Justdamohr
2007-09-30, 10:28 PM
All right, so I had this idea for a dark, assassin-like spell caster. I don't know if already exists. I apologize for the redundancy if it does but anyway, tell me what you think. Thanks. D.:smallsmile:
Savage Priests
Within the darkest depths of the farthest regions, there are remnants of an imperfect witchcraft many of good conscience have forgotten. In modern times, it has been distilled into the practice of Necromancy though originally it was not limited to this school nor was it empowered by deities, nature, or the mystical sources of dragons, but rather from self-sacrifice. It is for this reason this power was stripped from modern history as it was seen as a barbaric and primitive. However, in places where modern civilization has yet reached, it still thrives and is practiced by warriors of deadly stealth and merciless cunning. Originally few, the many years have brought them great numbers and now they are surfacing, wielding blood thirsting blades and this nameless power of the past.
Alignment: Savage Priests are primarily of the neutral and evil spectrum. Since their power draws more from the negative energies of the world, they tend to lean toward self indulgence and conquest. There are some who lean towards good, although never fully commit to the cause. Their power doesn’t particularly allow them this leisure as it is by nature, rather evil. Generally, Savage Priests are chaotic. Not to say there aren’t those who are lawful but due to their natural attraction to war and bloodshed, it is only befitting and in some cases, essential, they act without limitation.
Backgrounds and Races: The most common Savage Priests are Vanara. Their natural stealthy prowess, high intelligence and innate will grant them an upper hand in mastering this old art. They are considered some of the most respected of the profession. Although Savage Priests mainly hail from humid jungles and the dry plains, there are species of the Underworld that practice these old ways; the most common being the Illithid. Combined with their natural defenses and psionic abilities, they are by far some of the most deadliest Priests. Though many never attain the most powerful of spells, many needn’t. But though Illithids are quite devastating, very few savage races equal the power of Ogre Mages. As Savage Priests, they are by far at present, the exemplars. Their strength in addition to their gifted intelligence, wisdom and magical abilities make them perfect as Savage Priests. Of the normal races, the most common Savage Priests are Humans and Half Elves. Elves, with the exception of Wood Elves and Drow, rarely become Savage Priests mainly because they find the practices barbaric compared to their reserved culture. Halflings are ideal for the cunning aspect of the profession but few find the spell casting alluring; the sacrificing of one's life to many is discomforting. Most would rather stick to their locks and gold than the oddities of such unnerving ways. Gnomes find Savage Priests fascinating because of their Arcane origins however they, like the Halflings, are deterred by the sacrificial practices. Half-Orc Savage Priests are the most abundant in the outskirts and mountainsides of regions. Dwarves are rarely Savage Priests because most find the fighting style cheap and dishonorable; staying to the shadows and tress is not exactly their forte.
Religions: If Savage Priests did praise deities, as many are godless, the three most prominent would be Wee Jas, Olidammara and Nerull, mainly because of their emphasis on death and trickery, two main qualities of the Savage Priest lifestyle. Those leaning toward evil are usually followers of Hextor or Erythnul. There are rumors that some follow the way of St. Cuthbert as he is a destructive deity, but there has been little evidence of such people.
Alignment: Any Nongood
Hit Die: 1d6
Weapon Proficiency
Blow Gun, Bolas, Dagger, Club, Greatclub, Kukri, Longbow, Longbow (Composite), Long Spear, Net, Quarterstaff, Shortbow, Shortbow (Composite), and Sling. They are not proficient with any form of armor. They are proficient with Wooden Bucklers, Light and Heavy Wooden Shields only.They all still the arcane Spell Failure Chance.
