View Full Version : Gravazlin[RACE], Psionic Tantrist[BASE], Tormentor[PRC], Fleshlord[PRC] [WIP][PEACH]

2013-11-16, 01:16 AM

Size: Medium
Type: Aberration
Ability Scores: STR: +4 DEX: +2 CON: +2 INT: +0 WIS: +0 CHA: +6
Speed: 40'
Natural Armor: +4
Special Attacks: Empathic feeding, Share Pain, Insanity Aura
Special Qualities: Low-light vision, Darkvision-60, All-round vision, Light Sensitive, Always Hungry, Fey Blood, Orc Blood, DR 5/Cold Iron, Psionic Resistance 8+HD
Alignment: Any Evil
Racial HD: 6RHD (See Blow)
Level Adjustment: +3

Empathic Feeding (Su): A Gravazlin can drain joyous emotions from humanoid beings. The Gravazlin must be within 30 feet of a living humanoid who is experiencing laughter, joy, or similar emotions (this includes emotions
evoked by magic, such as Tasha’s hideous laughter or similar). In a single round, a Gravazlin can feed on a number of people equal to its Charisma bonus. Any target who fails her DC (8+1/2HD+CHA) Will save takes 1 point of Charisma drain. Those drained to 0 Charisma in this fashion might become bleak ones (see Gray Jester entry, Heroes of Horror). Gravazlin feed on emotions but are at their weakest just after feeding. For 1 round after feeding, a Gravazlin loses it's natural Damage Reduction and its psionic resistance is reduced by 6.

Always Hungry(Ex):
A Gravazlin must drain a number of Charisma points equal to it's class level each day, or it is unable to use any Su power, cast spells, use psionic powers or use any SLA/PLA it possesses except Empathic Feeding from the following day and until it meets it's daily requirement.
Gravazlin that have not met their requirements for three days in a row must make a Will save DC 20 or enter a frenzy at dawn on each day. They cannot discern friend from foe without making a DC 18 Will save, and will attempt to feed on anyone who they are able at the first opportunity. They cannot make any Int, Wis or Cha based skill checks while in the frenzy.

Share Pain (Ex): As a standard action, a Gravazlin can fix its gaze on a single opponent within 30 feet. This gaze paralyzes the opponent with horrible pain for 1 round and leaves it shaken for 1d4+1 rounds after the paralysis wears off (Fortitude DC (10+1/2HD+CHA) negates both effects). Constructs, elementals, oozes, plants, and undead are immune to this ability.

Insanity Aura (Su): The forces swirling within the soul and psyche of a Gravazlin warp time and space and cause horrible hallucinations in those nearby. Any living creature within 10 feet of a Gravazlin must make a successful Will saving throw (DC 8 + 1/2HD+ WIS) each round or become confused for 1 round.

Light Sensitive(Ex):
Gravazlin are sensitive to bright lights. When in sunlight or with a light made from any equivalent source they suffer -2 to all skills checks and attack rolls.
Sudden bursts of light will blind them for 1D3 rounds unless they make a DC 16 Reflex save (or if a save is already allowed by the spell/effect then they must make it at +2 DC).

Fey Blood:
Gravazlin were created by magically blending Gray Jesters and Phaerlocks, then breeding them with Orog Orcs, they still retain some of their Fey heritage and count as Fey for the purpose of feats and prestige classes.

Orc Blood
Gravazlin were created by interbreeding magically created abominations with Orog Orcs (Underdark Orcs). They still retain much of their Orc heritage - including much of the appearance and so count as an Orc for all purposes.

Gravazlin Racial Hit Dice
Gravazlin have 6 Aberration RHD (http://www.d20srd.org/srd/typesSubtypes.htm#aberrationType).
These HD provide no weapon or armor proficiencies and Gravazlin possess no natural attacks. Gravazlin RHD stack with levels of Psionic Manifesting base classes to determine Power Points, Manifester level, Max power level available and powers known. They provide 1 bonus Power Point.
Class skills are Autohypnosis, Bluff, Concentration, Hide, Intimidate, Knowledge(Psionics), Knowledge(The Planes), Move Silently, Psicraft, Sense Motive.

