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Lanth Sor
2017-11-13, 07:37 PM
The Artist Macabre
"Sometimes the news doesn't need pictures, a few words can convey my art, and only true connoisseur truly would understand its beauty." Selina Sinclair the Black Buther of Westromere


Many men venerate the field of battle, know the horror and macabre beauty of the scene after. Some say the sky is painted in red the morn after a great battle. And still, there are those who experience this and testament to the horrors of war. While few men would argue the horror there-in, the Artist Macabre is one of those few. Masters of murder, butcher, serial killers, artist macabre provide a vital service bringing beauty into the world.

Bards sing songs and recite poetry to be passed on through word and pen, while painters create beautiful image venerated and put on a show by the masses. The artist macabre carves their art into the skin of the subjects, and perform diligent work in the aftermath of a fresh kill to ensure not an ounce goes to waste. There are those who relish in the artist's work, but constraints of society get in the way. It is not uncommon for an artist to begin by following a fellow artist or believe they are. Should they find their inspiration to be less it's not uncommon for the inspiration to become the art.

Hit Die: d8
Skill Points: 6+ Intelligence Modifier
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Proficiencies: Artist Macabre are proficient with simple weapons, but no armor.


LevelBABFortRefWillSpecialUnearthly
MeinsTechniques
Known
1st
+1
+0
+2
+2
Dance of Blood, Unearthy Grace
0
1

2nd
+2
+0
+3
+3
-
1
2

3rd
+3
+1
+3
+3
-
1
3

4th
+4
+1
+4
+4
Unearthly Nervel
2
3

5th
+5
+1
+4
+4
-
2
4

6th
+6/+1
+2
+5
+5
-
3
5

7th
+7/+2
+2
+5
+5
-
3
6

8th
+8/+3
+2
+6
+6
Unearthly Fortitude
4
6

9th
+9/+4
+3
+6
+6
-
4
7

10th
+10/+5
+3
+7
+7
-
5
8

11th
+11/+6/+1
+3
+7
+7
-
5
9

12th
+12/+7/+2
+4
+8
+8
Unearthly Guise
6
9

13th
+13/+8/+3
+4
+8
+8
-
6
10

14th
+14/+9/+4
+4
+9
+9
-
7
11

15th
+15/+10/+5
+5
+9
+9
-
7
12

16th
+16/+11/+6/+1
+5
+10
+10
Uneartly Presence
8
12

17th
+17/+12/+7/+2
+5
+10
+10
-
8
13

18th
+18/+13/+8/+3
+6
+11
+11
-
9
14

19th
+19/+14/+9/+4
+6
+11
+11
-
9
15

20th
+20/+15/+10/+5
+6
+12
+12
Unearthly Dance Imortalis
10
15


Dance of Blood (Ex): Artists earn their name not only from the scenes they leave behind, but also the beauty of their combat. Whenever an artist provokes an attack of opportunity, and the attack misses the artist, they add 1d8 damage to their next attack, each missed attack adds an additional d8. In a round, the artist moves at least 10ft they add their level to the damage roll of any attack they make until the end of their next turn. All damage from this ability stacks with other sources of damage. While using a 2 handed weapon the damage dice increase to 1d12 and the damage for moving 10ft is increased to 1.5 times your level. All damage provided by dance of blood is precision damage.
If an attack benefiting from dance of blood would bring a target to 0hp or less they must fort save or die, DC equal to the damage dealt.
If an artist makes a perform check of any kind and uses the remains of someone that was killed by the artist, they add the bonus damage from Dance of Blood they dealt to the victim, to the perform check.

Unearthly Mien (Su): Artist draw on an otherworldly power that makes others unnerved. At the start of each day, they begin with unearthly mien points equal to class level and loose any points beyond that. Their maximum number of mien points is equal to class level times charisma modifier. Unearthly mien points can be gained by doin any of the following.

Dealing damage with Dance of Blood grants 1 point of unearthly mien
Scoring a critical hit grants a number of points equal to the weapons critical multiplier
Killing something grants points equal to 1/4th its HD(min 1). The thing killed must have 1 HD.

All supernatural abilities of the class are tied to their mien as such they provide a mien bonus if a bonus is provided, unless otherwise stated. Mien bonus functions similar to deflection bonus for armor and is negated against anything that instills fear to the source of the mien bonus, IE the artist is the source of their bonus.

Starting at the 2nd level and every even level after the Artist learns a mien chosen from the list below

Aether Step (Su): If the artist spends a move action traveling in a strait line they may spend a standard action to teleport as dimension door in a random direction out of line of sight by spending 2 points. Requires 7th level.