Skills:
Skills at Starting Level: (4 + Int. Bonus) x 4
Skills at Each Level: 4 + Int. Bonus
Class Skills:
Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Nature), Move Silently (Dex), Tumble (Dex) Survival (Wis).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Highest Spell Level|Rites Known
1st|
+0|
+0|
+0|
+2|Bloodstrike +1d4, Hunter|—|—
2nd|
+1|
+0|
+0|
+3|Woodland Stride|—|—
3rd|
+2|
+1|
+1|
+3|Bloodstrike+ 2d4|—|—
4th|
+3|
+1|
+1|
+4|Trackless Step, Death Rites|1|3
5th|
+3|
+1|
+1|
+4|Bloodstrike +3d4, Consumption|1|3
6th|
+4|
+2|
+2|
+5| Deathwatch |2|5
7th|
+5|
+2|
+2|
+5| Poison Use |2|5
8th|
+6/+1|
+2|
+2|
+6|Tribal Mark, Blood Price|3|7
9th|
+6/+1|
+3|
+3|
+6|Death Attack|3|7
10th|
+7/+2|
+3|
+3|
+7| Bloodstrike +4d4, Pain|3|7
11th|
+8/+3|
+3|
+3|
+7|Tribal Mark, |4|9
12th|
+9/+4|
+4|
+4|
+8|Camoflague|4|9
13th|
+9/+4|
+4|
+4|
+8| |4|9
14th|
+10/+5|
+4|
+4|
+9|Tribal Mark |5|11
15th|
+11/+6/+1 |
+5|
+5|
+9|Bloodstrike +5d4, Agony|5|11
16th|
+12/+7/+2 |
+5|
+5|
+10|Hide In Plain Sight|5|11
17th|
+12/+7/+2 |
+5|
+5|
+10|Tribal Mark|6|13
18th|
+13/+8/+3 |
+6|
+6|
+11|Salve |6|13
19th|
+14/+9/+4 |
+6|
+6|
+11||6|13
20th|
+15/+10/+5 |
+6|
+6|
+12|Tribal Mark, Bloodstrike + 6d4, Bruising|6|15
[/table]
Bloodstrike
Savage Priests with great effort have developed methods of efficiently striking down their opponents. Starting at 1st level, whenever an opponent would be denied their Dexterity Bonus to AC, a Savage Priest may strike them for extra damage equivalent to + 1d4. This raises to + 2d4 at third, + 3d4 at 5th, + 4d4 at 10th, + 5d4 at 15th and lastly at + 6d4 at 20th. This applies to melee attacks as well as ranged attacks made at 30ft. This affects only creatures with discernible anatomies-undead, constructs, oozes, plants and incorporeal creatures are immune to this ability. This is similar to a Rogue’s Sneak Attack. See page 50 of the PHB 3.5 under the Rogue section.
Hunter
After prolonged exposure to the wild, Savage Priests have attuned their senses for the sake of hunting. As a result, they gain the benefits of both the Track Feat, see page 101 of the PHB Handbook, and the Scent Feat at 1st level , see page 314 of MM 3.5.
Woodland Stride
At 2nd level Savage Priests gain the Woodland Stride class ability. See page 36 of the PHB 3.5 under the Druid Section.
Trackless Step
At 4th level they gain the Trackless Step class ability . See page 36, PHB 3.5 under the Druid Section.
Sacrial Rites
At 4th level Savage Priests gain powers called Death Rites. They Rites are considered arcane magic and are casts spontaneously like Sorcerers, however Priests are limited to an amount of rites per day based on the amount of Essence Points they can posses for their level.
The maximum amount of Essence Points a Savage Priest can have at each level equals [(Level + Con. Modifier) x Wis. Modifier] + Bonus Points.
Bonus Points
1-9:0
10-11:4
12-13:6
14-15:10
16-17:12
18-19:16
20-21:20
22-23:22
24-25:26
26-27:30
28-29:32
30-31:36
32-33:40
34-35:42
36-37:46
38-39:50
40-41:52
etc....
Magical bonuses added to Constitution and Wisdom incurred by spells, items or other means do not increase the amount of Essence Points a Savage Priest has. They do however still increase hit points and the DC of the spells.
They cast these Rites as a spell caster of their Level.
The DC of Rites is equal to 10 + the Savage Priest's Wis. Mod. Bonus + the equivalent Spell Level.
Material Components are not utilized in Rites because Savage Priests draw from a raw form of energy and thus do not require such focuses and materials.
They are limited to a certain amount Rites they can learn. Starting at 5th they may know 3 Rites. As they grow stronger, the amount of rites they learn increases. Whenever they attain a new level, they may swap out old rites for new rites similarly to that of a sorcerer. Players may choose these Rites from the Spell Lists below.
To use a Rite, a Savage Priest must pay its Essence Cost which is indicated by the Spell’s Level.
1st Level Spells: 4 points
2nd Level Spells: 6 points
3rd Level Spells: 10points
4th Level Spells: 12 points
5th level Spells: 16 points
6th Level Spells: 20 points
These points do not refill over the course of the day but are regained with resting. After resting for a full 8 hours, depending on your race: 4 hours, etc., a Savage Priest fully regains their Essence Points.
Consumption:
At 5th level, a Savage Priest may gain back Health Points by extracting the essence of their fallen foes. Whenever a foe is reduced to -10 hit points by a Savage Priest, they gain the option of consuming their essence. They may only do this within one round of the enemy’s death because it is believed that after one round, the body’s essence deteriorates into useless energy. To Consume is a full round action that requires complete concentration. Should they be attacked during the process they must make a Concentration DC Check of 10 + Damage.
They must be within 30ft of the victim for this to work.
Hunger: To Consume an essence a Savage Priest must make a Will Save equal to the Character’s Level + their Con. Ability Score. Should they succeed they gain the enemies Level + their Con. Ability Score back in points.
Should they fail, they do not gain Hit Points back. Instead they lose essence points equal to the Character’s Level + their Con. Ability Score instantly and are unable to attempt Consumption again.
Should they succeed they gain back Health Points equal to the enemy’s Level + their Con. Ability Score.
Glutton: Savage Priest’s may also attempt to consume more of their foes essence by taking a – 5 on their Will Save.
