The Vorpal Tribble
2008-10-22, 08:09 PM
Phobic Master
http://ndn.newsweek.com/media/41/071214_SO02fear_vl-vertical.jpg
The soldier must fear his officer more than he fears the swords of all his enemies. - Schrecken of the Crawl, a Phobic Master
Fear. It's the first emotion likely to have been felt by the earliest beings. The instinct that there is danger to be fought or fled from. It is what allows us to survive and encourages us to do what we might not otherwise do. This primal sensation however can also be detrimental, freezing one in place, causing the heart to give out or drive one into insanity. The phobic master has learned to tap into the fear of others, gaining strength and power in various ways. He then uses this strength to instill even more fear in a horrible, self-sustaining cycle upon which he feeds; a parasite bloated on the terror of others.
Becoming A Phobic Master
Phobic Masters can come from nearly any kind of background, but they tend to be warriors or leaders of some kind, literally intimidating others into their service or using terror to inspire them to greater deeds. As such Charisma is the most useful ability when taking this class.
Hit Die: d6
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Requirements
To qualify to become a Phobic Master, a character must fulfill all the following criteria.
Alignment: Any non-good.
Feats: Two of the following feats: Daunting Presence (http://realmshelps.dandello.net/cgi-bin/feats.pl?Daunting_Presence,LM), Fear Incarnate (http://www.giantitp.com/forums/showpost.php?p=4953161&postcount=1), Intimidating Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intimidating_Rage,CW), Intimidating Strike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intimidating_Strike,PH2), Kiai Shout (http://realmshelps.dandello.net/cgi-bin/feats.pl?Kiai_Shout,CW), Resounding Blow (http://realmshelps.dandello.net/cgi-bin/feats.pl?Resounding_Blow,BE), Skill Focus (intimidate), or Unnatural Will (http://realmshelps.dandello.net/cgi-bin/feats.pl?Unnatural_Will,HH)
Skills: Intimidate +8, Sense Motive +4
Skill Trick: Never Outnumbered
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+2|Fear Innured, Greater Intimidation
2nd|+1|+0|+0|+3|Scent of Terror, Thriller
3rd|+2|+1|+1|+3|Dread Aura
4th|+3|+1|+1|+4|Uncanny Presence
5th|+3|+1|+1|+4|Incarnation of Fear
6th|+4|+2|+2|+5|Strength of Their Terror
7th|+5|+2|+2|+5|Rule By Fear
8th|+6|+2|+2|+6|Sense Phobia
9th|+6|+3|+3|+6|Deathly Afraid
10th|+7|+3|+3|+7|Dire Foe[/table]
Class Skills
The Phobic Master's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Move Silently (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 4 + Int modifier
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Class Features
Note: The Phobic Master may cause a new condition called Rabid.
Rabid
A rabid creature becomes utterly worshipful of the source of their fear. They act as if dominated except they will perform self-destructive acts, fearing the source of their fear more than pain or death itself. They are immune to intimidation and lesser fear from other creatures unless they would also bring them to a rabid state. An opposed Charisma check is then made between the two sources of fear to see which the being comes to fear more.
Rabid is a more extreme state than frightened or panicked.
Rabid creatures cannot be more frightened but instead must make an additional Fortitude save at the DC of the fear ability or die of fright. A creature that makes its save to withstand dying gains immunity to death from the use of this fear for 24 hours.
Weapon and Armor Proficiency: A Phobic Master gains proficiency with a single weapon of his choice.
Fear Innured (Ex): A Phobic Master gains immunity to fear effects.
Greater Intimidation (Ex): A Phobic Master may intimidate as a swift action. Those affected remain intimidated for 1d6×10 hours instead of minutes afterward. At fifth level hours becomes days, and at 10th level days becomes weeks. This does not extend the time of Demoralize Opponent.
Scent of Terror (Ex): A Phobic Master can smell the fear in others out to 60 feet. This range increases by 10 feet for every level in this class. He can detect the depth of their fear (Intimidated, Shaken, Frightened, Panicked, or Rabid) and how many are fearful. He cannot detect their exact location until he comes within 10 feet.
Thriller: You gain Adrenaline Junky (http://www.giantitp.com/forums/showpost.php?p=4953161&postcount=1) as a bonus feat.
