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BelGareth
2014-07-18, 07:16 PM
The Dark One

ENTRY REQUIREMENTS
Alignment: Any Evil

Base Attack Bonus: +5

Special: Renounce your faith and turn to the Dark Lord for succor, accepting him as your new Lord and Master. Additionally, you must prove yourself worthy, by providing an act of sacrifice.

CLASS FEATURES

Class skills (4 + Int Modifier per level): The Dark Ones’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Command (Cha), Craft (Int), Diplomacy (Cha), Espinoage (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcane), Knowledge (the Planes), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), and Swim (Str).

Hit Dice: 1d10


LevelBABFortRefWillSpecialSoulmeldsEssentiaChakra binds
1st +1 +2 +0 +0 Undead Meldshaper, Aura of evil, detect good, poison use 110
2nd +2 +3 +0 +0 Dark blessing, sneak attack +1d6 120
3rd +3 +3 +1 +1 Command undead, aura of despair 130
4th +4 +4 +1 +1 Chakra binds (crown, feet, hands) 231
5th +5 +4 +1 +1 Aura of Terror 241
6th +6/+1 +5 +2 +2 Sneak attack +2d6 251
7th +7/+2 +5 +2 +2 Soulsight 362
8th +8/+3 +6 +2 +2 Chakra binds (arms, brow, shoulders) 362
9th +9/+4 +6 +3 +3 Dark Speech 372
10th +10/+5 +7 +3 +3 Sneak attack +3d6, Unholy Fury 483


Spells per day


Level1st2nd3rd4th
1st0---
2nd1---
3rd10--
4th11--
5th110-
6th111-
7th2110
8th2111
9th2211
10th2221


Weapon and Armor Proficiency: A Dark One is proficient with all simple and martial weapons, light armor, and shields.

Spells
A Dark One has the ability to cast a small number of divine spells. To cast a Dark One spell, a Dark One must have a Charisma score of at least 10 + the spell’s level, so a Dark One with a Charisma of 10 or lower cannot cast these spells.

Dark One bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the Dark One’s Charisma modifier. When the Dark One gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The Dark One’s spell list appears below. A Dark One has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Dark One prepares and casts spells just as a cleric does (though a Dark One cannot spontaneously cast cure or inflict spells).

Undead Meldshaper
At 1st level, you gain Undead Meldshaper as a bonus feat.

Meldshaping
Beginning at 1st level, a Dark One gains a limited ability to shape soulmelds, which are drawn from the soulborn soulmeld list (page 56). You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below). The Difficulty Class for a saving throw against a Dark One soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your Dark One level.

A Dark One can shape only a certain number of soulmelds per day. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Wisdom score minus 10 or the number of soulmelds on the table, whichever is lower. At 3rd level, you can shape one soulmeld at a time (assuming you have a Wisdom score of at least 11). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your character level, as noted in Magic of Incarnum, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (see Essentia, page 50).

A Dark One does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day (see Shaping Soulmelds, page 49).

Aura of Evil (Ex)
The power of a Dark One’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Detect Good (Sp)
At will, a Dark One can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison Use
Dark Ones are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.

Dark Blessing (Su)
A Dark One applies his Charisma modifier (if positive) as a bonus on all saving throws.

Sneak Attack
This ability, gained at 2nd level, is like the rogue ability of the same name. The extra damage increases by +1d6 every four levels beyond 2nd (6th and 10th). If a Dark One gets a sneak attack bonus from another source the bonuses on damage stack.

Aura of Despair (Su)
Beginning at 3rd level, the Dark One radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

Command Undead (Su)
When a Dark One reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.

Aura of Terror (Su)
Beginning at 5th level, the Dark One has mastered the art of projecting his maling will outwards. Those who stand against him know they stand against an unliving incarnation of darkness. All units adjacent to the Dark Ones unit suffer a penalty to their Morale and Power equal to his Charisma modifier. All units within 1 inch/charisma modifier and which have line of sight to the Dark One suffer a penalty to their Morale and Power equal to half his charisma modifier.