New Feats

Pain Feeding [VILE]
Requires: 3+ RHD, Gravazlin, At least one Vile feat.
Benefit: Empathic Feeding may also feed from those experiencing pain, including from the Share Pain ability.

Improved Feeding [VILE]
Requires: 6 RHD, Gravazlin
Benefit: Drain 1D3 Charisma instead of just 1. Gravazlin weakness lasts for a number of rounds equal to the amount of Charisma drained.

Psionic Feeding [VILE]
Requires: Improved Feeding
Benefit: Drain an additional point of Charisma and regain Power Points equal to the amount of Charisma gained.

2013-11-17, 07:29 PM

Alignment: Chaotic Evil
Skills: Intimidate 8, Psicraft 8
Feats: Overchannel
Manifester level: 3+
Special: Share Pain


Abilities: Charisma powers all of the Tormentor's abilities. This in addition to the primary manifesting ability score is all a good Tormentor requires.

Hit Die: 1D8

Class Skills
The class skills (and the key ability for each skill) are...
Autohypnosis, Bluff, Concentration,Disguise, Heal, Hide, Intimidate, Knowledge(Psionics), Knowledge(The Planes), Listen, Move Silently, Psicraft, Sense Motive, Spot

Skill Points at Each Additional Level: 4 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Manifesting
1 | +0 | +0 | +0 | +2 | Chaotic Surge, Live My Nightmare | +1 level of existing manifesting class
2 | +1 | +0 | +0 | +3 | Disturbing Pain Touch, Madness Bastion | +1 level of existing manifesting class
3 | +1 | +1 | +1 | +3 | Boosted Chaotic Surge, Omniscient Whispers | +1 level of existing manifesting class
4 | +2 | +1 | +1 | +4 | Anarchic Nightmare Shroud | +1 level of existing manifesting class
5 | +2 | +1 | +1 | +4 | Brutal Nightmare Touch | +1 level of existing manifesting class

Class Features
All of the following are class features of the Tormentor

Weapon and Armor proficiencies
Tormentors gain no weapon or Armor proficiencies.

Chaotic Surge (Su): You embrace the chaos that underlies both your own turbulent mind and that of reality itself. Whenever you attempt a wild surge, you can instead choose to attempt a chaotic surge. When you attempt a chaotic surge, the benefit (and potential enervation) of a standard wild surge is unchanged. In addition to these effects, whenever you attempt a wild surge, you can choose to infuse the surge with the boiling possibility of real chaos. All variable numeric effects of a power successfully manifested with a chaotic surge are altered by a variable amount.

Live My Nightmare
Gain Live My Nightmare as a bonus feat.

A character with the Overchannel feat instead of the wild surge ability can also benefit from chaotic surge. The ability functions as described above, except you can activate it when using Overchannel. The benefits of Overchannel (and the damage you take from it) are unchanged. Roll d% to determine the result, according to the following table.
{table=head]d% | Result
01-25 | None
26-50 | Minus 50%
51-75 | Plus 50%
76-100 | Double

The variable numeric change from the chaotic surge is calculated after the power's level is adjusted for the base effect of the wild surge or Overchannel. Once the effective level of the power is determined, it is modified according to the table. A result of none means the power manifests normally (but taking into account the wild surge or Overchannel). A result of minus 50% means all variable numeric effects of the power function at half normal level, rounding down. A result of plus 50% means that all variable numeric effects of the power are increased by one-half (much as if the power had been altered with the Empower Power feat). A result of double means all variable numeric effects of the power are maximized, as if by the Maximize Power feat.

For the purposes of feats that modify potential downsides of psychic enervation, a chaotic surge counts as a wild surge.

