Xuldarinar
2015-04-19, 10:37 AM
TOME OF VILE RADIANCE
This will be an on going project with a singular goal: Developing content that reflects malevolent uses for positive energy, and other tools typically associated with only the forces of good. Most of the creations shall be my own, but I welcome any and all contributions to the cause.
ARCHETYPES
PERVERTER (UNCHAINED SUMMONER)(WiP)
-While many find they can readily call those that they share their morals with, or lack of morality as the case may be, there are those malevolent summoners that find they wish to bend the creatures of the higher planes to their will. Called perverters, these conjurers seek to wield all that as good for their own purposes. A perverter has the following class features.
-Alignment: A perverter must be of evil alignment.
-Aura of Evil (Ex): The power of a perverter's aura of evil is equal to his summoner level. A paladin who uses smite evil on a perverter deals 2 points of damage per paladin level on his first attack.
-Unwilling Eidolon (Su): At 1st level, a perverter gains an unwilling eidolon. This eidolon functions the same as that as an unchained summoner's eidolon except as follows; The eidolon must be one that normally possesses a good alignment. When the perverter attempts to summon their eidolon for the first time on a given day, their eidolon attempts a Will save (DC 10 + 1/2 the perverter's unchained summoner level + the perverter's Charisma modifier). If the eidolon fails their save, they are summoned and bound to the will of the perverter as if they were Undead effected by Command Undead. If the eidolon succeeds, however, they are summoned but are hostile to the perverter. This ability alters the unchained summoner's eidolon.
Pervert Summoning: Whenever a perverter casts a spell that can summon a creature, they must summon a creature with the celestial template or an outsider with the Good subtype. In spite of the creature conjured, the spell gains the evil descriptor.
RADIANT BLACKGUARD (ANTIPALADIN)
-While positive energy is typically a tool held by those of good, there are those that have learned to put it towards their own purposes. Vile knights bathed in radiance, a radiant blackguard is a wielder of magics most see as beacons of good, capable of using them as they should to mend the wounds of the living and rip apart the dead, or warping them to harm even those pure. A radiant blackguard has the following class features.
-Lay on Hands (Su): Beginning at 2nd level, a radiant blackguard can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his antipaladin level plus his Charisma modifier. With one use of this ability, a radiant blackguard can heal 1d6 hit points of damage for every two antipaladin levels she possesses. Using this ability is a standard action, unless the radiant blackguard targets himself, in which case it is a swift action. Despite the name of this ability, a radiant blackguard only needs one free hand to use this ability.
-Alternatively, a radiant blackguard can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the radiant blackguard possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. This replaces the Antipaladin's Touch of Corruption class feature.
-Searing Radiance: Starting at 3rd level, when a radiant blackguard uses a positive energy effect, such as his Lay on Hands or Cure Light Wounds, on a non-undead creature, he may choose to deal damage instead of healing them, using the effect on them as if they were undead. When using a positive energy effect to harm a living creature, half of the damage dealt is dealt as fire damage while the rest remains typeless. This replaces the Cruelty normally gained at 3rd level.
-Channel Positive Energy (Su): When a radiant blackguard reaches 4th level, he gainst the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of his Lay on Hands ability. A radiant blackguard uses his level as his effective cleric level when channeling positive energy. This is a Charisma-based ability. This replaces the Antipaladin's Channel Negative Energy.
-Spellcasting: A radiant blackguard possesses a differing spell list from that of most antipaladins. A radiant blackguard adds the following spells to their spell list; 1st-Cure Light Wounds, Detect Undead, Sun Metal, Veil of Positive Energy. 2nd- Blinding Ray, Divine Illumination, Life Shield, Light Lance (unholy instead of holy). 3rd- Cure Moderate Wounds, Daybreak Arrow, Daylight. 4th- Chains of Light, Cure Serious Wounds, Symbol of Healing.
