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    Bugbear in the Playground
     
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    Default Re: GitP Pathfinder Grab Bag Competition Competition XXVI: Pick a God and Pray

    Additional Resources

    The following class customizations directly relate to the Nightmare Priest, by giving the related class access to the features necessary to enter.
    • Terror is an Oracle mystery that encompasses nightmares, madness, and cruelty. An Oracle with this mystery can qualify for the Nightmare Priest without multiclassing.
    • Dread Champion is an Antipaladin archetype which crusades not for evil's own sake, but for his own needs and sanity. An Antipaladin with this archetype can qualify for the Nightmare Priest without multiclassing.
    • Cultist Conjurer is a Summoner archetype that specializes in summoning fiends and channeling vile energy. A Summoner with this archetype gains the aura of cowardice requirement of the Nightmare Priest.


    Spoiler: Terror mystery
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    Terror

    Class Skills: An oracle with the terror mystery adds Intimidate to his list of class skills.

    Bonus Spells: cause fear (2nd), haunting mists (4th), vision of hell (6th), fear (8th), nightmare (10), symbol of fear (12th), eyebite (14th), prediction of failure (16th), weird (18th)

    Revelations
    An oracle with the terror mystery may choose from the following revelations.

    Aura of Cowardice (Su): You radiate an aura of cowardice, as an antipaladin, with a range of 10 feet. Enemies within this aura take a –4 penalty on saving throws against fear effects, and enemies that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not while you are unconscious or dead.
    You must be at least 3rd level to select this revelation.

    Baleful Gaze (Su): You gain a gaze attack with a range of 30 feet. Creatures that meet your gaze must succeed a Will save or become shaken for 1 round. As a free action on your turn, you may choose to suppress your baleful gaze for 1 round. The duration of the effect increases by 1 round at 3rd level and every 8 levels thereafter, to a maximum of 4 rounds at 19th level. This is a mind-affecting, fear effect.

    Desperation (Su): At the start of your turn, if you are confused, dazed, fascinated, staggered, or stunned as a result of a mind-affecting effect, you may choose to immediately end that condition and instead become shaken for a number of rounds equal to twice the remaining duration of the effect that ended. You may not use this ability if you are immune to fear effects or already suffering from a fear effect.

    Eternal Suffering (Su): As a full-round action, you can open your mind to the echoes of suffering long forgotten, and glean an empathic understanding of a location's history. Using this ability requires a DC 15 Knowledge (planes) check or a DC 20 Sense Motive check to succeed. If successful, you gain a +5 insight bonus on Intimidate and Knowledge (history) checks pertaining to that location for 1 day. If the area in which you use this ability has traditionally been a place of peace, healing, or learning, this bonus is reduced to +2. If the area is a site of torture, death, or sacrifice, then this bonus may be increased to as much as +10, and the DCs for your fear effects are increased by +2 while within that location. The DM is the final arbiter of a location's viability and history.
    Regardless of your success or failure, you may use this ability only once per day. At 11th level, you may use this ability twice per day, and three times per day at 19th level.

    Imaginary Execution (Sp): As a standard action, you can wrack the mind of a subject within 60 feet with pain and nightmarish visions so strong that it is rendered nearly helpless by the agony. For a number of rounds equal to your Charisma modifier, the defending creature takes 1d6 points of nonlethal damage and is staggered. Each round, at the beginning of its turn, the defending creature may attempt a Fortitude or Will save to halve this damage and suppress the staggered condition for 1 round. The defending creature may choose which type of save it wishes to make each round. This is a mind-affecting ability.
    You may use this ability once per day at 7th level, and one additional time each day at every 4 levels thereafter, to a maximum of 4 times per day at 19th level. You must be at least 7th level before selecting this revelation.

    Imposing Warrior: You gain a bonus feat you qualify for from the following list. Cornugon smash, dazzling display, enforcer, fearsome finish, gory finish, intimidating prowess, skill focus (Intimidate), shatter defenses, power attack, or weapon focus. At 3rd level, and every 8 levels thereafter, you gain another feat from this list for which you meet the prerequisites, to a maximum of four bonus feats at 19th level.