Disturbing Pain Touch(Su): A Tormentor can channel fear and terror into anyone she touches, causing a terrible shock to the nervous system. To use this ability, you make a melee touch attack on a living target. If this attack hits, you deal 1d6 points of damage plus 1 point per class level of Tormentor you possess, and the target must succeed on a Will save (DC 8 + Manifester level + your Cha modifier) or become shaken for 1d4 rounds. This is a mind-affecting fear effect.

In addition by spending 2 power points you may affect the target with your Share Pain ability (saving throws and effects are separate).

You can spend power points to augment this supernatural ability, to a maximum of one point per class level. If you spend 1 power point, you can add your Charisma modifier to the damage you deal with your disturbing touch. If you spend 3 power points, the target becomes frightened for 1d4 rounds on a failed Will save. If you spend 4 power points, you heal yourself of as many points of damage as you deal when you use this ability.

These effects are not cumulative, so that gaining multiple effects requires spending the additional power points for each effect separately. For example, if you spend 3 power points in order to make a subject frightened, you do not also add your Charisma modifier to damage (though you could spend 4 power points to gain both effects).

Madness Bastion(Su):
Add your Charisma score to your Will saves. Take -1 on all Wisdom based skill checks.

Boosted Chaotic Surge(Su):
By drawing upon the power of Chaos and the Nightmare Realms the Tormentor may add her Charisma bonus, plus her levels in Tormentor to the Chaotic Surge roll when performing a Wild Surge or using Overchannel.

Omniscient Whispers
Gain Omniscient Whispers as a bonus feat.

Anarchic Nightmare Shroud(Su): Starting at 3rd level, you can expend your psionic focus in order to surround yourself with an ectoplasmic shroud drawn from your own mental energy and that of living creatures around you. This ghostly, translucent image usually reflects a horrific nightmarish vision, but might also take on shapes reflecting the fears of the creatures around you (you have no control over the nature of the image). The shroud lasts for a number of minutes equal to your Tormentor class level (or until you become psionically focused again, whichever comes first). The horrific appearance of the nightmare shroud grants you a bonus on Intimidate checks equal to your Tormentor class level. In addition, its ectoplasmic form grants you a deflection bonus to AC equal to your Tormentor class level.

You can spend power points to augment this supernatural ability. If you spend 4 power points, the shroud thickens so that your form can barely be seen within it, granting you concealment (20% miss chance). Once per day the concealment can be increased by drawing on the randomness of reality to improve the miss chance to 40%.

Brutal Nightmare Touch(Su):
Your Disturbing Pain Touch always triggers your Share Pain ability without needing to expend your Power Points.
You may also spend 3 Power Points to add your Charisma to the hit change for the touch attack. You may spend a number of power points up to your Manifester level to add that much bonus damage to the attack.
You may spend 5 Power Points to have the attack deal 1d3 points of Charisma damage, if used by a Gravazlin, she may spend 2 additional power points to have this stack with an Empathic Feeding attempt at the same time.

2013-11-17, 08:32 PM
Psionic Tantrist

Psionic Tantrist's have the following game statistics.
Abilities: Constitution and Charisma determine manifesting power.
Alignment: Any
Hit Die: D6
Starting Age: As Psion
Starting Gold: As Psion

Class Skills
The Psionic Tantrist's class skills (and the key ability for each skill) are