Failure, results in the Savage Priest losing Essence Points Equal to the Character’s Level + their Con. Ability Score.
In addition they also suffer 1 point of Wisdom Damage for every 5 points of essence lost. This ability damage cannot be healed by magical or natural means for hour’s equivalent to 1 hour per point of Wisdom Damage Taken.
For instance if a Savage Priest attempts to consume the essence of a 10th level Wizard with a Con of 10 and Wisdom of 13 and fails; they lose 20 Essence Points and 5 points of Wisdom Damage that remains incurable for 5 hours.
Should they succeed they gain HP points equal to (Level + Con. Ability Score + Wisdom Ability Score)
A Savage Priest can never consume more health points than their maximum health points.
A Savage Priest may perform Consumption equal to their Con. Mod. Bonus per day.
NOTE: Consumption does not prevent characters from being resurrected. The Savage Priest does not steal the enemy’s soul, simply the energy that once powered its body. This does not reduce the enemy’s Con. Or Wis. Ability Scores at ALL.
Death’s Eye
At 6th level, Savage Priests may use Deathwatch at will as a caster of their Level.
Poison Use
Savage Priests are familiar with poisons from the wild. Thus, at 7th level, they gain the Poison Use class ability from their exposure. See page 180 of Dungeon Master’s Book 3.5.
Tribal Marks
Starting 8th level, Savage Priest’s may scar their body in order to attain powers. By sacrificing points of Charisma, a Savage Priest may attain the following abilities. They gain one mark at 8th, another at 11th, another at 14th, another at 17th, and finally the last at 18th.
BoilsBane: + 10 resistance against disease and spell/spell-like disease (1 point of Charisma)
Brandheart: + 10 resistance against fear and spell/spell-like fear (1 point of Charisma)
Cloudheed: 10 resistance against electricity (2 points of Charisma)
Darksight: Darkvision 60ft (1 point of Charisma)
Farway: + 10 to jump checks (1 point of Charisma)
Flameborn: 10 resistance against fire (2 points of Charisma)
Hardtgrip: + 10 resistance against stunning and spell and spell-like stunning (1 point of Charisma)
Highground: + 10 to climb checks (1 point of Charisma)
Ivytongue: + 10 resistance against poison and spell/spell-like poison (1 point of Charisma)
Lightfoot: + 10 to move silently checks (2 points of Charisma)
Pouchhold: can store one spell equal to the highest spell they can cast (2 points of Charisma)
Roughhide: + 2 to Natural Armor (1 point of Charisma)
Shadowalker: + 10 to hide checks (2 points of Charisma)
Spearhead: Bloodstrike becomes + 1d8 (1 point of Charisma)
Spiritscathe: + 10 on rolls against spell resistance (2 points of Charisma)
Stridewind: + 20 movement speed (1 point of Charisma)
Stronghold: + 10 resistance against paralysis and spell, and spell-like paralysis (1 point of Charisma)
Blood Price
Also by 8th level, Savage Priests may sacrifice their own life to gain Essence Points. By rolling a 1d20 die, a Savage Priest may deduct the number of the roll from their HP and place it back into their Essence Point pool. However this
damage is incurable by magical, and consumption means and will only be recovered by a SOLID night's rest once per/24hrs (I.e. for instance an elf can't use Blood Price, meditate for four hours, heal themselves then use Blood Price again and then meditate to heal again.) Unlike normal damage, lethal damage incurred by Blood Price heals with normal sleep.
A Savage Priest may use Blood Price any number times per 24hrs with the damage stacking with each use.
A Savage Priest may never use this ability to gain more Essence points than [(Level + Con. Modifier) x Wis. Modifier] + Bonus Points.
Death Attack
By 9th level, a Savage Priest gains the class ability Death Attack l. See page 180 of Dungeon Master Book, under Assassins. By studying their opponent for 3 rounds, and making a successful Bloodstrike, they can paralyze or kill their opponent.
Their opponent must make a Fort. Save equal to 10 + ½ Savage Priest’s Level + Savage Priest’s Wis. Mod.
Should they fail to make a successful Bloodstrike the first round, they must study another 3 rounds to use Death Attack again.
Pain
At 10th level a Savage Priest may amplify the damage of their Rites by sacrificing part of their life. Whenever a Savage Priest casts a Rite that deals damage (physical, energy or ability), they may roll a 1d20 die and add their Con. Modifier to the outcome. For every 5 points, the damage of that spell is increased by 1 Hit Die.
However the Savage Priest suffers LETHAL DAMAGE equal to the roll + their Class Level. This damage is incurable by magical, Consumption and Natural Means for 1 hour per 5 points.
For instance at 10th level, a Savage Priest casts fireball. Their caster level is 10, so therefore the damage is 10d6, however the Savage Priest decides to use Pain. The player rolls a 1d20, gets a 10 and adds the Savage Priest’s Con. Modifier of 3. The total is 13. Now the damage of the spell has been increased to 12d6 points of damage.