Dread Aura (Su): As a standard action, a Phobic Master can exude an aura of fear in a radius of 15 feet. Once activated, the aura lasts one round. Anyone in or entering the area must make a Will save of DC 10 + the phobic master's class level + phobic master's Charisma modifier. Those who fail suffer a -2 penalty on attack rolls, weapon damage rolls, and saving throws for 5d6 rounds.
Once per day per 2 PrC levels a Phobic Master can concentrate their aura to cause a single individual within range to panic. Those who make the save against panic are not affected by the dread aura for 24 hours.
Uncanny Presence (Ex): All things in the presence of a Phobic Master seems to have an added edge. All fear-effects and intimidation checks gain a +2 bonus to the DC, including the phobic master's own Dread Aura.
Incarnation of Fear (Ex): At fifth level a Phobic Master can cause an even greater level of fear than most other beings are capable, able to bring them to a Rabid state.
As well, a phobic master's fear effects (such as intimidation, dread aura, and spells with the fear descriptor if any) are so potent that they can even affect living individuals normally immune to fear, such as paladins, though the subject still gains a saving throw against the effect.
Those normally immune gain a +10 bonus to their save, -1 for ever two levels the phobic master has, rounded down. For example at fifth level they'd only gain a +8 bonus.
Strength of Their Terror (Ex): At 6th level a Phobic Master begins to draw strength from the fear of others in the range of his scent of fear ability. Per fearful individual the Phobic Master gains a bonus to his Strength and Constitution scores according to the table below. This bonus cannot exceed twice their PrC level. These bonus drain away at 2 points per round when out of range from their fearing source.
Intimidated x20 = +1 bonus
Shaken x5 = +1 bonus
Frightened = +2 bonus
Panicked = +3 bonus
Rabid = +5 bonus
At 8th level they also gain Fast Healing equal to the ability score bonus.
Rule by Fear (Ex): At seventh level a Phobic Master gains the Leadership feat.
Those who follow are not referred to as cohorts and followers, but rather as Daunted and Cowards, respectively. They do not appear because they admire the Phobic Master and want to serve him, but because they are intimidated into service through complete and abject fear.
Daunted and cowards can only be chosen from those who have become Rabid in regards to the Phobic Master.
Sense Phobia (Su): At 8th level a Phobic Master begins to sense the fear directly from one's mind. As a full round action he may discover every fear they possess and the depth of each one, from their worst fear to simple squeamishness. This grants him an additional +10 insight bonus to intimidate checks and and additional +4 insight bonus to all fear effects. Those within range of his Dread Aura become Frightened.
In addition, once per day he may implant within one's mind a permanent phobia (see Heroes of Horror, p. 61) who is in range of his dread aura and failed their save.
Deathly Afraid (Su): Once per day a Phobic Master may choose one whom he has terrified into the Rabid condition to follow him even after death. This acts as the Oath of Blood spell with the prerequisite Geas, caster level equal to the Phobic Master's HD, except the target remains animate for 24 hours.
Dire Foe (Su): Whenever a Phobic Master attacks or uses the Run/Sprint action he seems to change into his opponent's worst fear. This acts as the Weird spell and affects all the Phobic Master's enemies that come within 30 feet. Those that make their save are immune to this ability for 24 hours.
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Sample Phobic Master
Schrecken of the Crawl
His gold-flecked hazel eyes blaze with what almost seems like passion. With that you realize you fear this being unlike any other you have ever met...