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

Enterprising Manager
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Power Points/Day | Powers Known | Maximum Power Level Known
1 | +0 | +2 | +0 | +0 | Sexual Code of Conduct, Powers Known, Power Points/Day, Discipline, Power Domain | 2 | 3 | 1st
2 | +1 | +3 | +0 | +0 | -- | 6 | 5 | 1st
3 | +1 | +3 | +1 | +1 | -- | 11 | 7 | 2nd
4 | +2 | +4 | +1 | +1 | -- | 17 | 9 | 2nd
5 | +2 | +4 | +1 | +1 | Bonus Feat | 25 | 11 | 3rd
6 | +3 | +5 | +2 | +2 | -- | 35 | 13 | 3rd
7 | +3 | +5 | +2 | +2 | -- | 46 | 15 | 4th
8 | +4 | +6 | +2 | +2 | -- | 58 | 17 | 4th
9 | +4 | +6 | +3 | +3 | -- | 72 | 19 | 5th
10 | +5 | +7 | +3 | +3 | Bonus Feat | 88 | 21 | 5th
11 | +5 | +7 | +3 | +3 | -- | 106 | 22 | 6th
12 | +6/+1 | +8 | +4 | +4 | -- | 126 | 24 | 6th
13 | +6/+1 | +8 | +4 | +4 | -- | 147 | 25 | 7th
14 | +7/+2 | +9 | +4 | +4 | -- | 170 | 27 | 7th
15 | +7/+2 | +9 | +5 | +5 | Bonus Feat | 195 | 28 | 8th
16 | +8/+3 | +10 | +5 | +5 | -- | 221 | 30 | 8th
17 | +8/+3 | +10 | +5 | +5 | -- | 250 | 31 | 9th
18 | +9/+4 | +11 | +6 | +6 | -- | 280 | 33 | 9th
19 | +9/+4 | +11 | +6 | +6 | -- | 311 | 34 | 9th
20 | +10/+5 | +12 | +6 | +6 | Bonus Feat | 343 | 36 | 9th

Class Features
All of the following are class features of the Psionic Tantrist

Weapon and Armor Proficiencies: Proficient with all simple weapons, and whips. No armor or shield proficiencies at all.

Sexual Code of Conduct
Because their powers derive from sex, Psionic Tantrists must be sexual and cannot benefit from feats such as Chaste Life or pursue prestige classes such as the divine celibate.

Powers Known
A Psionic Tantrist begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline, or those from your granted Power Domain (see below). You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Psionic Tantrist to learn powers from the lists of other disciplines or even other classes.) A Psionic Tantrist can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Psionic Tantrist can manifest powers in a day is limited only by his daily power points.

A Psionic Tantrist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must have at least one hour of sex, and get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Psionic Tantrist powers is 10 + the power’s level + the Psionic Tantrist’s Charisma modifier.

Maximum Power Level Known: A Psionic Tantrist begins play with the ability to learn 1st-level powers. As he attains higher levels, a Psionic Tantrist may gain the ability to master more complex powers.

To learn or manifest a power, a Psionic Tantrist must have an Constitution score of at least 10 + the power’s level.

Power Points/Day
A Psionic Tantrist's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Constitution score (see Table: Ability Modifiers and Bonus Power Points (http://www.d20srd.org/srd/psionic/classes/index.htm#abilitiesAndManifesters)). His race may also provide bonus power points per day, as may certain feats and items.

Every Psionic Tantrist must decide at 1st level which Psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items.

A Psionic Tantrist may chose from the following Disciplines:

Seer (Clairsentience)
Egoist (Psychometabolism)
Kineticist (Psychokinesis)
Telepath (Telepathy)

Power Domain
A Psionic Tantrist must chose one of the following Domains upon taking his first level. The powers listed are added to his list for powers he may learn, and he gains the Domain ability:

Power: Add Climb, Escape Artist, Jump, Swim and Tumble to the Psionic Tantrist Class skills.
1 - Psionic Block the Seed*
2 - Chameleon
3 - Ectoplasmic Form
4 - Metamorphosis
5 - Psionic Hedonist's Delight*
6 - Psionic Body to Body*
7 - Ethereal Jaunt, Psionic
8 - Psionic True Form*
9 - Metamorphosis, Greater

Power: Once per day you may make a soothing touch attack. This is a supernatural attack that removes fatigue and heals damage equal to your manifester level.
1 - Psionic vision of exquisite pleasure*
2 - Suggestion, Psionic
3 - Psionic Orgasmic Vibrations*
4 - Psionic vision of exquisite pleasure, mass*
5 - Psionic Persuasion*
6 - Psionic Orgasmic Vibrations, mass*
7 - Fission
8 - Fusion
9 - Time Regression

