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View Full Version : D&D 3.x Class Servant of the Great Old Ones - Thrall of Cthulhu (PrC)



Zaydos
2015-10-20, 10:11 PM
Thrall of Cthulhu

A Thrall of Cthulhu is a priest of the Great Old Ones called to their devotion by the psychic probing of the dreaming lord Cthulhu, who lies in R’lyeh waiting for strange aeons to pass so that he may rise again and usher in an age of destruction upon the world. As priests of the Great Old Ones, Thralls of Cthulhu serve their dreaming master and the other Great Old Ones working their will on the world. They draw primarily on Cthulhu’s dread powers, gaining a semblance of his telepathic might, and a place of power over the natural born servants of the Old Ones, so called aberrations and obyriths.


Becoming a Thrall of Cthulhu

The path of becoming a thrall to the dread Cthulhu, Lord of the Starspawn and Usher of a New Age of Decadent Freedom, begins within dreams. Haunted by His visions as they sleep, the road to thralldom begins when the thrall no longer flees from these nightmares but seek them out, accepting Cthulhu as their personal lord and master. Devoting themselves to the Great Old Ones as a priest, they swear themselves to dark powers, and after that it is merely a matter of accumulating enough power as to be worthy in His eyes.

Prerequisites:
Skills: Knowledge (Religion) 8 ranks, Knowledge (Dungeoneering) 4 ranks.
Feats: Servant of the Old Ones, Awakened by Madness (http://www.giantitp.com/forums/showthread.php?447399-To-Serve-the-Ancient-Ones-%28Vile-Feats-3-5%29)
Spellcasting: Ability to cast 2nd level divine spells.
Patron Deity: Must worship either Cthulhu, or the Great Old Ones through Cthulhu as their high priest.
Special: Ability to Rebuke Undead.

Class Skills: The class skills for a Thrall of Cthulhu (and their key ability scores) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (dungeoneering) (Int), Knowledge (psionic) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Psicraft (Int),and Spellcraft (Int).
Skill points per level: 2 + Int modifier.

Hit Dice: d6.

THRALL OF CTHULHU

LevelBABFortRefWillSpecialSpellcasting
1+0+0+0+2Alien Mind -
2+1+0+0+3Priest of Elder Things+1 level existing divine spellcasting class
3+1+1+1+3Unearthly Matter+1 level existing divine spellcasting class
4+2+1+1+4Telepathy +1 level existing divine spellcasting class
5+2+1+1+4Starmatter Wings +1 divine level existing spellcasting class
6+0+0+0+2 Religious Psionics -
7+1+0+0+3Unbound by Rule or Decency+1 level existing divine spellcasting class
8+1+1+1+3High Priest of Elder Things+1 level existing divine spellcasting class
9+2+1+1+4Powerful Mind +1 level existing divine spellcasting class
10+5+3+3+7That is not dead…+1 level existing divine spellcasting class

Weapon and Armor Proficiency: A thrall of Cthulhu gains no new weapon or armor proficiencies.

Alien Mind (Ex): Devoting yourself to the Sleeping Lord, Cthulhu, you gain a portion of his dreams that rise from Sunken R’lyeh. You gain 5 Psionic Power points. Any creature which contacts your mind, either through telepathy, mind-reading effects, or mindsight immediately suffers 2d4 Wisdom damage and suffers 1 additional point of Wisdom damage each round they maintain the contact; in the case of Mindsight they may choose to suppress the ability in response to avoid taking this additional damage. A Will save halves the initial damage but has no effect against the per round damage, unless the creature has mettle in which case it does not suffer the per round damage for 1 hour. If you initiate contact there is no harm to the creature’s mind.
As long as you are psionically focused you add your class level + 3 to saves against Mind-affecting effects, creature’s suffer a penalty to Sense Motive checks to oppose your Bluff checks equal to your class level, and you may substitute your Wisdom modifier for your Charisma modifier for all purposes or vice versa.
In addition it is possible for Cthulhu to send you messages through your link with him. Every night you have strange dreams, or nightmares to most, about R’lyeh and the ancient world which the star spawn ruled. You are immune to the effects of the nightmare spell or any other negative effects of nightmares, and the DM may choose to have the dreams of Cthulhu passed to you to have some meaning or message that they may impart.