However doing this causes the Savage Priest to suffers 13 + 10 = 23 points of Lethal Damage that will not be curable for 4 hours.
This is an instantaneous effect. The player must announce this before casting a rite.
Should the Savage Priest use this ability again before the duration of the initial damage has cured, the new and old damage stack and the time is lengthened. For instance, if a Savage Priest uses Pain again after increasing the hit die of the Fireball an hour later. The new damage is 22, which means they cannot cure it for 4 hours. However because their previous 23 hadn't cured, the damage stacks to 45 points of damage. This damage cannot be cured for 9 hours starting from the infliction of the new damage.
Camouflage
At 12th level a Savage Priest gains the class ability Camouflage. See page 48 of the PHB 3.5 under Ranger.
Agony
At 15th level a Savage Priest can sacrifice their own life to amplify the DC of their Rites. Whenever a Savage Priest casts a Rite they may roll a 1d20 die and add their Con. Modifier to the outcome. For every 5 points, the DC of that Rite is increased by 1.
However the Savage Priest suffers LETHAL DAMAGE equal to the roll + their class level. This damage is incurable by Magical, Consumption and Natural Means for 1 hour per 5 points.
So for instance at 10th level, a Savage Priest casts fireball. Their caster level is 10, so therefore the DC is 17 because its 10 + Spell Level + Wis. Modifier (+4 in this case). The Savage Priest decides to use Agony. The player rolls a 1d20, gets a 10 and adds the Savage Priest’s Con. Modifier of 3. The total is 13. Now the DC of the spell has been increased to 19.
The Savage Priest suffers 13 + 10 = 23 points of incurable LETHAL DAMAGE that will last 6 hours.
This is an instantaneous effect. The player must announce this before casting a rite.
Should the Savage Priest use this ability again before the duration of the initial damage has cured, the new and old damage stack and the time is lengthened by the additional hour. For instance, if a Savage Priest uses Agony again after increasing the DC of Fireball an hour later. The new damage is 22, which means they cannot cure it for 4 hours. However because their previous 23 hadn't cured, the damage stacks to 45 points of damage. This damage cannot be cured for 9 hours starting from the infliction of the new damage.
Hide in Plain Sight
By 16th level Savage Priests gain the Hide in Plain Sight class ability. See page 48 in the PHB 3.5 under Ranger.
Salve
By 18th level, whenever a Savage Priest uses Consumption, they only lose half the amount of Essence Points (rounded down) on a failed attempt.
Bruising:
By 20th level whenever a Savage Priest uses either, Blood Price, Pain or Agony,the damage is now taken as Nonlethal Damage.
Level 1: 4pts
Burning Hands
Cause Fear
Chill Touch
Doom
Entangle
Entropic Field
Feather Fall
Hypnotism
Inflict Light Wounds
Jump
Longstrider
Magic Stones
Obscuring Mist
Ray of Enfeeblement
Shocking Grasp
Sleep
Shillelagh
Tasha’s Hideous Laughter
Level 2 6pts
Barkskin
Bear’s Endurance
Blindness/Deafness
Bull’s Strength
Calm Emotions
Cat’s Grace
Darkness
Darkvision
Death Knell
False Life
Flaming Sphere
Fog Cloud
Gust of Wind
Inflict Moderate Wounds
Invisibility
Melf’s Acid Arrow
Mirror Image
Owl’s Wisdom
Produce Flame
Pyrotechnics
See Invisibility
Silence
Scare
Scorching Ray
Soften Earth and Stone
Spider Climb
Touch of Idiocy
Web
Level 3 10pts
Blindness/Deafness
Darkvision
Daylight
Deeper Darkness
Dispel Magic
Displacement
Fireball
Fly
Gaseous Form
Hold Person
Inflict Serious Wounds
Lightning Bolt
Meld Into Stone
Deep Slumber
Protection from Energy
Rage
Ray of Exhaustion
Remove Disease
Stinking Cloud
Stone Shape
Vampiric Touch
Water Breathing
Water Walk
Wind Wall
Level 4 12pts
Air Walk
Bestow Curse
Confusion
Contagion
Phantasmal Killer
Control Water
Enervation
Fear
Fireshield
Giant Vermin
Hallucinatory Terrain
Inflict Critical Wounds
Invisibility, Greater
Neutralize Poison
Poison
Repel Vermin
Solid Fog
Spike Stones
Stoneskin
Wall of Fire
Level 5 16pts
Cloudkill
Control Winds
Feeblemind
Hold Monster
Inflict Light Wounds Mass
Insect Plague
Mind Fog
Mislead
Nightmare
Slay Living
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Thorns
Waves of Fatigue
Level 6 20pts
Acid Fog
Chain Lightning
Circle of Death
Destruction
Dispel, Magic Greater
Eyebite
Find the Path
Fire Seeds
Flesh to Stone
Inflict Moderate Wounds, Mass
Ironwood
Move Earth
Otto's Irresistible Dance
Insanity
Repulsion
Delayed Blast Fireball
Wall of Stone
Waves of Exhaustion
Savage Priests
Within the darkest depths of the farthest regions, there are remnants of an imperfect witchcraft many of good conscience have forgotten. In modern times, it has been distilled into the practice of Necromancy though originally it was not limited to this school nor was it empowered by deities, nature, or the mystical sources of dragons, but rather from self-sacrifice. It is for this reason this power was stripped from modern history as it was seen as a barbaric and primitive. However, in places where modern civilization has yet reached, it still thrives and is practiced by warriors of deadly stealth and merciless cunning. Originally few, the many years have brought them great numbers and now they are surfacing, wielding blood thirsting blades and this nameless power of the past.