    Phantasmal Slayer (Sp): You may assume the form of a phantasmal killer, designating one creature within medium range (100 ft + 10 ft/lvl) as the target of your deadly attack. Your appearance immediately transforms into the most terrifying creature the target can imagine, though it gets a Will save to disbelieve this effect. If it fails, you become invisible (as per the spell) to all creatures other than the target for 1 round per level, or until you touch the defending creature. While invisible, you gain a melee touch attack that kills the designated creature if he fails a Fortitude save, and still deals 3d6 damage if he succeeds. This is an emotion, mind-affecting, fear effect.
    You can use this ability once per day at 15th level, and twice per day at 19th level. You must be at least 15th level to select this revelation.

    Sanity Devourer (Su): Driving others into the realm of madness and fear revitalizes you and bolsters your confidence. Once per round, when an opposing creature fails a save against a fear, emotion, or mind-affecting effect you caused, you may immediately heal 1d4 points of damage and may make a new Fortitude or Will save against any ongoing condition (such as confused, staggered, or frightened) you are suffering. This save is at the same DC as the original effect, and has no effect against abilities or causes that did not allow a Fortitude or Will save, or against afflictions like poison and disease. If your save succeeds, that condition ends.
    At 11th level, you get a +2 morale bonus on attack rolls for 1 round when you use this ability, and the healing increases to 1d6. At 19th level, the attack bonus increases to +4 and the healing increases to 2d4.

    Savage Mauler (Su): Select one type of natural weapon you possess, such as claws or a tail slap. A number of times per day equal to 1/2 your level (minimum once per day), when you hit a creature with that weapon, you may choose to deal additional damage equal to your Charisma modifier. This extra damage is negative energy, and the defending creature may attempt a Will save to reduce this bonus damage by half. This damage is multiplied on a critical hit, and is doubled against opponents who are blind, cowering, dazed, disabled, dying, fascinated, helpless, nauseated, or stunned.
    If you have no other natural attacks, these benefits apply to your unarmed strikes and grapple damage.

    Soul Crusher (Ex): Your spells and abilities are so overwhelmingly oppressive that they rob your opponents of hope, courage, and determination. When you cause an opponent to become confused, cowering, dazed, fascinated, frightened, nauseated, panicked, shaken, sickened, staggered, or stunned as a result of a mind-affecting effect, that creature loses all current and future morale and insight bonuses they possess for the duration of that condition. When the condition expires, the defending creature must make a Will save or continue to be deprived of all morale and insight bonuses for an additional 1d4+1 rounds.
    Bonuses lost in this way are merely suppressed; if the penalty duration expires before the bonus expires, then that bonus resumes as this ability wears off. Morale bonuses gained from rage-themed effects (such as a Barbarian's rage or the rage spell) are not affected by this ability.

    Final Revelation
    Upon reaching 20th level, you become an avatar of hysteria and panic to all who provoke your wrath. Whenever you cause an opponent to become shaken or frightened, you may choose to make them panicked instead. You become immune to fear and confusion and cannot be intimidated. When you cause an opponent to suffer from a fear effect, they become nauseated for 1d4 rounds and sickened for the duration of the fear effect.
    Once per day, you may double the duration of a spell with the fear descriptor as if using the extend spell metamagic feat. This does not increase the spell's level or casting time, nor does it stack with the benefits of that feat.

    Spoiler: Dread Champion archetype
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    Dread Champion

    Modified Class: Antipaladin

    Dread Champions represent antiheroes and innocent souls forced into a life of wickedness by evil's power. Usually tormented from a very young age with visions, occult knowledge, curses and strange powers, the Dread Champion's only solace comes when he imparts his suffering on others. The evil power within him keeps him always on the outer fringe of society, despite any desires he may possess to help others.

    Class Skills: The Dread Champion adds Knowledge (Planes) to his list of class skills, though he loses Sense Motive.


    Class Features
    The following are class features of the Dread Champion.

    Unholy Challenge (Ex): Once per day, a Dread Champion can challenge a foe to combat. As a swift action, the Dread Champion chooses one target within sight to challenge. The Dread Champion adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his unholy challenge. Challenging a foe requires much of the Dread Champion's concentration. The Dread Champion takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
    Beginning at 3rd level, the Dread Champion can apply one cruelty he knows to the target of his unholy challenge, as though he'd just affected them with his touch of corruption ability. The target creature may still attempt a Fortitude save to negate the effects of the cruelty.
    The Dread Champion can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
    This replaces the smite good and detect good abilities.

