Harkone
2007-02-18, 03:21 PM
FLAME OF THE DARK SUN
Requirements:
Patron Deity: Cyric
Alignment: NE, CE
Base Attack: +5
Feats: Iron Will, Lightning Reflexes, Power Attack, and Quick Draw OR Blood-Spiked Charger (PHB II)
Skills: Bluff 5 ranks, Intimidate 8 ranks, Knowledge: Religion 3 ranks, Sense Motive 3 ranks, Tumble 5 ranks
Special: Membership in the Flames of the Dark Sun of the Dark Redoubt.
Special: Cannot have any cleric levels.
HD: d8 Base Attack Bonus: +1 Favored Saving Throws: Fortitude and Reflex
Class Skills (4+Int): Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge: Religion, Move Silently, Ride, Sense Motive, Sleight of Hand, Swim, Tumble
-Gains proficiency with the longsword; gains no armor or shield proficiency
Class Abilities:
1st: Dark Bond
Skilled Prevarication
2nd: Secret Blade
Bonus Feat: Poison Use
3rd: Dark Flames
+1d6 sneak attack OR bonus Fighter feat
4th: Cyric’s Glory 1/day
5th: Flesh of the Prince 1/day
Bonus Feat: Improved Poison Use
6th: Improved Prevarication
+1d6 sneak attack OR bonus Fighter feat
7th: Death Attack
8th: Cyric’s Glory 2/day
Bonus Feat: Supreme Poison Use
9th: +1d6 sneak attack OR bonus Fighter feat
10th: Flesh of the Prince 2/day
Dark Bond: A Flame of the Dark Sun is immune to any harmful spell, spell-like ability, or supernatural ability that originates from the power of Cyric, including area effects. Whenever this ability is triggered, a brief manifestation of a skull surrounded by black flames appears above the Flame of the Dark Sun’s head.
Skilled Prevarication: The Flame of the Dark Sun gains a +2 on Bluff and Intimidate checks. They also gain a +4 bonus on saving throws against the spells discern lies and zone of truth.
Secret Blade: The Flame of the Dark Sun gains the ability to magically hide an item as if he were wearing a glove of storing. Only one item can be concealed at a time in this manner, although the Flame of the Dark Sun can cause the item to reappear in either hand as a free action, regardless of which hand was used to store the item.
Dark Flames: The Flame of the Dark Sun gains the ability to invoke black flames of negative energy from his hands. The flames are a ranged touch attack with a range of 10’ that deals 1d6 damage per Hit Die of the user (maximum 20d6). Undead are healed rather than damaged by this effect. A Flame of the Dark Sun can use this ability a number of times per day equal to 1 + his CHA modifier. The black flames can be invoked additional times per day beyond this number, but the user suffers 2 points of temporary WIS damage each time.
Cyric’s Glory: As a free action, the Flame of the Dark Sun can gain a +4 bonus to his CHA and a +2 morale bonus on Will saves. This effect lasts a number of minutes equal to 1 + the user’s (improved) CHA modifier.
Flesh of the Prince: When this ability is invoked (as a free action), the user’s skin turns chalk white and his eyes turn dark and blaze with infernal energy. The Flame of the Dark Sun gains a +4 bonus to his CHA, a +2 morale bonus on Will saves, a +2 natural armor bonus to AC, and a +2 deflection bonus to AC. In addition, any longsword wielded by the Flame of the Dark Sun begins to trail dark flames, becoming a +1 flaming weapon. This effect lasts a number of rounds equal to 1 + the user’s (improved) CHA modifier. When the effect ends, the Flame of the Dark Sun is fatigued until he is able to rest for 1 minute.
Improved Prevarication: The Flame of the Dark Sun now gains a +4 on Bluff and Intimidate checks. They also now gain a +8 bonus on saving throws against the spells discern lies and zone of truth.
Death Attack: The Flame of the Dark Sun can make a death attack as an Assassin (fortitude save DC: 10 + Flame of the Dark Sun class level + INT modifier or die); the Flame of the Dark Sun does not have the option of making a paralyzing attack instead. If the Flame of the Dark Sun has levels of Assassin, he may add those class levels to his Flame of the Dark Sun class levels for the purpose of calculating the save DC for his death attack ability (see the Assassin in DMG). If the Flame of the Dark Sun already has the Death Attack ability, he instead gains a Greater Death Attack, which adds +4 to the fortitude save DC of his Death Attack.