Male Aasimar paladin of tyranny 5/phobic master 7
Medium Outsider (native)
Hit Dice: 5d10+5 + 7d6+7 HD (63 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+6 adamantine breastplate, +1 dex, +2 feather cloak, +2 natural), flat-footed 19, touch 11
Base Attack/Grapple: +10/+10
Attack: +1 keen falchion +13/+8 melee (2d4+3, 16-20/x2) or +1 seeking bolas +11 ranged (1d4+2)
Full Attack: +1 keen falchion +13/+8 melee (2d4+3, 16-20/x2), *schrecken's finger +12 melee (1d3+2), or +1 seeking bolas +11 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Deadly touch, debilitating aura, dread aura, rebuke undead, smite good, spells
Special Qualities: Aura of evil, damage reduction 2/-, darkvision 60 ft., daylight 1/day, detect good, divine health, fear inured, resistance to acid, cold, and electricity 5, scent of terror, special mount
Saves: Fort +12, Ref +8, Will +16
Abilities: Str 15, Dex 12, Con 13, Int 12, Wis 16, Cha 21
Skills: Autohypnosis +4, Intimidate +22, Knowledge (religion) +9, Listen +8, Ride +12, Sense Motive +14, Spot +8
Feats: Adrenaline Junky (http://www.giantitp.com/forums/showpost.php?p=4953161&postcount=1)(B), Daunting Presence (http://realmshelps.dandello.net/cgi-bin/feats.pl?Daunting_Presence,LM), Force of Personality, Leadership, Power Attack, Resounding Blow (http://realmshelps.dandello.net/cgi-bin/feats.pl?Resounding_Blow,BE), Willing Deformity (http://realmshelps.dandello.net/cgi-bin/feats.pl?Willing_Deformity,HH)
Challenge Rating: 12
Possessions: +1 keen falchion, +1 seeking bolas, adamantine breastplate, amulet of natural armor +2, daern's instant fortress, feather cloak, *schrecken's finger
Alignment: Lawful Evil
Advancement: By character level
Level Adjustment: +1
Schrecken can only be described as disturbingly beautiful. He is of only slightly above normal height, and thin beyond what it seems one should be capable, but instead of malnourished it seems merely as if everything unnecessary had been removed, until you have a sharp blade of a man. His hair hangs in boyish ringlets of a brilliant white despite his ageless appearance.
He is dressed in simple leather pants with a cloak of feathers plucked from ravens and vultures with red silk trim made to look like wings. Thick, hobnailed boots shod his feet and leather gloves cover his hands, except for one finger of the glove has been removed to show his index finger whose skin and flesh has been cut away right to the knuckle. Gold braces in exquisite patterns holds the bones together in place of tendons, and the fingertip ends in a golden claw molded to appear as the head of a bird of prey with razor, hooked beak.
Once a devout warrior of his church, Schrecken went beyond the bounds of decency to bring others to worship his god. He felt they should show more reverence, to fear the deity's might. Though the church was known for its sternness, the holy man was brutal beyond even their strictest laws. He was eventually forced out after leading a crusade against a neighboring land and destroying all who would not immediately bow. He cursed the church and began to believe that even his deity was weak in not requiring his worshipers to prostrate in fear or face his wrath. Schrecken he came to be called and entire countries began to fear him. His lust for fear and power over others increased tenfold until he began to consider himself a god, gaining strength from the terror of those who crawled on their bellies before him.
His followers are many now, always seemingly as serene and steady as a stone. From time to time one will throw their head back and scream with a tone of wordless terror and despair only to a moment later close their mouth, once again appearing calm, as if nothing had just occurred.
Schrecken stands at about 6 foot and weighs 110 lbs. He speaks Common and Celestial.
Combat
Schrecken prefers to gather his rabid followers about him and siphon off their fear before going into battle, using his Dread Aura to inflict his opponents with fear. He will try to panic them and intimidate, bringing them to a rabid state where he can force them to do his will.
Those of greater resistance he fights weapon to weapon, attempting to terrify them with his skill with weapons as he could not through his mere presence.
*Schrecken's Finger acts as a dagger made for a small-sized creature. Those who wield it (removing it from him while unconscious or dead) gain the benefits of the Intimidating Strike feat.
Aura of Evil (Ex): The power of Schrecken's aura of evil (see the detect evil spell) is equal to his paladin level.
Daylight (Sp): Schrecken can use daylight once per day as a 12th-level caster.
Deadly Touch (Su): Schrecken can cause wounds with a successful touch attack. Each day he can deal a total number of 25 hit points of damage. An opponent subjected to this attack can make a Will save (DC 17) to halve the damage dealt.
Alternatively, Schrecken can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.
Debilitating Aura (Su): Schrecken radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin's aura of courage class feature. This ability functions while Schrecken is conscious, but not if he is unconscious or dead.
Detect Good (Sp): At will, Schrecken can use detect good, as the spell.
Divine Health (Ex): Schrecken has immunity to all diseases, including supernatural and magical diseases.
Dread Aura (Su): As a standard action, Schrecken can exude an aura of fear in a radius of 15 feet. Once activated, the aura lasts one round. Anyone in or entering the area must make a DC 23 Will save. Those who fail suffer a -2 penalty on attack rolls, weapon damage rolls, and saving throws for 5d6 rounds.
