PDA

View Full Version : And the Darkness Stared Back [PrC]



Krimm_Blackleaf
2008-06-29, 05:54 PM
Disciple of the Void
http://www.wizards.com/dnd/images/ToMagic_Gallery/96092.jpg
Irrin Coradran, a new master of the Void using the Void Projection invocation in Elysium

Some say there exists a place of blackness. Some know this, they say it's the plane of shadows, some say it's the plane of negative energy. While these places are indeed dark places... they seem brightly illuminated compared to what is the Void beyond the planes. This plane is a plane of existing that is an endless nothing, an impossibility-to exist and be utterly endless simultaneously. This Void exists in the same spot as the Astral sea, just as the Plane of Shadows exists in the same spot as the Material Plane.
There are some creatures that have looked into this infinite nothing and have attained a small mastery of this infinite nothing power. These Disciples of the Void already have some master over darkness and shadows, as drawn from the Plane of Shadows, but the powers of the Void are wholly separate and act very differently from mere mysteries.
A vast majority of Disciples of the Void are shadowcasters, but a few are cultists (http://www.giantitp.com/forums/showpost.php?p=4037233&postcount=14) or one of the few other mystery using classes.
Adaptation: This class can be reshaped to allow more characters to enter into it, such as arcane casters or divine casters of shadowy gods. The prerequisite feat should be changed to Greater Spell focus in this case.

HD: d6

Requirements
Alignment: Any nongood
Skills: Knowledge (arcana) 10 ranks, Knowledge (the planes) 10 ranks, Spellcraft 10 ranks
Feats: Greater Path Focus
Shadowcasting: Ability to use 4th level mysteries.
Special: You must know of the Void beyond the planes, and have a unique contact with it. This usually ends up with some strange effect ranging anywhere from darkened hair or pale skin to rendering the subject completely blind.

Class Skills: Bluff, Concentration, Craft, Hide, Intimidate, Knowledge (all skills, taken individually), Move Silently, Profession, Spellcraft, Spot.
Skill-points per level: 2+Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special|Mysteries
1st|+0|+0|+0|+2|Void invocation, whispers of nothing|--
2nd|+1|+0|+0|+3|Void invocation|+1 level of mystery-using class
3rd|+1|+1|+1|+3|Void invocation|+1 level of mystery-using class
4th|+2|+1|+1|+4|Void invocation|+1 level of mystery-using class
5th|+2|+1|+1|+4|Void invocation|+1 level of mystery-using class
6th|+3|+2|+2|+5|Void invocation|+1 level of mystery-using class
7th|+3|+2|+2|+5|Void invocation|+1 level of mystery-using class
8th|+4|+2|+2|+6|Void invocation|+1 level of mystery-using class
9th|+4|+3|+3|+6|Void invocation|+1 level of mystery-using class
10th|+5|+3|+3|+7|Void invocation|+1 level of mystery-using class
[/table]

Weapon and Armor proficiency: Disciples of the Void gain no additional weapon or armor proficiencies.

Mysteries: At each level except first, you gain new mysteries per day and an increase in caster level (and mysteries known, if applicable) as if you had also gained a level in your mystery-using class. You do not, however, gain any other benefits a character of this class would have gained. If you had more than one mystery-using class before becoming a Disciple of the Void, you must decide to which class to add each level for the purpose of determining mysteries, caster level and mysteries known.

Whispers of Nothing (Su): At first level, your contact with the void beyond reality renders you just slightly less a sane person, but grants you insight into the inner-workings of reality. You take a permanent -2 penalty to your Wisdom score as a sign of your decreased sanity but gain the ability to use all Knowledge skills untrained and with a +2 insight bonus to all untrained Knowledge checks.

Void Invoking (Sp or Su): To witness the Void is to know the Void, and to know it is most often to use it. At each level, a Disciple of the Void selects a special invocation granted only by this class. These powers deal with dark energies that most might find unnatural and for good reason. Whenever a Void invocation is used, there are subtle effects on the world around it; animals will attempt to flee, younger children will cry for their mothers, light will seem dimmer and the air will grow cold. Some of these invocations require a prerequisite void invocation, mystery known or Disciple of the Void level.
The save DC for all abilities is equal to 10+half your caster level+Cha modifier unless otherwise noted.

Aura of Desecration (Su): You are constantly surrounded by an aura of bleak, negative energy. You are considered to be under the effects of a constant desecrate spell, centered on you. As a full round action, this ability can be suppressed or reactivated for as long as you desire. You must be a 2nd level Disciple of the Void to learn this invocation.

Dead Walk in the Dark (Sp): Your art of darkness takes on a corrupt, decayed turn. This ability functions just as the animate dead spell with a caster level equal to your own. The dead animated in this way cannot have more HD than your caster level, but have the dark template applied to them. You must be a 4th level Disciple of the Void to learn this invocation.

Destroy Light (Sp): You are capable of not just bringing forth magical darkness, but utterly destroying any light. By using this invocation as a standard action, you imitate the effects of the deeper darkness spell except that it cannot to overcome by any spell of the light descriptor. This effect can be ended with a dispelling, wish, miracle or even spells that banish outsiders to their own plane. Banishment spells and effects are treated as being cast upon an outsider of the Disciple of the Void's caster level. You must be a 5th level Disciple of the Void to learn this invocation and know the black candle fundamental mystery.

Destroy the Senses (Sp): You are able to force pure shadowstuff into someone's head, blocking off their senses from their brains permanently. You gain the ability to use blindness/deafness as a spell like ability at will as a standard action.

Drain Body Fuel (Sp): You have the ability to destroy the material that keeps living organisms alive. You may use ray of exhaustion as a spell like ability at will as a standard action. A secondary effect of this spell destroys all the food eaten and absorbed in the last 24 hours, so a creature is treated as having not eaten in that amount of time.