    Suffering (Su): The Dread Champion is constantly tormented by planar spirits, demons, or aberrant thoughts. Beginning at 3rd level, as long as he has at least one remaining use of touch of corruption, the Dread Champion is either fatigued, shaken, or sickened. This effect is identical to the cruelty he chooses at 3rd level, and is suppressed for a number of rounds equal to his antipaladin level whenever he successfully affects another creature with that cruelty. This occurs whether he used the cruelty with touch of corruption or unholy challenge.
    At 5th level, the Dread Champion adds invigorate, remove fear, and remove sickness to his class spell list as 1st level spells.
    At 9th level, he adds surmount affliction to his class spell list as a 2nd level spell.
    This replaces the plague bringer ability.

    Channel Negative Energy (Su): The Dread Champion's effective cleric level is equal to half his antipaladin level, rounded down.
    At 11th level, creatures that take damage when he channels energy must succeed a fortitude save or become afflicted by 1 of his cruelties. Using this ability costs an additional use of touch of corruption, and all affected creatures are subject to the same cruelty.
    This otherwise functions as an antipaladin's channel negative energy.
    This modifies channel negative energy and replaces aura of vengeance.

    Bonus Spells: Beginning at 4th level, the Dread Champion adds a small list of spells to his class spell list. The specific spells he gains are based on the source of the evil power that flows through him. He chooses a sorcerer bloodline, and adds that bloodline's bonus spells to his class spell list as soon as he is able to cast spells of that level. He may choose from the following bloodlines: Aberrant, Abyssal, Accursed, Daemon, Infernal, Oni, Shadow, or Undead.
    This is an addition to the antipaladin's normal spellcasting.
    Spoiler: Bonus spells by bloodline
    Show
    Spells in gray text are already on the Antipaladin spell list.

    Aberrant: enlarge person (4th), see invisibility (7th), tongues (10th), black tentacles (13th)
    Abyssal: cause fear (4th), bull's strength (7th), rage (10th), stoneskin (13th)
    Accursed: ray of enfeeblement (4th), touch of idiocy (7th), ray of exhaustion (10th), bestow curse (13th)
    Daemon: ray of enfeeblement (4th), touch of idiocy (7th), vampiric touch (10th), contagion (13th)
    Infernal: protection from good (4th), scorching ray (7th), suggestion (10th), charm monster (13th)
    Oni: ray of enfeeblement (4th), invisibility (7th), fly (10th), charm monster (13th)
    Shadow: ray of enfeeblement (4th), darkvision (7th), deeper darkness (10th), shadow conjuration (13th)
    Undead: chill touch (4th), false life (7th), vampiric touch (10th), animate dead (13th)

    Fiendish Boon (Sp): This functions as the antipaladin's fiendish boon ability, except as noted here.
    If he takes the first type of bond, he gains a few additional properties which he can add to his weapon.
    • He adds bane, called, conductive, corrosive, ghost-touch, grayflame, menacing, and thundering to the list of +1 weapon properties he is able to impart to his weapon.
    • He adds corrosive burst, furyborn, and igniting to the list of +2 weapon properties.
    • He may add the dancing property to his weapon in exchange for a +4 bonus.

    If he takes the second type of bond, he gains a weaker companion than normal.
    • His ability initially functions as summon monster II, rather than III, though the duration and other perks are unchanged.
    • The level of the summon monster spell increases by 1 at 7th level and every 2 levels thereafter, to a maximum of summon monster IX at 19th level.

    Aura of Torment (Su): Beginning at 17th level, the Dread Champion exudes an aura of suffering, pain, fear, and madness that makes all harm and danger more potent. The Dread Champion gains DR 5/good, and any enemies within 10 feet of the Dread Champion must roll twice on all saving throws, using the lower result to determine success or failure. This ability functions only while the Dread Champion is conscious, not if he is unconscious or dead.
    This replaces aura of depravity.