Alignment: Savage Priests are primarily of the neutral and evil spectrum. Since their power draws more from the negative energies of the world, they tend to lean toward self indulgence and conquest. There are some who lean towards good, although never fully commit to the cause. Their power doesn’t particularly allow them this leisure as it is by nature, rather evil. Generally, Savage Priests are chaotic. Not to say there aren’t those who are lawful but due to their natural attraction to war and bloodshed, it is only befitting and in some cases, essential, they act without limitation.
Backgrounds and Races: The most common Savage Priests are Vanara. Their natural stealthy prowess, high intelligence and innate will grant them an upper hand in mastering this old art. They are considered some of the most respected of the profession. Although Savage Priests mainly hail from humid jungles and the dry plains, there are species of the Underworld that practice these old ways; the most common being the Illithid. Combined with their natural defenses and psionic abilities, they are by far some of the most deadliest Priests. Though many never attain the most powerful of spells, many needn’t. But though Illithids are quite devastating, very few savage races equal the power of Ogre Mages. As Savage Priests, they are by far at present, the exemplars. Their strength in addition to their gifted intelligence, wisdom and magical abilities make them perfect as Savage Priests. Of the normal races, the most common Savage Priests are Humans and Half Elves. Elves, with the exception of Wood Elves and Drow, rarely become Savage Priests mainly because they find the practices barbaric compared to their reserved culture. Halflings are ideal for the cunning aspect of the profession but few find the spell casting alluring; the sacrificing of one's life to many is discomforting. Most would rather stick to their locks and gold than the oddities of such unnerving ways. Gnomes find Savage Priests fascinating because of their Arcane origins however they, like the Halflings, are deterred by the sacrificial practices. Half-Orc Savage Priests are the most abundant in the outskirts and mountainsides of regions. Dwarves are rarely Savage Priests because most find the fighting style cheap and dishonorable; staying to the shadows and tress is not exactly their forte.
Religions: If Savage Priests did praise deities, as many are godless, the three most prominent would be Wee Jas, Olidammara and Nerull, mainly because of their emphasis on death and trickery, two main qualities of the Savage Priest lifestyle. Those leaning toward evil are usually followers of Hextor or Erythnul. There are rumors that some follow the way of St. Cuthbert as he is a destructive deity, but there has been little evidence of such people.
Alignment: Any Nongood
Hit Die: 1d6
Weapon Proficiency
Blow Gun, Bolas, Dagger, Club, Greatclub, Kukri, Longbow, Longbow (Composite), Long Spear, Net, Quarterstaff, Shortbow, Shortbow (Composite), and Sling. They are not proficient with any form of armor. They are proficient with Wooden Bucklers, Light and Heavy Wooden Shields only.They all still the arcane Spell Failure Chance.
Skills:
Skills at Starting Level: (4 + Int. Bonus) x 4
Skills at Each Level: 4 + Int. Bonus
Class Skills:
Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Nature), Move Silently (Dex), Tumble (Dex) Survival (Wis).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Highest Spell Level|Rites Known
1st|
+0|
+0|
+0|
+2|Bloodstrike +1d4, Hunter|—|—
2nd|
+1|
+0|
+0|
+3|Woodland Stride|—|—
3rd|
+2|
+1|
+1|
+3|Bloodstrike+ 2d4|—|—
4th|
+3|
+1|
+1|
+4|Trackless Step, Death Rites|1|3
5th|
+3|
+1|
+1|
+4|Bloodstrike +3d4, Consumption|1|3
6th|
+4|
+2|
+2|
+5| Deathwatch |2|5
7th|
+5|
+2|
+2|
+5| Poison Use |2|5
8th|
+6/+1|
+2|
+2|
+6|Tribal Mark, Blood Price|3|7
9th|
+6/+1|
+3|
+3|
+6|Death Attack|3|7
10th|
+7/+2|
+3|
+3|
+7| Bloodstrike +4d4, Pain|3|7
11th|
+8/+3|
+3|
+3|
+7|Tribal Mark, |4|9
12th|
+9/+4|
+4|
+4|
+8|Camoflague|4|9
13th|
+9/+4|
+4|
+4|
+8| |4|9
14th|
+10/+5|
+4|
+4|
+9|Tribal Mark |5|11
15th|
+11/+6/+1 |
+5|
+5|
+9|Bloodstrike +5d4, Agony|5|11
16th|
+12/+7/+2 |
+5|
+5|
+10|Hide In Plain Sight|5|11
17th|
+12/+7/+2 |
+5|
+5|
+10|Tribal Mark|6|13
18th|
+13/+8/+3 |
+6|
+6|
+11|Salve |6|13
19th|
+14/+9/+4 |
+6|
+6|
+11||6|13
20th|
+15/+10/+5 |
+6|
+6|
+12|Tribal Mark, Bloodstrike + 6d4, Bruising|6|15
[/table]
Bloodstrike
Savage Priests with great effort have developed methods of efficiently striking down their opponents. Starting at 1st level, whenever an opponent would be denied their Dexterity Bonus to AC, a Savage Priest may strike them for extra damage equivalent to + 1d4. This raises to + 2d4 at third, + 3d4 at 5th, + 4d4 at 10th, + 5d4 at 15th and lastly at + 6d4 at 20th. This applies to melee attacks as well as ranged attacks made at 30ft. This affects only creatures with discernible anatomies-undead, constructs, oozes, plants and incorporeal creatures are immune to this ability. This is similar to a Rogue’s Sneak Attack. See page 50 of the PHB 3.5 under the Rogue section.