Blood Stained Laughter (Su): While making a preform check the artist can make some audible display, laughter is a favorite, and make a single intimidate check against all in audible range, on success they are shaken. If they have sight of the gore and you exceed the DC by 10 they are frightened, if you exceed the DC by 20 they are panicked.

Collateral Damage (Su): The artist gains the collateral damage ability of a hobkins gremlin (http://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins/gremlin-hobkins/). Activating the ability costs 1 point.

Fight or Flight (Su): Whey you effect a target with a fear effect poisons have their intervals halved.

Lingering Fear (SU): You inspire such fear that creatures you intimidate continue to act intimidated after you leave, too afraid to raise their voice in defiance even after you have apparently left them far behind. After any fear effect you create ends they are spooked (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) for 24 hours.

Lingering Dread (SU): You inspire such terror that creatures you intimidate continue to act intimidated after you leave, too afraid to raise their voice in defiance even after you have apparently left them far behind. After what ever fear effect ends they are effected by the fear effect (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) 4 steps down from the initial effect for 24 hours. Requires class level 6th and Lingering fear.

Lingering Terror (SU): You inspire such terror that creatures you intimidate continue to act intimidated after you leave, too afraid to raise their voice in defiance even after you have apparently left them far behind. After what ever fear effect ends they are effected by the fear effect (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) 3 steps down from the initial effect for 24 hours. Requires class level 12th, Lingering Dread and Lingering Fear.

Mien of Terror: You gain a bonus to intimidate checks equal to 1/2 your current unearthly mien points.

Out of Phase (Su): The artist gains the out of phase ability of a hobkins gremlin (http://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins/gremlin-hobkins/). Additionally they gain the benfit of blur spell as a supernatural ability, activating the ability costs 3 points and last 1 minute.

Preternatural Grace (Su): While benefiting from unearthly grace the artist additionally gains evasion as the rogue ability. Requires 3rd level

Preternatural Fortitude (Su): When the artist makes a fortitude save for partial, on a successful save they instead negate the effect. Requires 11th level.

Preternatural Nerve (Su): When the artist makes a will save for partial, on a successful save they instead negate the effect. Requires 7th level.

Primal Lingering Horror (SU): You inspire such terror that creatures you intimidate continue to act intimidated after you leave, too afraid to raise their voice in defiance even after you have apparently left them far behind. After what ever fear effect ends they are effected by the fear effect (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) 2 steps down from the initial effect for 24 hours. Requires class level 18th, Lingering Terror, Lingering Dread, and Lingering Fear.

Psuedonatural Grace (Su): While benefiting from unearthly grace the artist additionally gains improved evasion as the rogue ability. Requires 7th level

Psuedonatural Fortitude (Su): When the artist makes a fortitude save for partial, on a failed, save they instead take the partial effect. Requires 15th level.

Psuedonatural Nerve (Su): When the artist makes a will save for partial, on a failed save they instead take the partial effect. Requires 11th level.

Sinister Bladework (Su): While benefiting from Dance of Blood the artist can expend points equal to 1/2 your level to add an additional die of precision damage per point spent.

Sanguine Leak (Su): When dealing damage with Dance of Blood the artist can spend 1 point to cause 1 bleed damage per die of precision damage.

Sanguine Slick (Su): When causing bleed damage the artist can spend 1 points to unleash a torrent of blood form their victim creating the grease spell. Unlike the spell this is blood and cannot burn.

Unearthly Strikes (Su): The artist can use thier charisma modifer instead of strength or dexterity modifier for weapons attack and damage rolls. By spending a swift action and a point the artist's attacks ignore miss chance.


Techniques (Ex):

Adoring Fan (Ex): Some idiot saw your work now they think you the best. Gain a cohort as per leadership feat, but you only gain one cohort. Requires 3rd level.

Alchemical Mastery (Ex): The Artist receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost. In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost). Requires Craft (alchemy) 8 ranks.

Anything Can Make Art (Ex): The artist gains catch off guard and throw anything as bonus feats.

Bash Their Brains In (Ex): While attacking with a bludgeoning weapon, the artist can make a perform check against the targets AC on a success the target is dazed for 1 round, in addition to the other effects of the attack.