-Any spells added to the blackguard spell list that possess the good descriptor have it replaced with the evil descriptor. In addition, a radiant blackguard removes the following spells from their spell list; 1st- Death Candle, Death Knell, Inflict Light Wounds, Sentry Skull. 2nd- Darkness, Desecrate, Umbral Weapon. 3rd- Animate Dead, Deeper Darkness, Inflict Moderate Wounds. 4th- Inflict Serious Wounds, Slay Living. This modifies the Antipaladin's Spellcasting.
-Radiant Cruelty (Su): At 6th level, and every three levels thereafter, a radiant blackguard can select one cruelty. Each cruelty adds an effect to the radiant blackguard's Lay on Hands ability. Whenever the radiant blackguard uses Lay on Hands to deal damage to one target, or if he so chooses when he uses Lay on Hands to heal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. For the purpose of selecting cruelties, but not for the effects of cruelties, treat the radiant blackguard's antipaladin level as three levels lower. This modifies the Antipaladin's Cruelty class feature.
PRESTIGE CLASSES
[Nothing, yet]
ADDITIONAL RULES
-Given that some things have rulings incompatible with the core concept of this project, some additional rules will be placed here to expand one's options.
Clerics, and other classes that provide the Channel Energy class feature, may choose to channel positive energy even if they are evil in alignment, provided their patron deity provides the sun domain.
FEATS
Overwhelming Healing
You've learned how to force positive energies into an otherwise healthy creature. The result often being fatal.
-Prerequisites: Spell Focus (Conjuration)
-Benefit: Whenever you heal a creature, you may heal them above their normal maximum hit points, providing them with temporary hit points. These temporary hit points last for 1d20 rounds, determined at the time the healing is applied. For every round a creature possesses temporary hit points as a result of this feat, they must succeed on a Fort save (DC 10 + their temporary hit points/their HD, to a minimum of 1) or die in a burst of positive energy.
DEITIES
-The following are various deities, and similar entities, followed by those likely to use content presented here.
BELOR
The Burning Hatred, The Shining One
CE Demonlord of cancer, burns, thirst and burning agony
Symbol A face within a sun
Domains Chaos, Destruction, Evil, Sun,
Subdomains Day, Demon, Entropy, Hatred,
Favored Weapon Morningstar
This will be an on going project with a singular goal: Developing content that reflects malevolent uses for positive energy, and other tools typically associated with only the forces of good. Most of the creations shall be my own, but I welcome any and all contributions to the cause.
ARCHETYPES
PERVERTER (UNCHAINED SUMMONER)(WiP)
-While many find they can readily call those that they share their morals with, or lack of morality as the case may be, there are those malevolent summoners that find they wish to bend the creatures of the higher planes to their will. Called perverters, these conjurers seek to wield all that as good for their own purposes. A perverter has the following class features.
-Alignment: A perverter must be of evil alignment.
-Aura of Evil (Ex): The power of a perverter's aura of evil is equal to his summoner level. A paladin who uses smite evil on a perverter deals 2 points of damage per paladin level on his first attack.
-Unwilling Eidolon (Su): At 1st level, a perverter gains an unwilling eidolon. This eidolon functions the same as that as an unchained summoner's eidolon except as follows; The eidolon must be one that normally possesses a good alignment. When the perverter attempts to summon their eidolon for the first time on a given day, their eidolon attempts a Will save (DC 10 + 1/2 the perverter's unchained summoner level + the perverter's Charisma modifier). If the eidolon fails their save, they are summoned and bound to the will of the perverter as if they were Undead effected by Command Undead. If the eidolon succeeds, however, they are summoned but are hostile to the perverter. This ability alters the unchained summoner's eidolon.
Pervert Summoning: Whenever a perverter casts a spell that can summon a creature, they must summon a creature with the celestial template or an outsider with the Good subtype. In spite of the creature conjured, the spell gains the evil descriptor.
RADIANT BLACKGUARD (ANTIPALADIN)
-While positive energy is typically a tool held by those of good, there are those that have learned to put it towards their own purposes. Vile knights bathed in radiance, a radiant blackguard is a wielder of magics most see as beacons of good, capable of using them as they should to mend the wounds of the living and rip apart the dead, or warping them to harm even those pure. A radiant blackguard has the following class features.