    Omen of Dread (Su): At 20th level, the Dread Champion's DR increases to 10/good, and the victims of his unholy challenge have weakened defenses and difficulty healing. Creatures the Dread Champion targets with his unholy challenge cannot heal naturally or benefit from regeneration or fast healing for the duration of the challenge. If the target creature has damage reduction or spell resistance, those values are reduced by 5 for the duration of the unholy challenge. Additionally, whenever he damages a creature with touch of corruption or channel energy, the damage is increased by 50% as though empowered.
    This replaces unholy champion.


    Code of Conduct
    A Dread Champion is allowed a little more freedom in his alignment and actions. He must commune with the source of his dark powers for 1 hour every day, and he must devote 1 day a week to one of the following vices: violence, addiction, greed and gluttony, cruelty and pain, or madness and terror. On this day he may perform no good deed, he may not cast spells or use items with the [good] descriptor, and he must spend at least 8 hours doing nothing other than indulging himself and the evil within him.
    Communing with the source of his powers is an evil act, but aside from it and the day of dark revelry, he may perform whatever actions he desires. Dread Champions often spend most of their week attempting to atone for their actions on the day of revelry, or they seclude themselves in a way that they can do no harm. Others simply view their communion and revelry as a price for their powers, and they take no precautions for the benefit of others.
    Regardless of his philosophy or actions, the source that grants him his powers causes him to maintain an evil alignment, though he need not be specifically chaotic evil. A Dread Champion who forgoes communion for 1 day becomes shaken, fatigued, and sickened after 8 hours. He cannot cure or remove these conditions until he performs communion, though he is unaffected by any of these conditions to which he is immune. A Dread Champion who forgoes his weekly day of dark revelry loses all class features (other than weapon and armor proficiency) at the start of the next day and he becomes permanently shaken, nauseated, and exhausted during this time. He does not regain those class features or remove those conditions until he engages in a day of dark revelry to the best of his extent.
    This replaces the antipaladin's normal code of conduct and restrictions on associates.


    Table: Class features changed or replaced by this archetype
    Smite good Cruelty
    Class skills Weapon and armor Aura of evil Code of conduct Detect good 1 4 7 10 13 16 19 Unholy resilience Touch of corruption Aura of cowardice Plague bringer 3 6 9 12 15 18 Channel negative energy Spells Fiendish boon Aura of despair Aura of vengeance Aura of sin Aura of depravity Unholy Champion
    C X X X X X X X X X X C C C X X X

    Spoiler: Cultist Conjurer archetype
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    Cultist Conjurer

    Modified Class: The cultist conjurer is an archetype of the summoner class available to chaotic, evil, and neutral creatures.

    A cultist conjurer rarely fits in or meshes well with most of society. His connection with fiendish and chaotic outsiders makes him a pariah in all but the most tolerant cultures. For this reason, the conjurers often gather together into cults or sects, from which they get their title. They magnify their power through teamwork and rituals and form bonds with demons and abominations rather than the standard magical eidolons.

    Class skills: The cultist conjurer adds Knowledge (Religion) to his list of class skills.


    Class Features
    The following are class features of the cultist conjurer.

    Aura (Ex): A cultist conjurer has a particularly powerful aura corresponding to his horror's alignment. This otherwise functions as the cleric ability of the same name. The horror possesses an identical aura, as well.

    Horror: A cultist conjurer begins play with the ability to summon a horror, or powerful but dangerous outsider. This functions in many ways as an eidolon, though with the following differences. At first level, the cultist conjurer selects one of the following subtypes of outsider to summon as his horror: daemon, demodand, demon, devil, div, kyton, or qlippoth. His horror has all traits of the chosen subtype, other than the ability to summon additional creatures, in addition to any evolutions it gains through increased levels.
    His horror functions as an eidolon in every way, including hit dice, statistics, base forms, and evolutions, except as noted here. The horror gains an aura identical to the one possessed by the cultist conjurer, and the mental link they share allows communication between planes. The horror often uses this communication to plant evil or reckless thoughts in the mind of his master. The horror does not gain evasion or improved evasion as he gains hit dice.
    This modifies the eidolon ability.

    Channel Energy (Su): A cultist conjurer can channel energy, as a cleric of the same level, beginning at first level. This functions as the cleric ability of the same name, though he must channel negative energy as though he worshiped an evil deity.
    This replaces summon monster I–IX and Gate.