Hunter
After prolonged exposure to the wild, Savage Priests have attuned their senses for the sake of hunting. As a result, they gain the benefits of both the Track Feat, see page 101 of the PHB Handbook, and the Scent Feat at 1st level , see page 314 of MM 3.5.
Woodland Stride
At 2nd level Savage Priests gain the Woodland Stride class ability. See page 36 of the PHB 3.5 under the Druid Section.
Trackless Step
At 4th level they gain the Trackless Step class ability . See page 36, PHB 3.5 under the Druid Section.
Sacrial Rites
At 4th level Savage Priests gain powers called Death Rites. They Rites are considered arcane magic and are casts spontaneously like Sorcerers, however Priests are limited to an amount of rites per day based on the amount of Essence Points they can posses for their level.
The maximum amount of Essence Points a Savage Priest can have at each level equals [(Level + Con. Modifier) x Wis. Modifier] + Bonus Points.
Bonus Points
1-9:0
10-11:4
12-13:6
14-15:10
16-17:12
18-19:16
20-21:20
22-23:22
24-25:26
26-27:30
28-29:32
30-31:36
32-33:40
34-35:42
36-37:46
38-39:50
40-41:52
etc....
Magical bonuses added to Constitution and Wisdom incurred by spells, items or other means do not increase the amount of Essence Points a Savage Priest has. They do however still increase hit points and the DC of the spells.
They cast these Rites as a spell caster of their Level.
The DC of Rites is equal to 10 + the Savage Priest's Wis. Mod. Bonus + the equivalent Spell Level.
Material Components are not utilized in Rites because Savage Priests draw from a raw form of energy and thus do not require such focuses and materials.
They are limited to a certain amount Rites they can learn. Starting at 5th they may know 3 Rites. As they grow stronger, the amount of rites they learn increases. Whenever they attain a new level, they may swap out old rites for new rites similarly to that of a sorcerer. Players may choose these Rites from the Spell Lists below.
To use a Rite, a Savage Priest must pay its Essence Cost which is indicated by the Spell’s Level.
1st Level Spells: 4 points
2nd Level Spells: 6 points
3rd Level Spells: 10points
4th Level Spells: 12 points
5th level Spells: 16 points
6th Level Spells: 20 points
These points do not refill over the course of the day but are regained with resting. After resting for a full 8 hours, depending on your race: 4 hours, etc., a Savage Priest fully regains their Essence Points.
Consumption:
At 5th level, a Savage Priest may gain back Health Points by extracting the essence of their fallen foes. Whenever a foe is reduced to -10 hit points by a Savage Priest, they gain the option of consuming their essence. They may only do this within one round of the enemy’s death because it is believed that after one round, the body’s essence deteriorates into useless energy. To Consume is a full round action that requires complete concentration. Should they be attacked during the process they must make a Concentration DC Check of 10 + Damage.
They must be within 30ft of the victim for this to work.
Hunger: To Consume an essence a Savage Priest must make a Will Save equal to the Character’s Level + their Con. Ability Score. Should they succeed they gain the enemies Level + their Con. Ability Score back in points.
Should they fail, they do not gain Hit Points back. Instead they lose essence points equal to the Character’s Level + their Con. Ability Score instantly and are unable to attempt Consumption again.
Should they succeed they gain back Health Points equal to the enemy’s Level + their Con. Ability Score.
Glutton: Savage Priest’s may also attempt to consume more of their foes essence by taking a – 5 on their Will Save.
Failure, results in the Savage Priest losing Essence Points Equal to the Character’s Level + their Con. Ability Score.
