with an effective caster level equal to half his vessel level, with the difference that the blast deals half raw damage and half negative energy damage.
Shield of Shadows- The vessel gains DR2/Holy while in low light and DR4/Holy in darkness. This ability may be taken up to DR20/Holy for taking it five times.
Fade to Black- Req: Lvl 7- this grants the vessel the hide in plain sight ability as long as he is not in direct light.
Mystic Channel-Req: Lvl 5- When attuning his channeled weapon, the Vessel may choose to change the enhancement bonus to an enchantment of equal power.
Dual Channel- The Vessel may split his channeling abilities enhancement bonus among two weapons (retaining the damage bonus on both).
Hell Shield- One of your whips may become a light shield (requiring a swift action to switch between tentacle and shield form). This grants +2 ac in low light, and +4 in darkness. This can be taken multiple times, up to +20 in darkness for taking it five times.
Whip Blades- There are now blades attached to his tentacles, allowing them to emulate (while retaining whip damage) any bladed weapon the vessel is proficient in. this allows them to benefit from feats affecting this weapon type (chosen when this ability is taken).
Power feeding- Req: Improved feast- By feeding using eat your heart out, the vessel recharges his daily uses of swarm and black hole.
Killer Swarm-Req: Lvl 15, Swarm- the vessel's swarm ability functions as if maximized, and can be used an additional three times per day.
Channeling Kata- Choosing this power bestows the Vessel to with the two weapon fighting feat while channeling. After seventh level this ability may be chosen again granting improved two weapon fighting. At least one weapon weilded in this matter must be attuned using the Channeling class feature.
Vision of truth- Req Lvl 10- the Vessel gains detect life and detect magic, usable at will.
Swinging darkness- Req Lvl 10- this ability allows the vessel to move using his whips to swing. He must be at least five feet from the ground and requires an anchor at least ten feet above that. He may move up to 50ft in a straight line as viewed from above but must end his move action on the ground.
Army of Darkness (SU): Alright, I need a good idea for a unique ability here. It was originally a group of imps one could summon.
Dark Apotheosis (SU): The darkness is now truly one with the vessel, he is no longer affected by Fear the Light, and becomes an outsider with the native and evil subtypes (regardless of his actual alignment). He stops aging and will never die from old age or suffer attribute penalties.
And, well thats what I got. What do you guys think? other than it sucks.
(also, table formatting is still giving me a headache sorry folks.)