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criticalstriker
2007-06-11, 07:43 PM
Immortal of Pain:


Death, something most creatures fear, and some seek to overcome. Some go the path of lichdom. But to some, the thought of become an undead abomination is worse than death, so they seek other routes.

No one except the Immortals them selves know how they preform their magic, some scholars say they have innate arcane power, while others say they are in contact with the gods. The true secret of this is the most closely guarded

Hitdice: 1D10
Skills: Concentration, Craft, Decipher script, Knowledge (all skills taken individually), Profession, Spellcraft, Heal
Skill points at first level: (2 + int modifier) x 4
Skill points at each additional level: (2 + int modifier)

Weapon/armor proficiencies: An Immortal of Pain has simple weapon proficiency, and no armor proficiency's.


{table] Level|BAB|Fort|Ref|Will|Ability
1|0|2|0|0|Ritual of pain, Resistant, Ritual
2|1|3|0|0|Fast healing 1
3|1|3|1|1|
4|2|4|1|1|
5|2|4|1|1|Ritual, Immortal stage 1
6|3|5|2|2|
7|3|5|2|2|Fast healing 2
8|4|6|2|2|
9|4|6|3|3|Ritual
10|5|7|3 |3|
11|5|7|3|3|Regeneration
12|6/1|8|4 |4 |Immortal stage 2
13|6/1|8|4|4 |Ritual
14|7/2|9|4|4 |Fast healing 3
15|7/2|9|5 |5 |
16|8/3|10|5|5 |
17|8/3|10|5|5|Ritual
18|9/4|11 |6|6|
19 |9/4|11|6|6|
20 |10/5|12|6|6|Fast healing 4, Immortal stage 3
[/table]




Ritual of Pain:
Through his powers, an Immortal learns how to transfer his own suffering to his enemies. By cursing them, and drawing a special circle on the ground, he is able to make his victim feel everything he feels, pain, and suffering, all of this is shared.
An Immortal of Pain's main ability is to hurt his enemies, by hurting him self. To do this, he must create a circle on the ground using chalk (creating the circle is a standard action). After he has created the circle, the victim must make a will save (DC 20 + Immortal level). If he fails this check, any damage that the Immortal takes, the victim also takes, as long as the Immortal remains within his circle. This ability can be used from a range of 60 ft, when first making the curse. Then the effect can be used on the victim out to 500ft.


Resistant:
An Immortals body can stay awake at states that most people would faint from.
An Immortal can stay awake from -1 to -9, at -10 he still dies.

Fast healing:
An Immortals powers of Immortality grant him unnaturally fast healing. Wounds on him will begin to seal shut seconds after they were made, burns will vanish from his skin, broken bones will heal within minutes. And yet even this is only beginning of his powers.
The Immortal gains the Fast healing ability. The amount he heals is showed on the table above.

Ritual:
The Immortal of Pain relies on his rituals, they are powerful incantations that draw magic from within the Immortal. At 1st level, and every four levels after it, the Immortal gains a ritual from the list below, for which he meets the requirements.
Unless otherwise noted, all below Rituals take a full round action, that provokes attacks of opportunity.

Ritual of Healing:
Requirements: 1st level Immortal.
When the Immortal uses this power, he evokes an inner burst of vitality, which instantly heals any wounds he has.
When used, this Ritual heals the Immortal by 1D8 hit points for every 1 point of intelligence modifier he has. This ability can be used once per day, and is a standard action that provokes attacks of opportunity. Unless otherwise noted, they are all at will.

Ritual of Affliction:
Requirements: 1st level Immortal
When used, the Immortal literally releases part of his own life force, weakening him.
When used, the Immortal of pain can deal 1D8 damage per point of intelligence modifier he has, to him self. He can choose to use the maximum amount allowed, or the minimum. Using this ritual is a standard action thats provokes attacks of opportunity.

Ritual of strength:
Requirements: 1st level Immortal
When used, the Immortal gains +2 strength. This bonus increases by +1 for every 4 levels the character has. It lasts for 1 minute. This can be used 3/day

Ritual of fear:
Requirements: 5th level Immortal
When used, this power instills great fear of the Immortal in creatures. When used, every enemy within 40ft of the Immortal must make a will save DC of (10 + intelligence modifier + character level). If they fail, they are shaken. If they have 5 less hit dice than the Immortal, they are panicked.

Ritual of Destruction:
Requirements: 5th level Immortal
When used, this ritual sends out a pulse of dark light, that shatters the targeted object. This ritual works the same way as Shatter

Ritual of The Wymling:
Requirements: 5th level Immortal
When used, this ritual allows the user to sprout wings like that of a dragon, and gain other characteristics of dragons. This ritual allows the user to grow wings, which grant average maneuverability and a fly speed equal to the creatures base land speed. It also allows the creature to breath a 30ft cone of fire, that deals 1D6 damage for every 2 levels of Immortal. This ability lasts for 1 hour, and may only be used once a day.