Forge the Dark Dead (Sp): Your art in the ways of death through the Void take a step up. You gain the ability to use create undead as a spell like ability. This ability requires no material components, just a few bits of summoned shadowstuff(summoned as part of the casting) but this ability may only be cast once every 1d4 hours. Undead created with this invocation attain the dark template. You must know the Dead Walk in the Dark invocation and be a 7th level Disciple of the Void to learn this invocation.

Meet Your Master (Sp): By suffusing an unwitting victim with pure Void, you gain control over his mind to a certain point. You gain the ability to use suggestion as a spell like ability at will as a standard action. Anyone who fails their save against this effect are under your control for 24 hours, or until they fulfill their designated task. While under the effects of this ability, the victim has the dark template applied to them. You must be a 3rd level Disciple of the Void to learn this invocation.

On Blackened Wings (Su): You summon and shape a chunk of the Void on your back, in the shape of a pair of wings. You are under a constant fly spell, but you are propelled by a pair of shadowy wings of any shape you desire. These wings can be destroyed and recreated respectively as a standard action.

See through the Void (Su): You gain a unique ability to see through the Void itself(to a certain degree) without going blind or mad. You acquire the ability to see through any form of darkness, including magical darkness of any power. This ability only allows you to see in black and white-even in normal illumination. You must be a 3rd level Disciple of the Void to learn this invocation.

Sphere of the Void (Su): To learn and use this ability is to do the forbidden; connect the material to the nothingness. As a full-round action, you create a spherical portal which is roughly one foot in diameter and connects directly to the Void itself. Only one sphere can be active at any one time per disciple. This ability acts just as the sphere of ultimate destruction spell(in the Spell Compendium) except it also creates a pulling force like a vacuum. Anyone or anything caught within 40 feet of the sphere except the disciple must make a Fort save(DC 20+disciple's Cha modifier) or be pulled 10 feet closer to the sphere, inanimate, nonmagical items receive no save. Anyone attempting to move within this radius has their base land speed reduced to 5 feet and cannot run or fly. Anyone who reaches and enters the square of the sphere is effected as by the spell. Once this ability is used, you must wait 5 hours to do so again. You must be a 10th level Disciple of the Void to learn this invocation.

Storm of Blackness (Sp): You can summon chaos from the nothing of the Void itself, in the shape of a more or less earthly storm. Once per day, you may use storm of vengeance as a spell-like ability, except within the radius of the spell also has a darkness effect on it. The storm appears to be utterly dark and terrible for the duration, no hint of any sort of color is ever seen within the radius of it. You must be a 10th level Disciple of the Void to learn this invocation.

Summon the Dark Dead (Sp): You gain the ability to summon forth the dead directly through the Void to serve your will. You gain the ability to use the summon undead spells, the highest level of which you may use equal to the highest level mystery you can use minus one. Undead summoned in this fashion have the dark template applied to them. You must know the Dead Walk in the Dark invocation to learn this invocation.

Summon Voidspawn (Sp): You can rip pieces of the Void into your presence and give them sentience for small amounts of time. As a full-round action, you can summon a shadow elemental of a certain size based on your caster level, as shown on the chart below. These creatures appear more than just shadowy, but as creatures of pure blackness and nothing. Once this ability is used, you must wait 5 rounds after the first is destroyed before summoning another.
{table="head"]Caster level|Shadow Elemental
10th - 13th|Large
14th - 16th|Huge
17th - 19th|Greater
20th+|Elder
[/table]

Weapons of Darkness (Su): You can grow vicious weapons on your own body made of pure Void. As a standard action, you may grow a pair of claws, two tentacles or a bite attack made of pure, black nothingness. These weapons do normal damage for their size and are considered magic and adamantine for the purposes of overcoming damage reduction. When striking deftly enough, the weapons suck the raw essence of someone's being out of them. When you score a critical hit with one of these natural weapon, you deal 1d3 Cha and 1d3 Con damage to the target.

Void Projection (Sp): The Void and the Astral Plane are things of unison, two sides of the same planar coin and you may treat the Void just as though it were astral in some respects. You gain the ability to project yourself into the Void harmlessly just as though it were the Astral Plane. This functions just as the astral projection spell with a caster level equal to your own, but you find yourself in an endless, blinding darkness and can only hope you have a way of navigating. If you use this ability to project yourself to other planes, your projection has the Dark template(see the Tome of Magic). Once this ability is used, you must wait 5 hours to do so again. You must be a 10th level Disciple of the Void to learn this invocation.

Krimm_Blackleaf
2008-06-30, 05:49 AM
http://i7.photobucket.com/albums/y265/Nny2/Bump.gif

Wolfman42666
2008-06-30, 05:57 AM
You're homebrew is always brillant Krimm and darkness-y themed too:smallbiggrin:
[Steals]

Krimm_Blackleaf
2008-06-30, 07:47 PM
You're homebrew is always brillant Krimm and darkness-y themed too:smallbiggrin:
[Steals]

Thanks. :biggrin:

Stycotl
2008-06-30, 11:40 PM
why not 4+ skill points and 3/4 bab? seems fitting. also doesn't seem too powerful, considering the fact that it is still trying to play catch-up with the somewhat subpar shadowcaster.

other than that, cool stuff.

Maerok
2008-07-08, 11:08 PM
You've built a monument PrC to inexistence!

Yesss. I love it. Can't go wrong with darkness and then adding more darkness; now I really want to play a shadowcaster. (Combines the cool stuff an entropomancer should have been able to do with shadow magic).

dyslexicfaser
2008-08-17, 04:39 PM
A reason to play a Shadowcaster?

That is madness.

Quite flavorful, and very strong besides - but considering Shadowcaster is subpar, I think it works out.