Power: You convert damage that you deal in one attack per day into healing for yourself, up to 1 point of damage per manifester level.
1 - Destiny Dissonance
2 - Painful Strike
3 - Empathic Feedback
4 - Psionic Wrack*
5 - Psionic Thousand Needles*
6 - Fuse Flesh
7 - Psionic Wave of Pain*
8 - Recall Death
9 - Psionic Eternity of Torture*

Power: Smite opposing alignment (as Paladin smite but any opposing alignment)
1 - Psionic Reverse Gender*
2 - Psionic Cursed Orgasm*
3 - Psionic Impotency*
4 - Psionic Fiendish Seed*
5 - Baleful Teleport
6 - Remote View Trap
7 - Psionic Insanity*
8 - Mind Switch, True
9 - Microcosm

* = New Power (converted from spell), see in spoiler below.

Bonus Feats
At level 5 and every 5th level after a Psionic Tantrist may chose any [PSIONIC] or [SEXUAL] feat he/she qualifies for as a bonus feat.



2013-11-17, 09:10 PM

Alignment: Chaotic or Neutral Evil
Skills: Psicraft 10, Heal 10
Feats: Live My Nightmare, Overchannel
Manifester level: 8+
Special: Wild shape, Change Shape racial ability, or the ability to alter form as a racial or class ability.


Abilities: Constitution

Hit Die: 1D6

Class Skills
The class skills (and the key ability for each skill) are...

Skill Points at Each Additional Level: 4 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Graft Reserve | Manifesting
1 | +0 | +2 | +0 | +0 | Graft Flesh, Swarm Shape +1/day |0 | +1 level of existing manifesting class
2 | +1 | +3 | +0 | +0 | Swarm Manifesting | 500| +1 level of existing manifesting class
3 | +1 | +3 | +1 | +1 | Swarm Shape +2/day | 700| +1 level of existing manifesting class
4 | +2 | +4 | +1 | +1 | Graft Mastery | 900| +1 level of existing manifesting class
5 | +2 | +4 | +1 | +1 | Swarm Shape +3/day | 1200| +1 level of existing manifesting class
6 | +3 | +5 | +2 | +2 | Talented | 1500| +1 level of existing manifesting class
7 | +3 | +5 | +2 | +2 | Swarm Shape +4/day | 2000| +1 level of existing manifesting class
8 | +4 | +6 | +2 | +2 | Graft mastery | 2500| +1 level of existing manifesting class
9 | +4 | +6 | +3 | +3 | Swarm Shape +5/day | 3000| +1 level of existing manifesting class
10 | +5 | +7 | +3 | +3 | Lord of Change | 4000| +1 level of existing manifesting class

Class Features
All of the following are class features of the Fleshlord

Weapon and Armor proficiencies
Fleshlords gain no weapon or Armor proficiencies.

Graft Flesh
Gain Graft Flesh as a bonus feat, even if you do not meet the pre-requisites for it.

Swarm Shape
A Fleshlord can take the form of a swarm of vicious little vermin and return to her own form at will. This effect is similar to that of a summon swarm spell, except that the swarm is of the same size category as the caster (and it has the same face statistic as the caster). The Fleshlord can choose the type of vermin from the table below. In swarm shape, she can move
at a speed of 15 feet, or up to 45 feet if the swarm flies (poor maneuverability). The swarm has the same number of hit points as the original creature (modified by the Fleshlord's Constitution bonus) and can be damaged by fire and area-effect spells and abilities. If the swarm is dispersed (by gust of wind, for example), the master of flies must return to her own shape. To do so, the dispersed creatures must first coalesce
(at the swarm's speed); the Fleshlord must take a standard action on the following round to transform.