In addition they also suffer 1 point of Wisdom Damage for every 5 points of essence lost. This ability damage cannot be healed by magical or natural means for hour’s equivalent to 1 hour per point of Wisdom Damage Taken.
For instance if a Savage Priest attempts to consume the essence of a 10th level Wizard with a Con of 10 and Wisdom of 13 and fails; they lose 20 Essence Points and 5 points of Wisdom Damage that remains incurable for 5 hours.
Should they succeed they gain HP points equal to (Level + Con. Ability Score + Wisdom Ability Score)
A Savage Priest can never consume more health points than their maximum health points.
A Savage Priest may perform Consumption equal to their Con. Mod. Bonus per day.
NOTE: Consumption does not prevent characters from being resurrected. The Savage Priest does not steal the enemy’s soul, simply the energy that once powered its body. This does not reduce the enemy’s Con. Or Wis. Ability Scores at ALL.
Death’s Eye
At 6th level, Savage Priests may use Deathwatch at will as a caster of their Level.
Poison Use
Savage Priests are familiar with poisons from the wild. Thus, at 7th level, they gain the Poison Use class ability from their exposure. See page 180 of Dungeon Master’s Book 3.5.
Tribal Marks
Starting 8th level, Savage Priest’s may scar their body in order to attain powers. By sacrificing points of Charisma, a Savage Priest may attain the following abilities. They gain one mark at 8th, another at 11th, another at 14th, another at 17th, and finally the last at 18th.
BoilsBane: + 10 resistance against disease and spell/spell-like disease (1 point of Charisma)
Brandheart: + 10 resistance against fear and spell/spell-like fear (1 point of Charisma)
Cloudheed: 10 resistance against electricity (2 points of Charisma)
Darksight: Darkvision 60ft (1 point of Charisma)
Farway: + 10 to jump checks (1 point of Charisma)
Flameborn: 10 resistance against fire (2 points of Charisma)
Hardtgrip: + 10 resistance against stunning and spell and spell-like stunning (1 point of Charisma)
Highground: + 10 to climb checks (1 point of Charisma)
Ivytongue: + 10 resistance against poison and spell/spell-like poison (1 point of Charisma)
Lightfoot: + 10 to move silently checks (2 points of Charisma)
Pouchhold: can store one spell equal to the highest spell they can cast (2 points of Charisma)
Roughhide: + 2 to Natural Armor (1 point of Charisma)
Shadowalker: + 10 to hide checks (2 points of Charisma)
Spearhead: Bloodstrike becomes + 1d8 (1 point of Charisma)
Spiritscathe: + 10 on rolls against spell resistance (2 points of Charisma)
Stridewind: + 20 movement speed (1 point of Charisma)
Stronghold: + 10 resistance against paralysis and spell, and spell-like paralysis (1 point of Charisma)
Blood Price
Also by 8th level, Savage Priests may sacrifice their own life to gain Essence Points. By rolling a 1d20 die, a Savage Priest may deduct the number of the roll from their HP and place it back into their Essence Point pool. However this
damage is incurable by magical, and consumption means and will only be recovered by a SOLID night's rest once per/24hrs (I.e. for instance an elf can't use Blood Price, meditate for four hours, heal themselves then use Blood Price again and then meditate to heal again.) Unlike normal damage, lethal damage incurred by Blood Price heals with normal sleep.
A Savage Priest may use Blood Price any number times per 24hrs with the damage stacking with each use.
A Savage Priest may never use this ability to gain more Essence points than [(Level + Con. Modifier) x Wis. Modifier] + Bonus Points.
Death Attack
By 9th level, a Savage Priest gains the class ability Death Attack l. See page 180 of Dungeon Master Book, under Assassins. By studying their opponent for 3 rounds, and making a successful Bloodstrike, they can paralyze or kill their opponent.
Their opponent must make a Fort. Save equal to 10 + ½ Savage Priest’s Level + Savage Priest’s Wis. Mod.
Should they fail to make a successful Bloodstrike the first round, they must study another 3 rounds to use Death Attack again.
Pain
At 10th level a Savage Priest may amplify the damage of their Rites by sacrificing part of their life. Whenever a Savage Priest casts a Rite that deals damage (physical, energy or ability), they may roll a 1d20 die and add their Con. Modifier to the outcome. For every 5 points, the damage of that spell is increased by 1 Hit Die.
However the Savage Priest suffers LETHAL DAMAGE equal to the roll + their Class Level. This damage is incurable by magical, Consumption and Natural Means for 1 hour per 5 points.
For instance at 10th level, a Savage Priest casts fireball. Their caster level is 10, so therefore the damage is 10d6, however the Savage Priest decides to use Pain. The player rolls a 1d20, gets a 10 and adds the Savage Priest’s Con. Modifier of 3. The total is 13. Now the damage of the spell has been increased to 12d6 points of damage.
However doing this causes the Savage Priest to suffers 13 + 10 = 23 points of Lethal Damage that will not be curable for 4 hours.