Soulsight (Su)
Beginning at 7th level, the Dark One has learned how to view the very soulstuff that infuses his soulmelds, allowing him to see the living in a different light. The Dark One gains Lifesense as a bonus feat.

Dark Speech
At 9th level, the Dark One gains Dark speech as a bonus feat.

Unholy Terror (Su)
At 10th level the Dark One is capable of intimidating those who serve to feats of extraordinary martial courage. Once per battle, he may select a number of units equal to 3 + his charisma bonus. These units gain a +4 bonus to power, toughness, and morale. This affect last 1 turn / for every 5 effective levels the Dark One has.

DARK ONE SPELL LIST
Dark Ones choose their spells from the following list:

1st Level
Blade of Blood, Blessed aim, Boneblast, Corrupt Weapon, Cause Fear, Cure Light wounds, Death Grimace, Demonflesh, Detect Incarnum, Distort Weapon, Divine Sacrifice, Faith Healing, False Peacebond, Inflict Light wounds, Investiture of the Spined Devil, Knight unberdened, Know Greatest Enemy, Magic Weapon, Mark of the Outcast, Protection from Incarnum, Resurgence, Secret Weapon, Strategic Charge, Summon Undead I, Summon Monster I*

2nd Level
Blade of Pain and fear, Boneblade, Bull’s strength, Clarity of Mind, Cure moderate wounds, Curse of Ill Fortune, Darkness, Death knell, Demoncall, Demonhide, Devils Eye, Divine Presence, Eagle’s splendor, Execration, Hand of Divinity, Inflict moderate wounds, Increased Virulence, Investiture of the Bearded Devil, Investiture of the Cain Devil, Soul of Shadow, Shatter, Summon Undead II, Summon monster II*, True Anathema, Veil of Shadow, Vestigewrack, Wave of Grief, Zeal

3rd Level
Abyssal Might, Bedevil, Contagion, Cure serious wounds, Deeper darkness, Deific Bastion, Demon wings, Fangs of the Vampire King, Hell's Power, Inflict serious wounds, Investiture of the Amnizu, Investiture of the Erinyes, Investiture of the Harvester Devil, Investiture of the Steel Devil, Mantle of Evil, Masochism, Protection from energy, Mass Resurgence, Sadism, Summon Undead III, Summon monster III*, Unholy Storm, Weapon of the Deity.

4th Level
Aligned Aura, Bleed, Chromatic Ray, Claws of the Savage, Cure critical wounds, Fracturing Weapon, Freedom of movement, Implacable Pursuer, Investiture of the Barbed Devil, Investiture of the Malebranche, Investiture of the Narzugon, Investiture of the Orthon, Inflict critical wounds, Manifest Death, Poison, Profane Item, Revenance, Shadow of the Dark Queen, Soulbleed Summon Undead IV, Summon monster IV*, Vile Lance, Lesser Visage of the Deity, Weapon of the Deity.

* = Evil creatures only

Gaiyamato
2014-07-18, 11:31 PM
I totally approve. :smallsmile:

EDIT: You should add an ability that links you with Thanifex etc. in some way also if you are going to make that a requirement, or just drop the Thanifex requirement entirely.

BelGareth
2014-07-19, 12:28 PM
I totally approve. :smallsmile:

EDIT: You should add an ability that links you with Thanifex etc. in some way also if you are going to make that a requirement, or just drop the Thanifex requirement entirely.

You have a good point, I put in their for more fluff than anything.

Do you have any suggestions?

I was thinking along the lines of utilizing the Blood points in some different way, or maybe the stored souls.

Maybe he can burn a soul stored within it to max out his essentia for a minute? But in doing so, it creates a permanent grievance with that souls god, like a "you just gained +1 to the resentment of x god"

This could cause some indelible link to be established, causing him to be unable to ever let go of the weapon by choice.

Gaiyamato
2014-07-19, 10:27 PM
You could link the stored blood points and the stored souls in two different scaling abilities that culminate in something cool in the capstone.
Unholy Terror is cool, but not really powerful for a class that requires you to be holding the one and only instance of a major diefic artifact in the world. lol.

EDIT:
Also remember that the armor etc. is a set.
So that could be tied in as well.