Three times per day he can concentrate his aura to cause a single individual within range to panic. Those who make the save against panic are not affected by the dread aura for 24 hours.
Fear Inured (Ex): Schrecken has immunity to fear effects.
Greater Intimidation (Ex): Schrecken may intimidate as a swift action. Those affected remain intimidated for 1d6×10 days, This does not extend the time of Demoralize Opponent.
Incarnation of Fear (Ex): Schrecken can cause an even greater level of fear than most other beings are capable, able to bring them to a Rabid state.
As well, his fear effects (such as intimidation, dread aura, and spells with the fear descriptor if any) are so potent that they can even affect living individuals normally immune to fear, such as paladins, though the subject still gains a saving throw against the effect.
Rebuke Undead (Su): Schrecken has the supernatural ability to rebuke undead. He may use this ability 8 times per day. He rebukes undead as a 2nd level cleric.
Scent of Terror (Ex): Schrecken can smell the fear in others out to 60 feet. This range increases by 10 feet for every level in this class. He can detect the depth of their fear (Intimidated, Shaken, Frightened, Panicked, or Rabid) and how many are fearful. He cannot detect their exact location until he comes within 10 feet.
Smite Good (Su): Twice per day, Schrecken may attempt to smite good with one normal melee attack. He adds his Charisma bonus (+5) to his attack roll and deals 5 extra points of damage. If the paladin accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.
Strength of Their Terror (Ex): Schrecken can draw strength from the fear of others in the range of his scent of fear ability. Per fearful individual the Phobic Master gains a bonus to his Strength and Constitution scores according to the table below. This bonus cannot exceed 12. These bonus drain away at 2 points per round when out of range from their fearing source.
Intimidated x20 = +1 bonus
Shaken x5 = +1 bonus
Frightened = +2 bonus
Panicked = +3 bonus
Rabid = +5 bonus
Special Mount (Sp): Schrecken has gained the service of an unusually intelligent, strong, and loyal Heavy Warhorse to serve him in his crusade. Once per day, as a full-round action, he may magically call his mount from the lower realms in which it resides. This ability is the equivalent of a 1st level spell. The mount immediately appears adjacent to Schrecken and remains for 10 hours; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though Schrecken may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should Schrecken’s mount die, it immediately disappears, leaving behind any equipment it was carrying. Schrecken may not summon another mount for thirty days or until he gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, Schrecken takes a –1 penalty on attack and weapon damage rolls.
Schrecken's Special Mount
Hexe
Schrecken War Horse
Large Magical Beast
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+14
Attack: Hoof +9 melee (1d6+4)
Full Attack: 2 hooves +9 melee (1d6+4) and bite +7 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Empathic link, improved evasion, low-light vision, scent
Saves: Fort +9, Ref +6, Will +7
Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Skills: Intimidate +0, Listen +5, Spot +4
Feats: Endurance, Multiattack, Run
Schrecken's mount appears as a ratty old mare with a shaggy grey coat with patches of unattractive black spots and a white mane and tail. Burrs and foam dot her sides. Patches of fur are missing as if burned off and one of her eyes are glazed over and blind. Her muzzle seems to be continuously drawn back in a feral snarl and she radiates evil humor and viciousness.
The only being to which Hexe shows any respect is Schrecken, whom she is in a Rabid state towards. She will only eat grass upon which blood has been spilt, though also delights in thistles and fermenting fruit, all of which seems to feed her aggression in addition to her belly.
Combat
Schrecken is a horror amongst horses, nickering with disturbing bloodlust before lashing out in a storm of hooves and teeth, seeming to revel in the pain she causes.
Empathic Link (Su): Schrecken has an empathic link with Hexe out to a distance of up to 1 mile. He cannot see through her eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from aasimars, so misunderstandings are always possible.
Because of this empathic link, Schrecken has the same connection to an item or place that Hexe does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Hexe takes no damage if she makes a successful saving throw and half damage if the saving throw fails.
Carrying Capacity: A light load for Hexe is up to 348 pounds; a medium load, 349–699 pounds; and a heavy load, 700–1059 pounds. Hexe can drag 5,295 pounds.
Spells: Caster level 5th. DC 13 + spell level.
