1. - Top - End - #12
    Bugbear in the Playground
     
    gr8artist's Avatar

    Join Date
    Sep 2012
    Location
    Homebrew
    Gender
    Male

    Default Re: GitP Pathfinder Grab Bag Competition Competition XXVI: Pick a God and Pray

    _Nightmare Priest_


    ~ Image used with permission of its creator, me.

    "Wretched whispers with claws to scratch.
    Weeping, wailing, the nightmares hatch."

    ~ Nursery rhyme etched into the wall of the Croatoan Manor

    The rhyme is believed to be the work of Sir Kendrick Croatoan, the last heir of the once-proud house and a renowned serial killer.
    Sir Kendrick is widely regarded as a madman, and after his execution he personified something of a haunt or boogeyman in local culture.


    Beyond the material plane there lie an incalculable number of other planes and realms teeming with life and energy that material mortals cannot comprehend. With the advent of magic, mortals began to form innumerable bonds with such extraplanar forms, in an effort to comprehend the cosmos and multiverse. Most took these extraordinary powers as a force to be worshiped and adored, and thus the gods were forged. Others sought to mold the energies they found into new shapes and purposes, and thus arose the art of arcane conjuration.
    But a surprising number did not seek such communion with the unknown. Instead, they find themselves the object of study and manipulation by exterior forces. Sometimes this begins in adulthood, or after the acquisition of some planar-relevant trinket. Often, it begins in childhood, as haunting whispers and indescribable murmurs. Some are fortunate to attract the attention of benevolent forces, who require nothing of them that they cannot spare. But a great deal are tormented by spirits much darker, and are allowed no escape or reprieve. Plagued and possessed by these powerful energies, many mortals crack and fall apart into useless husks no longer reminiscent of humanity. But a rare few embrace the confusion and darkness that others fear, and form an unholy union with the nightmarish powers that commune with them.
    They survive, even thrive, in the maddening fear of the unknown, and come to view this fear as a holy state, much like others view devout prayer or intense meditation. It is their sacred, profane duty to share the dark message with all they encounter, and spread the gospel of terror to the furthest reaches of the world.

    Role: With extensive control over fear and terror, the Nightmare Priest is an expert in the fields of crowd control and debuffing, keeping his opponents weakened and unable to fight effectively.

    Alignment: Nightmare Priests must be Evil. Though they are capable of performing good acts, the power that flows through them compels them to violence and oppression and causes them to react to magic as though they were Evil.
    A Nightmare Priest that becomes Good loses all class abilities.

    Requirements
    To qualify to become Nightmare Priest, a character must fulfill all of the following criteria.
    Skills: Intimidate 5 ranks; Knowledge (planes or religion) 5 ranks.
    Spells: Able to cast 1st level divine spells, including cause fear and remove fear.
    Special: Aura of Cowardice class feature.


    Hit Die: d6

    Class Skills
    The Nightmare Priest's class skills (and the key ability for each skill) are Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

    Skill Ranks per Level: (6 + Int modifier)


    Nightmare Priest
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
    1st
    +0
    +0
    +0
    +1
    Unholy vigor, vile inheritance
    2nd
    +1
    +1
    +1
    +1
    Unnatural presence +1 level of existing divine spellcasting class
    3rd
    +2
    +1
    +1
    +2
    Improved aura of cowardice (–5/+5)
    4th
    +3
    +1
    +1
    +2
    Horror reserve +1 level of existing divine spellcasting class
    5th
    +3
    +2
    +2
    +3
    Vile inheritance, aura of cowardice (–6/+6)
    6th
    +4
    +2
    +2
    +3
    Torment the soul +1 level of existing divine spellcasting class
    7th
    +5
    +2
    +2
    +4
    Aura of cowardice (–7/+7)
    8th
    +6
    +3
    +3
    +4
    Baleful suffering +1 level of existing divine spellcasting class
    9th
    +6
    +3
    +3
    +5
    Vile inheritance, aura of cowardice (–8/+8)
    10th
    +7
    +3
    +3
    +5
    Profane paragon, mass hysteria +1 level of existing divine spellcasting class

    Class Features
    All of the following are class features of the Nightmare Priest (commonly referred to as a "Priest" from here on).

    Weapon and Armor Proficiencies: A Nightmare Priest gains no new weapon or armor proficiencies.