-Lay on Hands (Su): Beginning at 2nd level, a radiant blackguard can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his antipaladin level plus his Charisma modifier. With one use of this ability, a radiant blackguard can heal 1d6 hit points of damage for every two antipaladin levels she possesses. Using this ability is a standard action, unless the radiant blackguard targets himself, in which case it is a swift action. Despite the name of this ability, a radiant blackguard only needs one free hand to use this ability.
-Alternatively, a radiant blackguard can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the radiant blackguard possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. This replaces the Antipaladin's Touch of Corruption class feature.
-Searing Radiance: Starting at 3rd level, when a radiant blackguard uses a positive energy effect, such as his Lay on Hands or Cure Light Wounds, on a non-undead creature, he may choose to deal damage instead of healing them, using the effect on them as if they were undead. When using a positive energy effect to harm a living creature, half of the damage dealt is dealt as fire damage while the rest remains typeless. This replaces the Cruelty normally gained at 3rd level.
-Channel Positive Energy (Su): When a radiant blackguard reaches 4th level, he gainst the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of his Lay on Hands ability. A radiant blackguard uses his level as his effective cleric level when channeling positive energy. This is a Charisma-based ability. This replaces the Antipaladin's Channel Negative Energy.
-Spellcasting: A radiant blackguard possesses a differing spell list from that of most antipaladins. A radiant blackguard adds the following spells to their spell list; 1st-Cure Light Wounds, Detect Undead, Sun Metal, Veil of Positive Energy. 2nd- Blinding Ray, Divine Illumination, Life Shield, Light Lance (unholy instead of holy). 3rd- Cure Moderate Wounds, Daybreak Arrow, Daylight. 4th- Chains of Light, Cure Serious Wounds, Symbol of Healing.
-Any spells added to the blackguard spell list that possess the good descriptor have it replaced with the evil descriptor. In addition, a radiant blackguard removes the following spells from their spell list; 1st- Death Candle, Death Knell, Inflict Light Wounds, Sentry Skull. 2nd- Darkness, Desecrate, Umbral Weapon. 3rd- Animate Dead, Deeper Darkness, Inflict Moderate Wounds. 4th- Inflict Serious Wounds, Slay Living. This modifies the Antipaladin's Spellcasting.
-Radiant Cruelty (Su): At 6th level, and every three levels thereafter, a radiant blackguard can select one cruelty. Each cruelty adds an effect to the radiant blackguard's Lay on Hands ability. Whenever the radiant blackguard uses Lay on Hands to deal damage to one target, or if he so chooses when he uses Lay on Hands to heal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. For the purpose of selecting cruelties, but not for the effects of cruelties, treat the radiant blackguard's antipaladin level as three levels lower. This modifies the Antipaladin's Cruelty class feature.
PRESTIGE CLASSES
[Nothing, yet]
ADDITIONAL RULES
-Given that some things have rulings incompatible with the core concept of this project, some additional rules will be placed here to expand one's options.
Clerics, and other classes that provide the Channel Energy class feature, may choose to channel positive energy even if they are evil in alignment, provided their patron deity provides the sun domain.
FEATS
Overwhelming Healing
You've learned how to force positive energies into an otherwise healthy creature. The result often being fatal.
-Prerequisites: Spell Focus (Conjuration)
-Benefit: Whenever you heal a creature, you may heal them above their normal maximum hit points, providing them with temporary hit points. These temporary hit points last for 1d20 rounds, determined at the time the healing is applied. For every round a creature possesses temporary hit points as a result of this feat, they must succeed on a Fort save (DC 10 + their temporary hit points/their HD, to a minimum of 1) or die in a burst of positive energy.
DEITIES
-The following are various deities, and similar entities, followed by those likely to use content presented here.
BELOR
The Burning Hatred, The Shining One
CE Demonlord of cancer, burns, thirst and burning agony
Symbol A face within a sun
Domains Chaos, Destruction, Evil, Sun,
Subdomains Day, Demon, Entropy, Hatred,
Favored Weapon Morningstar