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View Full Version : Pathfinder [Hybrid Class] Inritite (Shadowcaster/Malefactor) [PEACH]



Xuldarinar
2014-08-27, 03:22 AM
INRITITE (HYBRID CLASS (http://www.d20pfsrd.com/classes/hybrid-classes))

Hosts of insidious entities born of the thoughts and emotions that lie in shadow itself, inritites exists for the sole purpose of eliminating all mortal life. While some may be afflicted and still attempt to pursue their lives as if never touched, most Inritites are forced to learn to not only cope with their curse, but wield it to their own ends, visiting upon their foes death. Even the most benign inritite is a murderer by nature, for they must kill. Not only to gain the energy to wield their abilities, but to survive.
Role: Inritites operate as a unique blend of a melee combatant and a spellcaster, using their mysteries at any range they can reach, but making sure that they are within close range upon their victim's demise.
Alignment: Any.
Hit Die: d8.
Special: Creatures of the Outsider type, aside from native outsiders, cannot take levels in this class.
Parent Classes: Malefactor (http://www.d20pfsrd.com/classes/3rd-party-classes/total-party-kill-games-classes/malefactor) and Shadowcaster (https://docs.google.com/file/d/0B7pX5JzphJ4ya3YxNl91anlmLTQ/edit)
Starting Wealth: 3d6 x 10gp (Average 105gp)

CLASS SKILLS
The Inritite's class skills are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (the plane), Perception (Wis), Profession (any) (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int modifier.

Table: The Inritite
Level Base Attack Bonus Fort Save Ref Save Will Save Special Mysteries Known Parasitic Reservoir
1st +0 +0 +2 +2 Mysteries of Inritus Irritus (Apprentice), Fundamentals of Shadow, Inrirtus Soul 1 1
2nd +1 +0 +3 +3 - 2 1
3rd +2 +1 +3 +3 Sustaining Parasitism (Darkvision) 2 2
4th +3 +1 +4 +4 - 3 2
5th +3 +1 +4 +4 Improved Parasitism (20') 3 3
6th +4 +2 +5 +5 Sustaining Parasitism (No need to eat or drink) 4 3
7th +5 +2 +5 +5 Bonus Fundamental 4 4
8th +6/+1 +2 +6 +6 - 5 4
9th +6/+1 +3 +6 +6 Sustaining Parasitism (Diminish Living Defenses) 5 5
10th +7/+2 +3 +7 +7 Fundamentals of Shadow (Extraordinary) 6 5
11th +8/+3 +3 +7 +7 Improved Parasitism (30') 6 6
12th +9/+4 +4 +8 +8 Mysteries of Inritus Irritus (Initiate Mysteries), Sustaining Parasitism (No need to sleep) 7 6
13th +9/+4 +4 +8 +8 Bonus Fundamental 7 7
14th +10/+5 +4 +9 +9 - 8 7
15th +11/+6/+1 +5 +9 +9 Sustaining Parasitism (Immune to poison/disease) 8 8
16th +12/+7/+2 +5 +10 +10 - 9 8
17th +12/+7/+2 +5 +10 +10 Improved Parasitism (40') 9 9
18th +13/+8/+3 +6 +11 +11 Sustaining Parasitism (Prolonged) 10 9
19th +14/+9/+4 +6 +11 +11 Bonus Fundamental 10 10
20th +15/+10/+5 +6 +12 +12 Sustaining Parasitism (Part with Mortality) 11 10