At 5th level, a Fleshlord is able to take the shape of a swarm identical to that produced by an insect plague spell, except that the swarm can be no more than one size larger than the Fleshlord (you can choose the face if more
than one is available). This swarm can move at half the Fleshlord's normal speed and can fly at the same speed (clumsy maneuverability).

At 8th level, a Fleshlord is able to take the shape of a swarm identical to that produced by a creeping doom spell, except that the swarm can be no more than two size categories larger than the Fleshlord (you can choose the
face statistic if more than one is possible). This mass of vermin can only move at 10 feet per round and cannot fly. In all other respects, the swarm shape ability is identical to the druid's wild shape ability (see Chapter 3 of the Player's Handbook).

A Fleshlord may change form a number of times per day equal to half his/her constitution score plus the listed bonus on the table above (Fleshlord advancement table). The bonuses are not cumulative. You only gain the highest bonus listed for your levels in Fleshlord.

Available Swarms
{table=head] Fleshlord level required | Type
1+ | Maggots
1+ | Flies
1+ | something
2+ | Locust
2+ | Millipede
3+ | Centipede
4+ | something
5+ | something
7+ | something
10 | something
Note: Will add more as I find more suitable options.

Swarm Manifesting
You may always manifest any power you are able to normally manifest while in swarm shape as if in your natural form without penalty.

Graft mastery(Ex)
You learn how to create and apply grafts normally not available to your race by studying forbidden tomes and consulting ancient nameless sources. When you first gain the Graft Flesh feat, you choose a specific type of graft to associate with the feat (most likely silthilar grafts, or beholder or undead grafts from the Fiend Folio or Libris Mortis). At 4th level, you can select a new type of graft to add to the list. If you choose a graft type that normally requires the creator to be a member of that race (such as aboleth and illithid
grafts, or fiendish or yuan-ti grafts from the Fiend Folio), you ignore that restriction completely. You can select a second graft type at 8th level.

Gain Talented as a bonus feat.

Lord of Change
Undergoing the final change a Lord of change embraces his ever-altering and shifting many forms.
May change to any swarm shape available as a free action a number of times equal to his/her constitution bonus +6 times per day.

A Lord of Change may select 3 options from the following, these are permanently added in all forms. No choice may be selected more than once:

{table=head]Option | Benefit
Disease | All melee attacks using natural weapons/bit etc. gain a Disease attack. Fortitude DC 10+1/2HD+CON, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
Poison | All melee attacks using natural weapons/bit etc. gain a Poison attack. Injury, Fortitude DC 10+1/2HD+CON, initial and secondary damage 1d4 Dex.
Wounding | All melee attacks using natural weapons/bit etc. gain a Poison attack. Any living creature damaged by a Lord of Change continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Inhabit | While in swarm form the Lord of Change gains the ability to inhabit a corpse as the Hellwasp ability.
something | something
something | something
something | something
something | something
something | something
Note: Will add more as I find more suitable options.

2013-11-18, 12:14 AM
Alternative Class Features

Tantric Powerhouse
Requires: Gravazlin, Sexual Code of Conduct
Lose: Power Domain
Gain: Add Charisma to bonus Power Points per HD (in addition to bonus Power Points from high Constitution score)

Tantric Pain Master
Requires: Share Pain (Gravazlin or Phaerlock), Sexual Code of Conduct
Lose: Power Domain, Discipline
Gain: Increase the range of Share Pain by 5' per 1 Power Point spent. For each 2 Power Points Spent increase both effects by 1 round and the save DC to resist by 1.

Psionic Darkfire Wielder
Requires: Sexual Code of Conduct, Spellfire Wielder feat, Evil
Lose: Bonus PP from high CON Score
Gain: Absorb Psionic powers in additional to spells cast at you. Take 1 WIS damage to be able to channel Power Points up to your Manifester level as bonus damage on your next spellfire attack. If you do this the attack gains the Psionic subtype for bypassing Damage Reduction.