Requirements:
Patron Deity: Cyric
Alignment: NE, CE
Base Attack: +5
Feats: Iron Will, Lightning Reflexes, Power Attack, and Quick Draw OR Blood-Spiked Charger (PHB II)
Skills: Bluff 5 ranks, Intimidate 8 ranks, Knowledge: Religion 3 ranks, Sense Motive 3 ranks, Tumble 5 ranks
Special: Membership in the Flames of the Dark Sun of the Dark Redoubt.
Special: Cannot have any cleric levels.
HD: d8 Base Attack Bonus: +1 Favored Saving Throws: Fortitude and Reflex
Class Skills (4+Int): Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge: Religion, Move Silently, Ride, Sense Motive, Sleight of Hand, Swim, Tumble
-Gains proficiency with the longsword; gains no armor or shield proficiency
Class Abilities:
1st: Dark Bond
Skilled Prevarication
2nd: Secret Blade
Bonus Feat: Poison Use
3rd: Dark Flames
+1d6 sneak attack OR bonus Fighter feat
4th: Cyric’s Glory 1/day
5th: Flesh of the Prince 1/day
Bonus Feat: Improved Poison Use
6th: Improved Prevarication
+1d6 sneak attack OR bonus Fighter feat
7th: Death Attack
8th: Cyric’s Glory 2/day
Bonus Feat: Supreme Poison Use
9th: +1d6 sneak attack OR bonus Fighter feat
10th: Flesh of the Prince 2/day
Dark Bond: A Flame of the Dark Sun is immune to any harmful spell, spell-like ability, or supernatural ability that originates from the power of Cyric, including area effects. Whenever this ability is triggered, a brief manifestation of a skull surrounded by black flames appears above the Flame of the Dark Sun’s head.
Skilled Prevarication: The Flame of the Dark Sun gains a +2 on Bluff and Intimidate checks. They also gain a +4 bonus on saving throws against the spells discern lies and zone of truth.
Secret Blade: The Flame of the Dark Sun gains the ability to magically hide an item as if he were wearing a glove of storing. Only one item can be concealed at a time in this manner, although the Flame of the Dark Sun can cause the item to reappear in either hand as a free action, regardless of which hand was used to store the item.
Dark Flames: The Flame of the Dark Sun gains the ability to invoke black flames of negative energy from his hands. The flames are a ranged touch attack with a range of 10’ that deals 1d6 damage per Hit Die of the user (maximum 20d6). Undead are healed rather than damaged by this effect. A Flame of the Dark Sun can use this ability a number of times per day equal to 1 + his CHA modifier. The black flames can be invoked additional times per day beyond this number, but the user suffers 2 points of temporary WIS damage each time.
Cyric’s Glory: As a free action, the Flame of the Dark Sun can gain a +4 bonus to his CHA and a +2 morale bonus on Will saves. This effect lasts a number of minutes equal to 1 + the user’s (improved) CHA modifier.
Flesh of the Prince: When this ability is invoked (as a free action), the user’s skin turns chalk white and his eyes turn dark and blaze with infernal energy. The Flame of the Dark Sun gains a +4 bonus to his CHA, a +2 morale bonus on Will saves, a +2 natural armor bonus to AC, and a +2 deflection bonus to AC. In addition, any longsword wielded by the Flame of the Dark Sun begins to trail dark flames, becoming a +1 flaming weapon. This effect lasts a number of rounds equal to 1 + the user’s (improved) CHA modifier. When the effect ends, the Flame of the Dark Sun is fatigued until he is able to rest for 1 minute.
Improved Prevarication: The Flame of the Dark Sun now gains a +4 on Bluff and Intimidate checks. They also now gain a +8 bonus on saving throws against the spells discern lies and zone of truth.
Death Attack: The Flame of the Dark Sun can make a death attack as an Assassin (fortitude save DC: 10 + Flame of the Dark Sun class level + INT modifier or die); the Flame of the Dark Sun does not have the option of making a paralyzing attack instead. If the Flame of the Dark Sun has levels of Assassin, he may add those class levels to his Flame of the Dark Sun class levels for the purpose of calculating the save DC for his death attack ability (see the Assassin in DMG). If the Flame of the Dark Sun already has the Death Attack ability, he instead gains a Greater Death Attack, which adds +4 to the fortitude save DC of his Death Attack.