CLASS FEATURES
All of the following are class features of the Inritite class.
-Weapon and Armor Proficiencies: Inritites are proficient with all simple weapons. They are proficient with light and medium armor but not with shields.
-Fundamentals of Shadow (Su or Ex): Inritites inherently have a command of the most basic powers of shadow magic. These powers, known as fundamentals, function as supernatural abilities, usable at-will. An inritite begins with 2 fundamentals and gain an additional fundamental at 7th, 13th and 19th level. The save DC of any fundamental is 10 + 1/2 caster level + Wisdom modifier.
At 10th level, an inritite may use a fundamental as an extraordinary ability, but doing so takes a full round action and no Metashadow feats can be used in conjunction with that fundamental.
-Mysteries of Inritus Irritus (Su): Inrities invoke mystical secrets called mysteries through their unique bonds with their inritus irritus demon. An inritite gains knowledge of 1 mystery at 1st level, 2nd level, and every even numbered level thereafter. Until 12th level, an inritite can only acquire knowledge of apprentice mysteries, at which point he gain access to initiate mysteries.
-Shadow magic progresses in very specific stages. An inritite may not "jump ahead" in a path, although he does not need to complete his knowledge of a given path if he do not wish to. Within a category, he can only learn mysteries of a new level if he has learned at least 2 mystery of a previous level, and must know all previous mysteries within a path to select a mystery from that path. However, an inritite can always select the first mystery in a path of a category he has access to, even if he didn't complete the lower category paths.
-In order to cast a mystery, an inritite must have a Wisdom score of at least 10 + the mystery’s level, and expend a number of parasitic points equal to the level of the mystery. The save DC for his mysteries equals 10 + 1/2 class level + his Wisdom modifier.
-Levels in this class count for the purpose of deterring the inritite’s overall caster level.
-Inritus Soul (Ex): Inritites, be it by birth or by the influence of beings nonexistent, lack actual souls. Instead, an incorporeal entity called an inritus irritus demon takes the place of the inritite's soul. As such, they have the following traits:

Inritites can not be the target of effects that are dependent upon them possessing a soul.
Inritites do not possess life after death, and as such cannot be brought back by means short of limited wish, wish, miracle, or true resurrection.
Inritites are difficult to detect. Whenever a spell or a similar effect that would otherwise be able to detect the inritite, they automatically make a Will save to avoid detection (DC 10 + caster level of the spell - the inritite's class levels). If the inritite succeeds on this save, the detection spell ignores the presence of the inritite. As far as the detection spell is concerned, he does not exist. For spells that have an on going effect, they must make a new save every minute they are subjected to it.
Inritites do not naturally heal, and all healing derived from positive or negative energy effects only provide half as much health.
-Parasitic Reservoir (Ex): Inritites are capable of storing energy drawn from living beings for later use, simply known as their parasitic reservoir. The maximum number of points in the inritite's parasitic reservoir based on their level, as listed on the table above, plus their Wisdom modifier, to a minimum of 1. Every 24 hours, at the same time every day and usually during a period of rest, points are drained from the inritite's parasitic reservoir, allowing them to heal a number of hit points equal to the points expended - 1, per inritite level. For instance, a 5th level inritite would heal 5 hit points for every point spent after the first at this time.
-If the inritite does not expend any points from their parasitic reservoir at this time, be it by choice or that they simply have 0 points in their parasitic reservoir, they instead take a number of points of damage equal to their number of hit dice. An inritite's parasitic reservoir does not automatically replenish from day to day. An inritite may add points to their reservoir when a creature dies within 10' of themselves, the number of points that would be gained through this is equal to half of the HD of the creature, to a minimum of 1. If this would put them over their maximum number of points for their parasitic reservoir, then any extra points are lost.
-Sustaining Parasitism (Ex): As an inritite increases in level, the inritus irritus demon that has taken the place of his soul grows stronger with him, altering the inritite in the process.
-Beginning at 3rd, an inritite gains darkvision out to 30'. If they already have darkvision from another source, increase their darkvision by 30'.
-Beginning at 6th, an Inritite no longer needs to eat or drink to maintain health
-Beginning at 9th, an inritite begins to radiate an aura that makes living creature more susceptible to effects. Living creatures, including the inritite if applicable, creatures within the range the inritite can acquire points for their parasitic reservoir take a -3 profane penalty on their saving throws. This penalty increases to -4 at 15th level. an inritite becomes immune to their own aura so long as they have points in their parasitic pool.
-Beginning at 12th, An inritite acquires immunity to non-magic sleep effects. Furthermore, an inritite of at least 12th level only needs 2 hours of sleep to gain the same benefits as 8 hours of sleep. This does allow them to regain use of their mysteries after only 2 hours of rest, but does not allow them to regain the use of mysteries more than once per day.
-Beginning at 15th, An inritite gains immunity to non-magical diseases and poisons.
-Beginning at 18th, the inritite can survive deeper into negative hit points without actually dying. For every parasitic point in their reservoir, increase the number of hit points below 0 required for the inritite to actually die. For instance, if the inritite possesses 6 points in their parasitic pool, an inritite dies when they reach -16 hit points instead of -10. If the inritite possesses the die hard feat, he passes out at -10 hit points regardless of the number of points currently in their parasitic reservoir.
-Beginning at 20th, the inritite ceases to be a mortal creature. Make the following changes to the inritite:

The inritite becomes a native outsider.
The inritite's constitution becomes a non-ability. For the purpose of all constitution related effects, use Wisdom.
The inritite ceases to age altogether, possesses no maximum age, and no longer take ability score penalties for aging.