    Alignment Channel: The cultist conjurer gets alignment channel as a bonus feat at first level, though he must choose an alignment which allows him to heal his horror.
    This replaces life link.

    Ritual Magic (Ex): The cultist conjurer is adept at gaining power through elaborate rituals and the assistance of other cultists. Beginning at 2nd level, when the cultist casts a spell from the summoner spell list, he may choose to do so as a 1-minute ritual, rather than the normal casting time of that spell. Spells with a longer casting time than 1-minute are performed as a ritual with the same casting time as the normal spell.
    Any spellcasting ally with the minimum charisma score necessary to cast the ritual spell (10 + the spell's level) may assist the cultist in his ritual. Assisting in this way requires the same level of attention and focus that casting a spell does; if the assisting allies are subjected to any effect that could interrupt the casting of a spell, they must succeed at a concentration check to continue assisting the cultist.
    At the end of the casting time, each ally who spent at least 10 rounds of uninterrupted assistance may attempt a single caster level check, with a DC equal to 10 + double the spell's level. Each ally that succeeds on the caster level check increases the cultist's effective caster level for that spell by 1.
    A spell of the summoning or calling subschools cast via ritual magic has a duration of "1 minute per caster level", unless its original duration would be longer. This duration can be subject to modification by metamagic, such as the extend spell metamagic feat.
    This ability replaces bond senses.

    Aura of Cowardice (Su): At 4th level, the cultist conjurer's evil nature unnerves and weakens the will of his foes. He begins to emanate an aura of cowardice as the antipaladin ability of the same name, with a radius of 10 feet. Enemies within this aura take a –4 penalty on saving throws against fear effects, and enemies that are normally immune to fear lose that immunity while within 10 feet of the cultist. This ability functions only while the cultist is conscious, not while he is unconscious or dead.
    While the cultist is within his horror's reach, the range of his aura of cowardice increases by an additional 10 feet.
    This replaces shield ally.

    Infernal Blast (Su): Beginning at 8th level, whenever the cultist conjurer summons his horror (whether from another plane or with his maker's call ability) he may spend 1 use of channel energy to create a 20 foot burst of otherworldly power centered on the horror's location. This burst does the same amount of damage he deals when channeling energy, though half of it is negative energy and half is elemental. This elemental damage must be of a type associated with the horror's home plane, or one to which the horror is immune. A successful reflex save reduces this damage by half, though the cultist and the horror are immune to it.
    This replaces transposition.

    Aura of Dread (Su): At 12th level, the evil power that weaves its way through the mind of the cultist conjurer manifests as a 30 foot aura that causes enemies to become overcome with fear and impending doom. Enemies that enter the aura, as well as those within range when it is activated must succeed a Will save (DC 10 + 1/2 the cultist's level + the cultist's Charisma modifier) or suffer its effects. Failure causes the creature to become shaken for as long as it remains in the aura, and for 1d4 rounds thereafter. A creature that succeeds its save against this aura becomes immune to it for 24 hours.
    While the cultist is within his horror's reach, creatures that fail their saves against this aura become frightened, rather than shaken.
    The cultist may suppress or resume his aura as a swift action, and he may use this aura for a number of rounds each day equal to his level + his Charisma modifier.
    This replaces greater shield ally.

    Channel Smite (Su): At 14th level, the cultist conjurer gains channel smite as a bonus feat. Additionally, he may spend a full-round action and one use of his channel energy ability to impart one use of channel smite to his horror. The horror must expend this use before the end of its next turn or this ability is wasted. The horror's channel smite deals the same amount of damage as the cultist's channel energy, but the save to reduce its damage is based on the horror's hit dice and Constitution modifier.
    This replaces life bond.


    Table: Class features changed or replaced by this archetype
    Summon Monster
    Class skills Weapon & armor Spells Cantrips Eidolon Life link I II III IV V VI VII VIII IX Gate Bond senses Shield ally Maker's call Transposition Aspect Greater shield ally Life bond Merge forms Greater aspect Twin eidolon
    C C X X X X X X X X X X X X X X X X
    Last edited by gr8artist; 2014-08-18 at 08:50 PM.
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