Classically Trained Alchemist (Ex): Gain Journeyman Alchemist* as a bonus feat. This technique can be taken an unlimited number of times. This technique has the same requirements as the feat you learn when taking it Feats marked with * are found in More Magic and Mayhem. Each time taken after the first grants one of the following feats: Alchemical Specialty*, Alchemist’s Constitution*, Artisan Alchemist*, Instant Alchecmy (http://www.d20pfsrd.com/feats/general-feats/instant-alchemy/)(Craft(Alchemy 4 ranks), Expert Alchemist*, Master Alchemist*.

Combat Training (Ex): The artist gains a fighter bonus feat. They must meet any prerequisites for the feat. This may be taken multiple times gaining a new feat each time.

Crowd Pleaser (Ex): The artist treats all weapon as if they had the performance (http://www.d20pfsrd.com/equipment/weapons#wpn-quality-performance) quality and adds 1/2 their level to such any performance check made with a weapon with that quality.

Crown Prince (Ex): The artist gains evil leadership as a bonus feat. Requires 6th level and Adoring Fan.

Deadly Finesse (Ex): The artist gains the weapon finesse feat as a bonus feat, and any weapon that benefits from weapon finesse also uses dexterity for damage.

Death Attack (Ex): The artist gains Death Attack as the Assassin class feature. DC 10 + 1/2 class level + Charisma Modifier. Requires 6th class level.

Frightener (Ex): The artist gains frightener ability of a hobkins gremlin (http://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins/gremlin-hobkins/).

Gleeful Carnage (Ex): The artist's critical hits provoke an attack of opportunity against the target of their critical. Requires 8th class level.

Lasting Application (Ex): When the artist applies poison to their weapon they can make a number of attacks equal to their dexterity modifier before the poison is used up, minimum one extra attack is effected.

Madman's Present (Ex): The artist may make an intimidation check on a target and provide them with a gift. If the intimidate succeeds the target must take the gift. If the intimidate check succeeded by 10 or more they must use the gift if possible, drinking a liquid. If use of the gift would be fatal to the user or an ally and the recipient is aware of this the intimidate DC is increased by 5. Prerequisite: Frightener, and intimidate 8 ranks.

Martial Discovery (Ex): The artist learns 2 martial maneuvers or one martial stance.The artist must meet the requirements for the maneuvers and have ranks equal to (maneuver level x 2) - 1 in the discipine's related skill. This technique can be taken an unlimited number of times granting new maneuvers and stances.

Martial Virtuoso (Ex): Choose a martial discipline you gain 1 marital maneuver from that discipline. You may recover a maneuver as a full round action in which you move your move speed and provoke at least one attack of opportunity, every attack provoked past the fist recovers an additional maneuver. Additionally the artist may spend a swift action by expending 1 point of unearthly mien. The Artist Macabre levels count as levels as levels in a martial adept class when determining IL. The artist must have 4 ranks in the discipline's related skill.

Nock to Tip (Ex): The artist gains point blank shot and precise shot.

Poison Training (Ex): Gain poison use as an assassin class feature. Any poison the artist uses has its DC increased by 1/2 class level.

Poke Them Full of Holes (Ex): While attacking with a piercing weapon, the artist can make a perform check against the targets AC on a success the target gains bleed damage equal to the artist charisma modifier, in addition to the other effects of the attack. Because of the nature of the wound the heal DC is increased by 1/2 class level + charisma modifier.

Poisoncraft Efficiency (Ex): The artist can make any poison with in 1/10 the normal time, and uses half the normal materials to make the same amount of poison.

Seeds of Sin (Ex): The artist gains the ability to make a bluff check, to convince the target of their fault for a major negative event in their life. If they previously had battled with if it was their fault they take a -5 to sense motive. If they never considered it before they gain a +5 to their sense motive check. If the artist succeeds the target is demoralized and cannot benefit form any morale bonuses. Requires level 3.

Slice Them to Ribbons (Ex): While attacking with a slashing weapon, the artist can make a perform check against the targets AC on a success the target looses your dexterity modifier + charisma modifier in armor bonus to AC to a maximum penalty equal to the artist level. If the target has natural armor any excess penalty is applied to their natural armor. Any repair spell fixes the damage to the armor and any healing spell restores the natural armor, other wise the armor can be fixed with a craft check and a days work, and natural armor heals at the same rate has hitpoints.

Speed Application (Ex): The artist can coat their weapon or lace an object in poison as a move action. Starting at the 7th level it takes a swift action. Starting at the 14th level it is a immediate action.