    Unholy Vigor (Ex): A Nightmare Priest is empowered by his faith, fear, and the terror of others, and able to survive for great lengths of time when he would otherwise be defeated. He uses his Charisma, rather than his Constitution, to determine his additional health per hit die and his bonus to fortitude saves. Additionally, a Priest with a Constitution score of 0 is not dead, but is instead unconscious as though his Strength were 0.
    At level 3, the Priest gains a morale bonus on Fortitude saves, melee attacks, and melee damage rolls equal to 1/2 his class level while he is suffering from a fear effect.
    At level 5, the Priest gains intimidating prowess as a bonus feat. Additionally, he gains a morale bonus to Strength equal to the number of other creatures within his aura of cowardice that are suffering from a fear effect.
    At level 7, the Priest gains the ferocity special quality while he or another creature within his aura of cowardice is suffering from a fear effect.
    At level 9, the Priest gains fast healing equal to the number of creatures within his aura of cowardice (including himself, if applicable) who are suffering from a fear effect at the end of his turn.


    Vile Inheritance (Su): A Nightmare Priest is constantly harassed and harried by disturbing thoughts, images, and messages from some source of dark power. When he finally learns to accept this dark message and embraces his destiny to spread the dark word as far as inhumanly possible, the power flowing through him manifests in new abilities similar to those possessed by a sorcerer. As his familiarity with nightmarish forces improves, he also becomes more and more resistant to the deep depths of fear to which he exposes his enemies.
    The Priest chooses one of the following sorcerer bloodlines, and gains powers and abilities from it as though he were a sorcerer: Aberrant, Abyssal, Accursed, Daemon, Infernal, Oni, Shadow, or Undead. He may also choose wildblooded variants of these bloodlines, if desired. If he has a sorcerer bloodline from another class, he must choose a different bloodline than the one he already possesses.
    At first level, the Priest gains the bloodline arcana from his chosen bloodline, using his levels in this class rather than sorcerer levels to determine the effectiveness of the arcana, if necessary. He also gains immunity to the cowering condition.
    At 5th level, the Priest gains the first power granted by his chosen bloodline. He uses his levels in this class as his effective sorcerer level to determine the effectiveness of this power. He may use this power any number of times per day, though each use (or round of use) requires that he spend 1 point from his horror reserve; if he does not possess enough points, he cannot use that power until he gains more. His familiarity with fear also grants him immunity to the panicked condition.
    At 9th level, the Priest gains the second power granted by his chosen bloodline. He uses his levels in this class as his effective sorcerer level to determine the effectiveness of this power. He also gains immunity to the frightened condition.
    Spoiler: Bloodlines and powers copied for reference
    Show

    Aberrant
    Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
    Bloodline Powers
    Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
    Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
    Warped Aberrant
    Spoiler: Wildblood variations
    Show
    Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random effect from Table: Warped Polymorph Benefits (see below). This bonus lasts as long as the polymorph effect on the target.
    This ability replaces the Aberrant Bloodline Arcana.
    Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature’s physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    This bloodline power replaces acidic ray.

    Table: Warped Polymorph Benefits
    d12 Name Effect
    1 Double-Jointed +2 on Escape Artist checks
    2 Webbed Digits +2 on Swim checks
    3 Iron Grip +2 on Climb checks and to CMD against disarm maneuvers
    4 Bug Eyes +2 on Perception checks
    5 Camouflage +2 on Stealth checks
    6 Tough Hide +1 natural armor bonus
    7 Hardy +1 on Fortitude saving throws
    8 Lively +1 on Reflex saving throws
    9 Astute +1 on Will saves
    10 Quick +5 ft. movement rate
    11 Vicious +1 on melee attack rolls
    12 Eagle Eyes +1 on ranged attack rolls


    Abyssal
    Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
    Bloodline Powers
    Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
    Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
    Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
    Brutal Abyssal
    Spoiler: Wildblood variations
    Show
    Bloodline Arcana: Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell takes 2 additional hit points of damage. This ability has no effect on spells that do not deal hit point damage (such as ability score damage).
    This ability replaces the Abyssal Bloodline Arcana.
    Wings of the Abyss (Su): At 9th level, you can sprout leathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1-minute increments.
    This bloodline power replaces strength of the abyss.


    Accursed
    Bloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.
    Bloodline Powers
    Horrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
    Wretched Endurance (Ex): At 3rd level, you gain a +2 bonus on all saving throws against charm, cold, fear, fire, and sleep effects. And 9th level, these bonuses increase to +4.
    Dread Gaze (Su): At 9th level, you gain a form of the green hag’s evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be staggered for 1 round for every 2 sorcerer levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.