Spells per day
1st - Doom
Uncanny Presence (Ex): All things in the presence of Schrecken seems to have an added edge. All fear-effects and intimidation checks gain a +2 bonus to the DC, including his own Dread Aura.
http://ndn.newsweek.com/media/41/071214_SO02fear_vl-vertical.jpg
The soldier must fear his officer more than he fears the swords of all his enemies. - Schrecken of the Crawl, a Phobic Master
Fear. It's the first emotion likely to have been felt by the earliest beings. The instinct that there is danger to be fought or fled from. It is what allows us to survive and encourages us to do what we might not otherwise do. This primal sensation however can also be detrimental, freezing one in place, causing the heart to give out or drive one into insanity. The phobic master has learned to tap into the fear of others, gaining strength and power in various ways. He then uses this strength to instill even more fear in a horrible, self-sustaining cycle upon which he feeds; a parasite bloated on the terror of others.
Becoming A Phobic Master
Phobic Masters can come from nearly any kind of background, but they tend to be warriors or leaders of some kind, literally intimidating others into their service or using terror to inspire them to greater deeds. As such Charisma is the most useful ability when taking this class.
Hit Die: d6
-=-=-=-=-=-=-
Requirements
To qualify to become a Phobic Master, a character must fulfill all the following criteria.
Alignment: Any non-good.
Feats: Two of the following feats: Daunting Presence (http://realmshelps.dandello.net/cgi-bin/feats.pl?Daunting_Presence,LM), Fear Incarnate (http://www.giantitp.com/forums/showpost.php?p=4953161&postcount=1), Intimidating Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intimidating_Rage,CW), Intimidating Strike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intimidating_Strike,PH2), Kiai Shout (http://realmshelps.dandello.net/cgi-bin/feats.pl?Kiai_Shout,CW), Resounding Blow (http://realmshelps.dandello.net/cgi-bin/feats.pl?Resounding_Blow,BE), Skill Focus (intimidate), or Unnatural Will (http://realmshelps.dandello.net/cgi-bin/feats.pl?Unnatural_Will,HH)
Skills: Intimidate +8, Sense Motive +4
Skill Trick: Never Outnumbered
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+2|Fear Innured, Greater Intimidation
2nd|+1|+0|+0|+3|Scent of Terror, Thriller
3rd|+2|+1|+1|+3|Dread Aura
4th|+3|+1|+1|+4|Uncanny Presence
5th|+3|+1|+1|+4|Incarnation of Fear
6th|+4|+2|+2|+5|Strength of Their Terror
7th|+5|+2|+2|+5|Rule By Fear
8th|+6|+2|+2|+6|Sense Phobia
9th|+6|+3|+3|+6|Deathly Afraid
10th|+7|+3|+3|+7|Dire Foe[/table]
Class Skills
The Phobic Master's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Move Silently (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 4 + Int modifier
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Class Features
Note: The Phobic Master may cause a new condition called Rabid.
Rabid
A rabid creature becomes utterly worshipful of the source of their fear. They act as if dominated except they will perform self-destructive acts, fearing the source of their fear more than pain or death itself. They are immune to intimidation and lesser fear from other creatures unless they would also bring them to a rabid state. An opposed Charisma check is then made between the two sources of fear to see which the being comes to fear more.
Rabid is a more extreme state than frightened or panicked.
Rabid creatures cannot be more frightened but instead must make an additional Fortitude save at the DC of the fear ability or die of fright. A creature that makes its save to withstand dying gains immunity to death from the use of this fear for 24 hours.
Weapon and Armor Proficiency: A Phobic Master gains proficiency with a single weapon of his choice.
Fear Innured (Ex): A Phobic Master gains immunity to fear effects.
Greater Intimidation (Ex): A Phobic Master may intimidate as a swift action. Those affected remain intimidated for 1d6×10 hours instead of minutes afterward. At fifth level hours becomes days, and at 10th level days becomes weeks. This does not extend the time of Demoralize Opponent.
Scent of Terror (Ex): A Phobic Master can smell the fear in others out to 60 feet. This range increases by 10 feet for every level in this class. He can detect the depth of their fear (Intimidated, Shaken, Frightened, Panicked, or Rabid) and how many are fearful. He cannot detect their exact location until he comes within 10 feet.
Thriller: You gain Adrenaline Junky (http://www.giantitp.com/forums/showpost.php?p=4953161&postcount=1) as a bonus feat.
