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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.

Rierdrex
2007-02-19, 10:54 AM
It's a pleasant class for a Cyricist. The bonuses to charisma tied skills are useful to infiltrate an opposing faith or organization. I was wondering, if in that regard, one could choose to not be protected by Dark Bond, so as to avoid having your cover blown? The greater death attack seems a bit like overkill, considering the +15 bonus someone can get just with the class levels 5 rogue/5 assassin/10 flame of dark sun. With a normal death attack, you'd get a DC 25 fort save or die, and the int bonus isn't calculated yet. With greater sneak attack, it would be a DC 29 fort save or die, still without int mod added.

Harkone
2007-02-19, 11:03 AM
It's a pleasant class for a Cyricist. The bonuses to charisma tied skills are useful to infiltrate an opposing faith or organization. I was wondering, if in that regard, one could choose to not be protected by Dark Bond, so as to avoid having your cover blown? The greater death attack seems a bit like overkill, considering the +15 bonus someone can get just with the class levels 5 rogue/5 assassin/10 flame of dark sun. With a normal death attack, you'd get a DC 25 fort save or die, and the int bonus isn't calculated yet. With greater sneak attack, it would be a DC 29 fort save or die, still without int mod added.

The Dark Bond shouldn't blow the Flame's cover because the skull only manifests when attacked by "any harmful spell, spell-like ability, or supernatural ability that originates from the power of Cyric, including area effects." So it really only protects this particular unholy warrior of Cyric from his treacherous "allies" (often a problem for Cyricists).

As for the Greater Death Attack, I figure that by the time that takes effect, the character is already pretty high-level (at least 14th, by my calculations; the class pre-requisites require a character to be at least level 6 [fighter 2/rogue 4 just to meet the base attack req.]/assassin 1/flame of the dark sun 7).