    Daemon
    Bloodline Arcana: Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier (minimum 1). The second spell you cast must be of an equal or lower level than the first one.
    Bloodline Powers
    Wasting Ray (Sp): At 1st level, as a standard action, you can impose either starvation or thirst upon a living creature you can see within 30 feet. This requires the creature to make a Constitution check each round (DC 10 + 1 for each previous check) to avoid taking 1d6 points of nonlethal damage. The creature must continue to make these checks until, as a full-round action, it quenches its thirst or sates its hunger (see starvation and thirst). You can use this ability a number of times per day equal to 3 + your Charisma modifier, but can only apply it once every 24 hours to any given creature. Creatures that do not need to eat are immune to this effect.
    Daemonic Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws made against poison and death effects. At 9th level, your resistance to acid increases to 10 and your bonus on saving throws against poison and death effects increases to +4.
    Age Out (Su): At 9th level, you gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments. As a standard action, you can shift your effective age to the next highest aging step (for example, from adulthood to middle age). Each time you do this, any debilitating condition or effect currently affecting you that initially allowed a Will or Fortitude saving throw immediately ends. When you age yourself in this way, you take the normal penalties associated with growing older but gain none of the benefits. You cannot use this power to age beyond venerable, recover hit point damage, or remove effects that did not or do not allow a Will or Fortitude saving throw to negate. You return to your actual age 24 hours after the last time you used this ability, and all penalties to ability scores as a result of advanced age are then removed.


    Infernal
    Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
    Bloodline Powers
    Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
    Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
    Pit-Touched Infernal
    Spoiler: Wildblood variations
    Show
    Bloodline Arcana: Whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell’s level for 1 round.
    This ability replaces the Infernal Bloodline Arcana.
    Tough as Hell (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level.
    This bloodline power replaces hellfire.


    Oni
    Bloodline Arcana: Whenever you cast a spell of the charm or compulsion subschool, you gain a bonus on Bluff, Diplomacy, and Intimidate skill checks equal to the level of the spell for 1d4 rounds.
    Bloodline Powers
    Touch of Agony (Sp): At 1st level, you can make a melee touch attack as a standard action that wracks a living creature with agonizing pain. The target takes 1d4 points of nonlethal damage each round for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    Altered Form (Sp): At 3rd level, you gain the ability to change shape (as the spell alter self) for a number of minutes per day equal to your sorcerer level. These rounds need not be consecutive. At 17th level, the duration of this effect is no longer limited, and you may remain in your chosen form as long as you want.
    Windborne (Sp): At 9th level, you can turn gaseous (as the spell gaseous form) for a number of rounds per day equal to your sorcerer level. These rounds need not be consecutive. At 11th level and every two levels thereafter, your speed while gaseous increases by +10 feet, to a maximum speed of 60 feet at 19th level.


    Shadow
    Bloodline Arcana: Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.
    Bloodline Powers
    Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
    Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.
    Umbral Shadow
    Spoiler: Wildblood variations
    Show
    Bloodline Arcana: Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.
    This ability replaces the Shadow Bloodline Arcana.
    Cloak of Shadows (Sp): At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier.
    This bloodline power replaces shadowstrike.


    Undead
    Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
    Bloodline Powers
    Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
    Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
    Sanguine Undead
    Spoiler: Wildblood variations
    Show
    Bloodline Arcana: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.
    This ability replaces the Undead Bloodline Arcana.
    The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
    This bloodline power replaces grave touch.


    Unnatural Presence (Su): Beginning at 2nd level, the Nightmare Priest's aura becomes particularly upsetting to animals. His aura of cowardice also functions as an unnatural aura, as the monster ability. Animals will not willingly approach the Priest unless their master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check.


    Improved Aura of Cowardice (Su): Beginning at 3rd level, the Nightmare Priest begins to increase the reach and potency of his debilitating aura. The range of his aura of cowardice increases to 5 feet per level, to a maximum of 50 feet at 10th level, and the penalty to saves against fear increases to –5. Additionally, he gains a +5 bonus on Intimidate checks against any creature within his aura.
    At 5th level, and every two levels thereafter, the penalty to saves increases by –1, and the bonus to Intimidate checks increases by +1, to a maximum of –8 and +8 at 9th level.