Dread Aura (Su): As a standard action, a Phobic Master can exude an aura of fear in a radius of 15 feet. Once activated, the aura lasts one round. Anyone in or entering the area must make a Will save of DC 10 + the phobic master's class level + phobic master's Charisma modifier. Those who fail suffer a -2 penalty on attack rolls, weapon damage rolls, and saving throws for 5d6 rounds.
Once per day per 2 PrC levels a Phobic Master can concentrate their aura to cause a single individual within range to panic. Those who make the save against panic are not affected by the dread aura for 24 hours.
Uncanny Presence (Ex): All things in the presence of a Phobic Master seems to have an added edge. All fear-effects and intimidation checks gain a +2 bonus to the DC, including the phobic master's own Dread Aura.
Incarnation of Fear (Ex): At fifth level a Phobic Master can cause an even greater level of fear than most other beings are capable, able to bring them to a Rabid state.
As well, a phobic master's fear effects (such as intimidation, dread aura, and spells with the fear descriptor if any) are so potent that they can even affect living individuals normally immune to fear, such as paladins, though the subject still gains a saving throw against the effect.
Those normally immune gain a +10 bonus to their save, -1 for ever two levels the phobic master has, rounded down. For example at fifth level they'd only gain a +8 bonus.
Strength of Their Terror (Ex): At 6th level a Phobic Master begins to draw strength from the fear of others in the range of his scent of fear ability. Per fearful individual the Phobic Master gains a bonus to his Strength and Constitution scores according to the table below. This bonus cannot exceed twice their PrC level. These bonus drain away at 2 points per round when out of range from their fearing source.
Intimidated x20 = +1 bonus
Shaken x5 = +1 bonus
Frightened = +2 bonus
Panicked = +3 bonus
Rabid = +5 bonus
At 8th level they also gain Fast Healing equal to the ability score bonus.
Rule by Fear (Ex): At seventh level a Phobic Master gains the Leadership feat.
Those who follow are not referred to as cohorts and followers, but rather as Daunted and Cowards, respectively. They do not appear because they admire the Phobic Master and want to serve him, but because they are intimidated into service through complete and abject fear.
Daunted and cowards can only be chosen from those who have become Rabid in regards to the Phobic Master.
Sense Phobia (Su): At 8th level a Phobic Master begins to sense the fear directly from one's mind. As a full round action he may discover every fear they possess and the depth of each one, from their worst fear to simple squeamishness. This grants him an additional +10 insight bonus to intimidate checks and and additional +4 insight bonus to all fear effects. Those within range of his Dread Aura become Frightened.
In addition, once per day he may implant within one's mind a permanent phobia (see Heroes of Horror, p. 61) who is in range of his dread aura and failed their save.
Deathly Afraid (Su): Once per day a Phobic Master may choose one whom he has terrified into the Rabid condition to follow him even after death. This acts as the Oath of Blood spell with the prerequisite Geas, caster level equal to the Phobic Master's HD, except the target remains animate for 24 hours.
Dire Foe (Su): Whenever a Phobic Master attacks or uses the Run/Sprint action he seems to change into his opponent's worst fear. This acts as the Weird spell and affects all the Phobic Master's enemies that come within 30 feet. Those that make their save are immune to this ability for 24 hours.
-=-=-=-=-=-=-
Sample Phobic Master
Schrecken of the Crawl
His gold-flecked hazel eyes blaze with what almost seems like passion. With that you realize you fear this being unlike any other you have ever met...