Ritual of Foresight:
Requirement: 9th level Immortal
When used, this ritual functions in the same way as Divination

Ritual of The Dragon:
Requirement: 9th level Immortal
This ritual allows the Immortal to Polymorph(as the spell) into a dragon with up to the Immortals HD. This ritual does not allow him to take the shape of anything other than dragons. This ritual lasts for 1 hour, and may be used once a day.

Ritual of The Vampire:
Requirements: 9th level Immortal
When used, this ritual turns the user into a creature of the night, a nocturnal hunter, a Nosfuratu.
This ritual allows the user to grow fangs like a vampire, and suck the life force from an enemy. When used, this ritual grants a +15 to grapple checks, when used to bite a victim. If you successfully bite the victim, he takes 1D8 damage for every two levels of Immortal you have, and you heal 1D8 damage for every two levels of Immortal. This ritual last 1 minute. This bite is only good once, after the initial bite, the fangs vanish, along with the bonus to grapple.

Ritual of Blades:
Requirement: 13th level Immortal
When activated, this ritual animates 5 swords of the users choice. These swords swing at the enemies of the Immortal of their own accord, with a strength score of 20, and a BaB of +3.

Ritual of Shadows:
Requirement: 13th level Immortal
When used, this creates a 40ft wide, 20ft high, sphere of Darkness that only the caster can see in.While in this sphere, the caster gains +4 strength, +4 dexterity, +4 con, +10 to hide, +10 to move silently, and +4 to his BaB. This ritual lasts for 10 minutes, and can be used 3 times per day.

Ritual of Flames:
Requirement: 13th level Immortal
When used, an explosion of flames shoots 40ft in all directions. These flames deal 1D6 damage per Immortal level(reflex for half).

Ritual of The Night
Requirement: 17th level Immortal
When used the user, for 1 hour, gains all the bonuses, and negatives, of a vampire of his level. He may only do this one per day.

Ritual of Life
Requirement: 17th level Immortal
When used, this ritual duplicates the True Resurrection spell. The Immortal must use all the required components for this spell.

Ritual of Greater Pain:
Requirement: 17th level Immortal
For now on, every time that the Immortal takes damage while using the Ritual Of Pain, he adds an extra 4D6 damage to the amount of damage that is received by his enemy.

Immortality:
The Immortal of Pain goes through three stages, each time growing more resistant to death. Until finally, he virtually cannot die, outside of a wish or miracle.

Stage 1: At this stage, the Immortals body regrows its self no matter what. He gains the regeneration ability. Fire, Acid, Bludgeoning, and Cold over come this.
He may also, once per day, after he has been reduced to lower than -10, instantly heal 20 HP.

Stage 2: At this stage the Immortals body grows even more resistant to death. He no longer needs to eat, drink, or breath. He is now immune to all diseases.

Stage 3: At this stage, the Immortal simply cannot die. If he is blown up, the largest piece of him will begin to regrow. If he is put at -10, he passes out, but doesn't die. He is now immune to all poisons. If his con is put to 0, he simply passes out, and sleeps until it is restored. He is immune to all instant death spells and effects. And he no longer suffers from aging

The only way for an Immortal of this stage to die, is for a wish/miracle to be cast when he is at -10, or more hit points.

Poppatomus
2007-06-11, 07:53 PM
{table] Level|BAB|Fort|Ref|Will|Ability
1|0|2|0|0|Ritual of pain, Resistant, Ritual
2|1|3|0|0|Fast healing 1
3|1|3|1|1|
4|2|4|1|1|
5|2|4|1|1|Ritual, Immortal stage 1
6|3|5|2|2|
7|3|5|2|2|Fast healing 2
8|4|6|2|2|
9|4|6|3|3|Ritual
10|5|7|3 |3|
11|5|7|3|3|Regeneration
12|6/1|8|4 |4 |Immortal stage 2
13|6/1|8|4|4 |Ritual
14|7/2|9|4|4 |Fast healing 3
15|7/2|9|5 |5 |
16|8/3|10|5|5 |
17|8/3|10|5|5|Ritual
18|9/4|11 |6|6| Immortal stage 3
19 |9/4|11|6|6|
20 |10/5|12|6|6|Fast healing 4
[/table]


Quote this post at your leisure. No time to look at the actual class, just yet, but I can at least help with the table issue.

criticalstriker
2007-06-11, 08:06 PM
Thank you a lot.:smallbiggrin:

MeklorIlavator
2007-06-11, 08:31 PM
Two things.
A) Resistant is the same as the Diehard feat, so why not just give him the feat.

B) Even with immortals,there should be some way to kill it(even gods can be killed). I would not let him be immune to Age related deaths, and let him have a final death if Wish/Miracle is cast while he is at -10 or below.

Korias
2007-06-11, 08:37 PM
Two things.
A) Resistant is the same as the Diehard feat, so why not just give him the feat.