-Improved Parasitism: As an inritite advances, their ability to sap energy from their foes increases as does their ability to utilize the energy the energy they siphon. Starting at 5th level, they may increase the maximum range in which dealing lethal damage may grant them a parasitic point to 20'. At 11th level the range of this effect increases to 30', and at 17th level the range of this effect increases to 40'.

Ex-Inritites
Although far from an easy feat, it is possible for an inritite to have the Inritus Irritus Demon that has taken place of their soul removed. When this happens, an Inritite loses all class features except for proficiencies and Inritus soul, and cannot advance in the inritite class. Restoring to them their soul is a separate effort, which then would then remove the Inritus soul class feature.

Xuldarinar
2014-08-28, 11:13 PM
FAVORED CLASS OPTIONS

Dhampir: Add +1/4 to the inritite's caster level when casting mysteries of the necromancy school.
Drow: Add +1/2 bonus to the inritite's spell resistance.
Fetchling: Add +1/2 to either cold or electricity resistance (maximum resistance 10 for either type)
Half-Elf: ???
Human: Add +1/2 mystery known. This mystery does not count towards access to higher level mysteries.
Wayang: Add +1/2 point of damage to any illusion mysteries of the shadow sub school cast by the inritite.

FEATS
The following class specific feats are available to an inritite character who meets the necessary prerequisites.

Deepened Reservoir
Prerequisites: Parasitic Reservoir class feature.
Benefit: Increase the size of your parasitic reservoir by 2.
Special: You can gain Deepened Reservoir multiple times.

Inritite Dilettante
Prerequisites: Inritite 1st level, atleast 1 level in another class.
Benefit: Select one class other than the inritite class that you possess levels in. For the purpose of determining healing from parasitic points expended at the end of the day, as well as avoiding detection via Inritus soul, add the levels in the chosen class to your inritite level.


________________________
Q&A
Just a short section where i'll answer some questions I figure may be asked.


Why 'Inritite'?
The name for the class is what it is for a couple of reasons. Inritite combines the latin word Inritus and the suffix -ite. I used this for two reasons, one being in reference to the Inritus Irritus Demons (Just read up on Complete Shadow), and the other is a jab at itself given that Inritus can mean: Futile, Ineffective, Invalid, Powerless, Unsuccessful, Useless, and Void. Given this, you could say they are followers of void, or they are ineffective followers. This secondary meaning can speak for the class itself if I didn't do a good job and no one bothers to correct it, or it can speak for them being either ineffective as followers or followers of something that is ineffective. Take your pick on the interpretation. If you think the class sucks, though I would love it if someone would help me correct if it does, at least it sort of admits that it does already.
I would have come up with another name, perhaps using an existing word or words in the english language that this site doesn't want to me to 'correct', but nothing came to mind.

How does this include the Malefactor?
Well, while it doesn't include as much of it as I intended, it takes from it three things.
A reservoir/pool of points they can use on abilities, an aura that effects everyone around them including themselves in terms of saves, and the theme of it not being a path one chooses but it is more or less an affliction.

Why a point system?
Originally I was going to have them power a set of abilities much like the abilities malefactors possess, but I decided that it would be more interesting if I tied it directly into their mysteries. The result is someone that is closer to a true spontaneous spellcaster than the shadowcaster, and are limited not by a daily point system as they are by their point management and the availability of things to kill.

What do you mean by "effects that are dependent upon them possessing a soul?"
While it would take some time to come up with a full list, allow me to leave with you some examples:
Create Soul Gem, Raise Dead, Resurrection, Soul Bind, Soul Jar, Trap the Soul, the Devourer's devour soul (Not immune to the damage component), along with becoming incorporeal undead and undead that explicitly possess souls within themselves or are placed elsewhere (such as lich). For the most part, use your judgement on a case by case basis.

Why is parasite used so much here?
Drawing from the tone of it being an afflicted state, and given that inritus irritus demons are a parasitic category of outsiders tied to the plane of shadow, it is appropriate. Though though the class there are benefits to be had by the character, the majority of the benefit is going to the IID and comes at a cost to the character. I would have used different terms had I come up with something more varied without just turning to umbra/umbral/dark/darkness/shadow/shadowy/entropy/entropic/void/veiled/ect.