Male Aasimar paladin of tyranny 5/phobic master 7
Medium Outsider (native)
Hit Dice: 5d10+5 + 7d6+7 HD (63 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+6 adamantine breastplate, +1 dex, +2 feather cloak, +2 natural), flat-footed 19, touch 11
Base Attack/Grapple: +10/+10
Attack: +1 keen falchion +13/+8 melee (2d4+3, 16-20/x2) or +1 seeking bolas +11 ranged (1d4+2)
Full Attack: +1 keen falchion +13/+8 melee (2d4+3, 16-20/x2), *schrecken's finger +12 melee (1d3+2), or +1 seeking bolas +11 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Deadly touch, debilitating aura, dread aura, rebuke undead, smite good, spells
Special Qualities: Aura of evil, damage reduction 2/-, darkvision 60 ft., daylight 1/day, detect good, divine health, fear inured, resistance to acid, cold, and electricity 5, scent of terror, special mount
Saves: Fort +12, Ref +8, Will +16
Abilities: Str 15, Dex 12, Con 13, Int 12, Wis 16, Cha 21
Skills: Autohypnosis +4, Intimidate +22, Knowledge (religion) +9, Listen +8, Ride +12, Sense Motive +14, Spot +8
Feats: Adrenaline Junky (http://www.giantitp.com/forums/showpost.php?p=4953161&postcount=1)(B), Daunting Presence (http://realmshelps.dandello.net/cgi-bin/feats.pl?Daunting_Presence,LM), Force of Personality, Leadership, Power Attack, Resounding Blow (http://realmshelps.dandello.net/cgi-bin/feats.pl?Resounding_Blow,BE), Willing Deformity (http://realmshelps.dandello.net/cgi-bin/feats.pl?Willing_Deformity,HH)
Challenge Rating: 12
Possessions: +1 keen falchion, +1 seeking bolas, adamantine breastplate, amulet of natural armor +2, daern's instant fortress, feather cloak, *schrecken's finger
Alignment: Lawful Evil
Advancement: By character level
Level Adjustment: +1
Schrecken can only be described as disturbingly beautiful. He is of only slightly above normal height, and thin beyond what it seems one should be capable, but instead of malnourished it seems merely as if everything unnecessary had been removed, until you have a sharp blade of a man. His hair hangs in boyish ringlets of a brilliant white despite his ageless appearance.
He is dressed in simple leather pants with a cloak of feathers plucked from ravens and vultures with red silk trim made to look like wings. Thick, hobnailed boots shod his feet and leather gloves cover his hands, except for one finger of the glove has been removed to show his index finger whose skin and flesh has been cut away right to the knuckle. Gold braces in exquisite patterns holds the bones together in place of tendons, and the fingertip ends in a golden claw molded to appear as the head of a bird of prey with razor, hooked beak.
Once a devout warrior of his church, Schrecken went beyond the bounds of decency to bring others to worship his god. He felt they should show more reverence, to fear the deity's might. Though the church was known for its sternness, the holy man was brutal beyond even their strictest laws. He was eventually forced out after leading a crusade against a neighboring land and destroying all who would not immediately bow. He cursed the church and began to believe that even his deity was weak in not requiring his worshipers to prostrate in fear or face his wrath. Schrecken he came to be called and entire countries began to fear him. His lust for fear and power over others increased tenfold until he began to consider himself a god, gaining strength from the terror of those who crawled on their bellies before him.
His followers are many now, always seemingly as serene and steady as a stone. From time to time one will throw their head back and scream with a tone of wordless terror and despair only to a moment later close their mouth, once again appearing calm, as if nothing had just occurred.
Schrecken stands at about 6 foot and weighs 110 lbs. He speaks Common and Celestial.
Combat
Schrecken prefers to gather his rabid followers about him and siphon off their fear before going into battle, using his Dread Aura to inflict his opponents with fear. He will try to panic them and intimidate, bringing them to a rabid state where he can force them to do his will.
Those of greater resistance he fights weapon to weapon, attempting to terrify them with his skill with weapons as he could not through his mere presence.
*Schrecken's Finger acts as a dagger made for a small-sized creature. Those who wield it (removing it from him while unconscious or dead) gain the benefits of the Intimidating Strike feat.
Aura of Evil (Ex): The power of Schrecken's aura of evil (see the detect evil spell) is equal to his paladin level.
Daylight (Sp): Schrecken can use daylight once per day as a 12th-level caster.
Deadly Touch (Su): Schrecken can cause wounds with a successful touch attack. Each day he can deal a total number of 25 hit points of damage. An opponent subjected to this attack can make a Will save (DC 17) to halve the damage dealt.
Alternatively, Schrecken can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.
Debilitating Aura (Su): Schrecken radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin's aura of courage class feature. This ability functions while Schrecken is conscious, but not if he is unconscious or dead.
Detect Good (Sp): At will, Schrecken can use detect good, as the spell.
Divine Health (Ex): Schrecken has immunity to all diseases, including supernatural and magical diseases.
Dread Aura (Su): As a standard action, Schrecken can exude an aura of fear in a radius of 15 feet. Once activated, the aura lasts one round. Anyone in or entering the area must make a DC 23 Will save. Those who fail suffer a -2 penalty on attack rolls, weapon damage rolls, and saving throws for 5d6 rounds.