Priest of Elder Things: At 2nd level a Thrall of Cthulhu gains the ability to demand respect from the aberrant hordes of the world. By spending a use of Rebuke Undead, a Thrall of Cthulhu may attempt to Rebuke Aberrations. This functions as Rebuke Undead except if an aberration would be Commanded they are instead Destroyed or merely castigated and rendered helpless and unable to take even mental actions although consciously aware for 1 day. A Thrall of Cthulhu adds their class level to their Cleric level for the purposes of determining the potency of their Rebuke Undead.

Unearthly Matter (Ex): At 3rd level a Thrall of Cthulhu’s body begins to be intermixed with the starstuff that makes up their master’s form. They gain DR 5/cold iron (or byeshk if it is used), and fire, cold, acid, and electricity resistance 5. Their weight is reduced to 70% normal.

Telepathy (Su): Beginning at 4th level you gain a portion of your master’s ability to broadcast telepathically. Unlike Cthulhu you only broadcast consciously and do not inflict madness on those who are receptive to your mind. As long as you are psionically focused you gain telepathy out to 10 ft times your class level squared (160 ft at 4th, 250 ft at 5th, 360 ft at 6th, 490 ft, 640 ft, 810 ft, and finally 1000 ft at 10th). As a standard action you may expend your psionic focus to send your dream visions into the mind of one creature dealing 3d4 Wisdom damage to them (Will halves) as images of madness bombard their mind.

Starmatter Wings (Ex): At 5th level you sprout unearthly wings even as your body further transforms into unearthly matter from beyond the stars. You gain a fly speed equal to your land speed (average maneuverability) and your weight is further reduced to a mere 40% normal. You may retract these wings into your body as a move action or extend them once more as the same; when these wings are extended your height and other dimensions are reduced by 20% as approximately half your body mass is shifted into your membranous wings.

Religious Psionics: At 6th level a Thrall of Cthulhu is granted a measure of their master’s telepathic powers. Add all Telepathy discipline powers from the Psion and Telepath lists to your spell list for your divine spellcasting class(es). You may manifest these powers as if casting divine spells using your caster level for your manifester level. You use a spell slot with a level of the power level. For every 2 ML you possess over the minimum for a power of a level it is automatically augmented by 1 PP (for example if you manifest a 3rd level power, minimum ML 5, and have a ML of 18 it would be augmented as if you had spent 11 PP). You may manifest a power with a higher level spell slot in which case it is treated as if it was that level for minimum ML.
If you prepare divine spells you prepare these powers in the same way. If you cast divine spells spontaneously you must learn these powers as normal for spells known.

Unbound by Rule or Decency (Ex): At 7th level a Thrall of Cthulhu is able to embrace the freedom offered them by their horrific master. For a number of round equal to 3 times their class level, a Thrall of Cthulhu may choose to ignore the effects of a mind-affecting effect. Activating this ability is a free action, which can be performed even outside of your turn, which requires you to expend your psionic focus, dismissing it is a free action as well.
In addition as long as you hold your psionic focus you are immune to any Geas, Lesser Geas, Mark of Justice, or similar binding effect.

High Priest of Elder Things: At 8th level a Thrall of Cthulhu has been placed even above true aberrations. When you use Priest of Elder Things you may choose to Command Aberrations instead of Destroying or merely castigating them. In addition you gain a bonus to Diplomacy checks to deal with Aberrations equal to your Thrall of Cthulhu level plus 5. You may also use Priest of Elder Things to rebuke obyriths as if they were aberrations but may not choose to command them only destroy or castigate.

Powerful Mind: A Thrall of Cthulhu’s mental prowess does not cease its growth. At 9th level you gain an additional 10 power points and all psionic powers you cast-manifest with Religious Psionics have their augmentation increased by 2 up to your caster/manifester level.

That is not dead… A Thrall of Cthulhu reflects their master. Beginning at 10th level a Thrall of Cthulhu’s corpse, if dead, does not decay as if under gentle repose, and they may be resurrected as if only 1 round has passed regardless of how long they have truly been dead. A Thrall of Cthulhu continues to age and can die of old age, but if they do they may still be revived as if they had died by another means with a new life span equal to the (randomized) amount after venerable. A Thrall of Cthulhu whose soul would be permanently destroyed in such a way as to prevent resurrection has their soul reform 1d4 days later; a Thrall of Cthulhu whose soul is captured remains trapped as long as it is sealed that way.