    Horror Reserve (Su): Beginning at 4th level, the Nightmare Priest gains a horror reserve, a collection of thought, fears, and nightmares collected from the minds of suffering victims. This collection functions as a pool of energy that he can spend to augment his spells or use his abilities. The horror reserve has a number of points equal to 3 + his Charisma modifier, and it refreshes once per day when he prepares his spells. Other abilities and effects may add points back into this pool throughout the day, though any points gained in excess of this amount are lost.
    By spending 1 point from his horror reserve as a swift action, the Priest can increase his effective caster level for his next [fear] spell by 1 or increase the save DC of his next [fear] spell by 2. Regardless of the benefit he chooses, the effect lasts only until the end of his turn.
    He may spend 1 point from his horror reserve to cast cause fear as a spell-like ability. He may use this ability against any creature with less hit dice than his own. Additionally, if he successfully uses the remove fear spell to suppress a fear effect or counter another creature's [fear] spell, the Priest adds one point to his horror reserve. This effect can occur no more than once per casting of this spell, regardless of the number of creatures affected.
    Beginning at 7th level, the Priest salvages the final, terrified thoughts of his victims. He adds one point to his horror reserve when a creature suffering from a fear effect dies or is destroyed while within his aura of cowardice. He may also use the Intimidate skill to demoralize creatures already suffering from fear effects. To do so, he must spend 1 point from his horror reserve when he makes the check, and the difficulty to do so is 25 + the victim's hit dice + the victim's Wisdom modifier. If the check succeeds, that creature's fear is increased by 1 step as follows: from shaken to frightened, or from frightened or panicked to cowering. This increases only the severity of the fear effect, not the duration, and this increased fear effect lasts only for 1 round, plus 1 round for every 5 points by which he beats the DC. If he uses an ability to demoralize multiple creatures, he makes only one check and compares it to the difficulty of each creature independently.


    Torment the Soul (Su): Beginning at 6th level, the Nightmare Priest's understanding of the essence of fear deep within the world allow him to inspire terror in nearly any creature, regardless of understanding and logic. His fear effects and spells with the [fear] descriptor are no longer considered emotion or mind-affecting effects when used against creatures within his aura of cowardice, and thus may be used on constructs, undead, and other mindless victims.


    Baleful Suffering (Su): At 8th level, the Nightmare Priest's connection to omnipotent, terrifying forces manifests as physical and mental anguish when he imposes fear upon his enemies. When he causes a creature to begin suffering from a fear effect as a result of his spells or abilities (excluding Intimidate checks), the victim also begins to suffer the following effects until it recovers. First, the creature begins bleeding from the eyes, ears, and nose, becoming sickened and taking 1 point of bleed damage every round. The victim is also fatigued for the first 1d4 rounds of the fear effect.
    If the creature ceases to be shaken, frightened, panicked, or cowering for any reason, these additional conditions immediately end.


    Profane Paragon: At 10th level, the Nightmare Priest learns to indulge in the deep chasms of fear to channel unholy power into his attacks. By spending 1 point from his horror reserve as a move action, he causes himself to become shaken for a number of rounds equal to his Charisma modifier. During this time, he gains the benefits of the dastardly finish and dreadful carnage feats, even if he does not meet the prerequisites, and his weapons gain the cruel and ominous special abilities.


    Mass Hysteria (Su): At 10th level, the Nightmare Priest spreads terror like a plague. Opponents that become panicked or begin cowering while within his aura of cowardice gain an aura of hysteria (as the fear spell) with a range of 30 feet for as long as they remain cowering, frightened, or panicked. The DC to resist this aura is 10 + 1/2 the Priest's hit dice + his Charisma modifier, and the panic condition lasts for a number of rounds equal to the Priest's caster level. They activate this aura as a free action whenever they move within range of a creature, or when a creature approaches them. Creatures possessing an aura of hysteria treat all creatures as enemies, and will flee or cower from their former allies appropriately.
    Any creature that fails its save against an aura of hysteria gains a weaker version of the aura, with a range of 30 feet and a DC 5 lower than the aura that affected them. There is no limit to the number of creatures that can be affected by these auras.
    Creatures that succeed their save against an aura of hysteria remain susceptible to further auras, though they are immune to all auras of hysteria with a DC equal to or less than the one they resisted for 1 day. When a creature suffering from an aura of hysteria recovers (either with outside help or by outlasting the duration of the panic effect) they become immune to all auras of hysteria for 1 day.
    Allies of the Nightmare Priest are immune to all auras of hysteria, though as an immediate action the Nightmare Priest may remove this immunity or grant it to any creature within his line of sight.
    Last edited by gr8artist; 2014-08-18 at 06:19 PM.
    My Homebrew and Extended Signature
    Current avatar: Charza Sahlaren, by gr8artist