This is an instantaneous effect. The player must announce this before casting a rite.
Should the Savage Priest use this ability again before the duration of the initial damage has cured, the new and old damage stack and the time is lengthened. For instance, if a Savage Priest uses Pain again after increasing the hit die of the Fireball an hour later. The new damage is 22, which means they cannot cure it for 4 hours. However because their previous 23 hadn't cured, the damage stacks to 45 points of damage. This damage cannot be cured for 9 hours starting from the infliction of the new damage.
Camouflage
At 12th level a Savage Priest gains the class ability Camouflage. See page 48 of the PHB 3.5 under Ranger.
Agony
At 15th level a Savage Priest can sacrifice their own life to amplify the DC of their Rites. Whenever a Savage Priest casts a Rite they may roll a 1d20 die and add their Con. Modifier to the outcome. For every 5 points, the DC of that Rite is increased by 1.
However the Savage Priest suffers LETHAL DAMAGE equal to the roll + their class level. This damage is incurable by Magical, Consumption and Natural Means for 1 hour per 5 points.
So for instance at 10th level, a Savage Priest casts fireball. Their caster level is 10, so therefore the DC is 17 because its 10 + Spell Level + Wis. Modifier (+4 in this case). The Savage Priest decides to use Agony. The player rolls a 1d20, gets a 10 and adds the Savage Priest’s Con. Modifier of 3. The total is 13. Now the DC of the spell has been increased to 19.
The Savage Priest suffers 13 + 10 = 23 points of incurable LETHAL DAMAGE that will last 6 hours.
This is an instantaneous effect. The player must announce this before casting a rite.
Should the Savage Priest use this ability again before the duration of the initial damage has cured, the new and old damage stack and the time is lengthened by the additional hour. For instance, if a Savage Priest uses Agony again after increasing the DC of Fireball an hour later. The new damage is 22, which means they cannot cure it for 4 hours. However because their previous 23 hadn't cured, the damage stacks to 45 points of damage. This damage cannot be cured for 9 hours starting from the infliction of the new damage.
Hide in Plain Sight
By 16th level Savage Priests gain the Hide in Plain Sight class ability. See page 48 in the PHB 3.5 under Ranger.
Salve
By 18th level, whenever a Savage Priest uses Consumption, they only lose half the amount of Essence Points (rounded down) on a failed attempt.
Bruising:
By 20th level whenever a Savage Priest uses either, Blood Price, Pain or Agony,the damage is now taken as Nonlethal Damage.
Level 1: 4pts
Burning Hands
Cause Fear
Chill Touch
Doom
Entangle
Entropic Field
Feather Fall
Hypnotism
Inflict Light Wounds
Jump
Longstrider
Magic Stones
Obscuring Mist
Ray of Enfeeblement
Shocking Grasp
Sleep
Shillelagh
Tasha’s Hideous Laughter
Level 2 6pts
Barkskin
Bear’s Endurance
Blindness/Deafness
Bull’s Strength
Calm Emotions
Cat’s Grace
Darkness
Darkvision
Death Knell
False Life
Flaming Sphere
Fog Cloud
Gust of Wind
Inflict Moderate Wounds
Invisibility
Melf’s Acid Arrow
Mirror Image
Owl’s Wisdom
Produce Flame
Pyrotechnics
See Invisibility
Silence
Scare
Scorching Ray
Soften Earth and Stone
Spider Climb
Touch of Idiocy
Web
Level 3 10pts
Blindness/Deafness
Darkvision
Daylight
Deeper Darkness
Dispel Magic
Displacement
Fireball
Fly
Gaseous Form
Hold Person
Inflict Serious Wounds
Lightning Bolt
Meld Into Stone
Deep Slumber
Protection from Energy
Rage
Ray of Exhaustion
Remove Disease
Stinking Cloud
Stone Shape
Vampiric Touch
Water Breathing
Water Walk
Wind Wall
Level 4 12pts
Air Walk
Bestow Curse
Confusion
Contagion
Phantasmal Killer
Control Water
Enervation
Fear
Fireshield
Giant Vermin
Hallucinatory Terrain
Inflict Critical Wounds
Invisibility, Greater
Neutralize Poison
Poison
Repel Vermin
Solid Fog
Spike Stones
Stoneskin
Wall of Fire
Level 5 16pts
Cloudkill
Control Winds
Feeblemind
Hold Monster
Inflict Light Wounds Mass
Insect Plague
Mind Fog
Mislead
Nightmare
Slay Living
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Thorns
Waves of Fatigue
Level 6 20pts
Acid Fog
Chain Lightning
Circle of Death
Destruction
Dispel, Magic Greater
Eyebite
Find the Path
Fire Seeds
Flesh to Stone
Inflict Moderate Wounds, Mass
Ironwood
Move Earth
Otto's Irresistible Dance
Insanity
Repulsion
Delayed Blast Fireball
Wall of Stone
Waves of Exhaustion