B) Even with immortals,there should be some way to kill it(even gods can be killed). I would not let him be immune to Age related deaths, and let him have a final death if Wish/Miracle is cast while he is at -10 or below.

Seconded. Immortals should be able to be killed. And That should be on its Final Level, instead of a lower one.

criticalstriker
2007-06-11, 09:35 PM
I actually thought I said that he would die from a wish/miracle... I guess not. I added that, now.

I would rather him not die from age.

And, doesn't die hard only allow you to make a standard action after you've been reduced to -'s?

Korias
2007-06-11, 09:46 PM
Well, everything has to die. If not, give him divine rank 0. Otherwise, give him Timeless Body, like a monk does. Nothing should live forever: Even the gods themselves fade away.

EvilElitest
2007-06-11, 09:51 PM
Oh gods, this needs fluff so badly it is not even funny, it makes me want to cry. You make up the cool name an abilties, but no Fluff? Get cracking
from,
EE

Poppatomus
2007-06-11, 09:56 PM
Maybe I just missed it, but how long do rituals take, and how many can one use at once? (very interesting class by the way, I second the call for fluff. )

criticalstriker
2007-06-12, 03:43 PM
Okay, I added some Fluff. I stated how long Rituals take. Anything else about this class that needs added or removed?

Don't you think comparing it to a divine rank is a bit much? I mean he can't die from old age... not many games (that I know of) are played long enough for this to actually come into effect.

Btw, EvilElitest, the picture in your sig is creepy beyond description.

Callix
2007-06-13, 06:58 AM
Regeneration, eh? What deals normal damage? If it doesn't say, nothing does. He is ALREADY unkillable. This is easily fixed. Pick something. Until you do, it is horribly, horribly broken. Level 5 and can't take lethal damage. Not actually vulnerable to casters below 7th level (phantasmal killer). Solid idea, but major hole in wording.

criticalstriker
2007-06-14, 12:38 AM
Thank you for pointing that out.

Callix
2007-06-14, 01:03 AM
Sorry about the aggro. Had been having a bad day.

Matthew
2007-06-16, 04:14 PM
Odd one this. I don't think it should really be a Base Class, a Template strikes me as more appropriate, though in combination with specialist Base and Prestige Classes.

Ceres
2007-06-16, 04:49 PM
Now I know this is off topic, and pardon my noobness for asking, but what exactly does [PEACH] mean? I can't seem to find it anywhere.

Poppatomus
2007-06-16, 04:55 PM
Please Examine And Critique Honestly = PEACH

Learned it from Vorpal Tribbles Sig on the wiz boards.

Ceres
2007-06-16, 05:20 PM
Great :smallsmile: thanks, Poppa. Might prove useful (I'm brewing on some nasty monsters)

MagFlare
2007-06-16, 05:39 PM
Great :smallsmile: thanks, Poppa. Might prove useful (I'm brewing on some nasty monsters)

Don't bother with the whole "PEACH" thing. It's a relic from the era before the Homebrew forum existed; now, most people just use [MONSTER] or [CLASS] or what have you.

As for this class, Crit, it is extremely unique. That's a good thing, as far too many classes can be boiled down to "like class X, but with new feature Y." There's nothing out there quite like the Immortal of Pain, as far as I can tell. I'd be worried, however, about people dipping into this class just for the fast healing. Also, you may have forgotten to note how many times per day some of the rituals can be used.

What I find amusing is that, unlike your average Highlander-style immortals, the Immortals of Pain have absolutely awful BABs. I can picture the battle now:

"There can be only one!"
*whiff*
*whiff*
*whiff*
*whiff*
*whiff*
"You know what? Maybe there can be more than one. This swordfighting stuff is hard."

criticalstriker
2007-06-16, 08:30 PM
I thought I said that they were at will, unless otherwise noted... Well, I added that, now.

criticalstriker
2007-06-20, 10:17 AM
Any other questions/comments?

Djinn_in_Tonic
2007-06-20, 10:42 AM
The Djinn sees this class as a very odd one, both weak and overpowered at the same time.

A two level dip for fast healing will be quite common, and the Regeneration later makes the class extremely powerful, especially as you'll have more HP than most opponents.

However, opponents will realize after the first attack that hitting you will injure them, and thus either avoid you completely or take you down in other ways, mainly relying on your weak will save. Additionally, you can't really move, so that's a bit of a problem when an archer drains you from over 500ft away.

The Djinn would have to actually try playing the class to offer more critique, but it looks like it would take out most things simply by sitting there taking damage. Which is odd...but this thing has the potential to out hp almost anything out there, especially when you figure in it's regeneration.

-The Djinn

criticalstriker
2007-06-21, 03:32 AM
It is meant to take out things by simply standing there. The avoidance of death, and the ability to share their pain with others, are the main things of this class.

Do you know any way to stop the two level dip? Other than raising the level at which they get that ability?