Three times per day he can concentrate his aura to cause a single individual within range to panic. Those who make the save against panic are not affected by the dread aura for 24 hours.
Fear Inured (Ex): Schrecken has immunity to fear effects.
Greater Intimidation (Ex): Schrecken may intimidate as a swift action. Those affected remain intimidated for 1d6×10 days, This does not extend the time of Demoralize Opponent.
Incarnation of Fear (Ex): Schrecken can cause an even greater level of fear than most other beings are capable, able to bring them to a Rabid state.
As well, his fear effects (such as intimidation, dread aura, and spells with the fear descriptor if any) are so potent that they can even affect living individuals normally immune to fear, such as paladins, though the subject still gains a saving throw against the effect.
Rebuke Undead (Su): Schrecken has the supernatural ability to rebuke undead. He may use this ability 8 times per day. He rebukes undead as a 2nd level cleric.
Scent of Terror (Ex): Schrecken can smell the fear in others out to 60 feet. This range increases by 10 feet for every level in this class. He can detect the depth of their fear (Intimidated, Shaken, Frightened, Panicked, or Rabid) and how many are fearful. He cannot detect their exact location until he comes within 10 feet.
Smite Good (Su): Twice per day, Schrecken may attempt to smite good with one normal melee attack. He adds his Charisma bonus (+5) to his attack roll and deals 5 extra points of damage. If the paladin accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.
Strength of Their Terror (Ex): Schrecken can draw strength from the fear of others in the range of his scent of fear ability. Per fearful individual the Phobic Master gains a bonus to his Strength and Constitution scores according to the table below. This bonus cannot exceed 12. These bonus drain away at 2 points per round when out of range from their fearing source.
Intimidated x20 = +1 bonus
Shaken x5 = +1 bonus
Frightened = +2 bonus
Panicked = +3 bonus
Rabid = +5 bonus
Special Mount (Sp): Schrecken has gained the service of an unusually intelligent, strong, and loyal Heavy Warhorse to serve him in his crusade. Once per day, as a full-round action, he may magically call his mount from the lower realms in which it resides. This ability is the equivalent of a 1st level spell. The mount immediately appears adjacent to Schrecken and remains for 10 hours; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though Schrecken may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should Schrecken’s mount die, it immediately disappears, leaving behind any equipment it was carrying. Schrecken may not summon another mount for thirty days or until he gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, Schrecken takes a –1 penalty on attack and weapon damage rolls.
Schrecken's Special Mount
Hexe
Schrecken War Horse
Large Magical Beast
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+14
Attack: Hoof +9 melee (1d6+4)
Full Attack: 2 hooves +9 melee (1d6+4) and bite +7 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Empathic link, improved evasion, low-light vision, scent
Saves: Fort +9, Ref +6, Will +7
Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Skills: Intimidate +0, Listen +5, Spot +4
Feats: Endurance, Multiattack, Run
Schrecken's mount appears as a ratty old mare with a shaggy grey coat with patches of unattractive black spots and a white mane and tail. Burrs and foam dot her sides. Patches of fur are missing as if burned off and one of her eyes are glazed over and blind. Her muzzle seems to be continuously drawn back in a feral snarl and she radiates evil humor and viciousness.
The only being to which Hexe shows any respect is Schrecken, whom she is in a Rabid state towards. She will only eat grass upon which blood has been spilt, though also delights in thistles and fermenting fruit, all of which seems to feed her aggression in addition to her belly.
Combat
Schrecken is a horror amongst horses, nickering with disturbing bloodlust before lashing out in a storm of hooves and teeth, seeming to revel in the pain she causes.
Empathic Link (Su): Schrecken has an empathic link with Hexe out to a distance of up to 1 mile. He cannot see through her eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from aasimars, so misunderstandings are always possible.
Because of this empathic link, Schrecken has the same connection to an item or place that Hexe does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Hexe takes no damage if she makes a successful saving throw and half damage if the saving throw fails.
Carrying Capacity: A light load for Hexe is up to 348 pounds; a medium load, 349–699 pounds; and a heavy load, 700–1059 pounds. Hexe can drag 5,295 pounds.
Spells: Caster level 5th. DC 13 + spell level.
Spells per day
1st - Doom
Uncanny Presence (Ex): All things in the presence of Schrecken seems to have an added edge. All fear-effects and intimidation checks gain a +2 bonus to the DC, including his own Dread Aura.