Talented Conspirator (Ex): The artist gains a bonus Conspiracy Feat (http://www.giantitp.com/forums/showthread.php?542083-Conspiracy-feats-Lets-make-a-few!). This technique can be taken multiple times each time grants a new conspiracy feat.

Trade Tool Training, Advanced (Ex): The artist gains weapon specialization with chosen weapon, and greater weapon focus at the 10th level. The artist must have weapon focus and be level 6 to learn technique.

Trade Tool Training (Ex): The artist gains proficiency with a weapon chosen and weapon focus with the weapon. This may be taken multiple times. Each time take for a new weapon.

Trade Tool Mastery (Ex): The artist gains melee weapon mastery or ranged weapon mastery depending on weapon type. The artist must have Advanced Weapon Training with the weapon and be class level 14.

Wicked Ones True Talent (Ex): The artist gains a Vile Feat of their choice. They must meet all but the alignment requirements for. This feat may be taken multiple times.


Unearthly Grace (Su): The first indication of their unearthly mien comes with their odd way of moving that almost twists their bodies in ways it shouldn't. As long as the artist wears no armor or light armor and is not above light load, they add their charisma modifier to AC and reflex saves. Additionally, if they wear no armor they add 1/2 their class level to AC in addition to their charisma modifier.

Unearthly Nerve (Su): The next sign is their dead eyes, alight with glee. Though the sign is their eyes the true concern is their mind, starting at the 4th level artist gain immunity to fear and emotion based effects and add their charisma modifier to Will saves.

Unearthly Fortitude (Su): There is something wrong almost dead in the flesh of an artist. At the 8th level, the artist adds becomes immune to disease and adds their charisma modifier to Fortitude saves.

Unearthly Guise (Su): Artists lose something along the way normal people covet. The flesh is so universal, the artist learns to meld their own and use their other worldly abilities to change faces as easily as you or I change clothes, starting at the 12th level, artists gaining Alter Self at-will, and are constantly under the effects of a nondetection spell, both have a caster level equal to class level and are supernatural abilities. The form they take with alter self becomes their new form after 1 week in the form, at which point they can only change their base form back to their original form by spending a week in the form via this alter self ability.

Unearthly Presence (Su): Begining at the 16th level the artist projects an aura of abnormality even when people are not directly aware of the artist's presence they feeling unease. The aura of unease causes all with in 30ft of the artist to make a Fortitude save or be sickened on a failed roll. If someone knows who the artist is, the line of sight is enough to force them to save, at level 20 someone aware of the artist is instead affected if they are with-in 1 mile of the artist. While making a perform check using a victim the aura quadruples in size, Anyone witnessing the event is nauseated on a failed save.

Unearthly Dance Imortalis (Su): At the 20th level the artist learns the cadence of immortals. When an attack benefiting from Dance of Blood would knock a target below 25% health, it must make a Fortitude save DC equal to the damage dealt or die. This is not a death effect. Any attack benefiting from Dance of Blood ignore precision damage immunity and critical immunity.

Lanth Sor
2017-11-14, 12:42 PM
Please Peach

aimlessPolymath
2017-11-14, 05:03 PM
Will do after I get back from dinner.

Quick thoughts in the meantime:
Proficiencies missing

I am a huge fan of Dance of Blood. It's pretty busted when fighting crowds, but I am a huge fan. (and there's probably some easy fix, too- perhaps the bonus dmg doesn't stack, but you gain a charge when you kill someone, for similarly good anti-crowd combat with Cleave, or something). Note that 1v1, it's difficult to get more than 1 stack per round.

Unearthy Mien blood points should probably have a constant blood point amt gained per kill- note that all costs for mien are also constant amounts. Bag-of-Rats syndrome is a side effect, but I think it's more valuable to have consistent costing- otherwise, at high levels, one kill will keep you going for most of the day.

Mien of Terror gets silly with any sort of Intimidate synergy. But then, that's only to be expected.

You get 15 techniques over the course of your career. There are 15 techniques listed. Several are close to mutually incompatible (aka bludgeoning + slashing).

Blood Stained Laughter- not sure whether I make an intimidate check or if it's a perform check. If it's the latter, do they make the normal level check to oppose? Does it combo with Lingering Terror?
At minimum I suggest Cleave as a technique available. Gruesome Finish is another good one.
Speed Application: The benefits to poisoning as an immediate action over swift are negligible as far as I can think of.

Lanth Sor
2017-11-16, 04:42 PM
Added several options and contemplating others. The More Magic and Mayhem stuff is rather obscure, as such I've been hashing out my own rules for that crafting. Those rules will be next on my agenda.