1. - Top - End - #12
    Dwarf in the Playground
     
    SwashbucklerGuy

    Join Date
    Jun 2006
    Location
    Middle of Somewhere
    Gender
    Male

    Default Re: GitP Prestige Class Contest I - Entry Thread - Sensory Input

    Disciple of the Nightmare

    The quiet peace of the small countryside town was shattered late one evening as a man came running down the path babbling about monsters back on the path. The men of the town mounted a crude defense in hopes of stopping the incoming monsters. Almost an hour after the spooked man, came running into town, a single figure walked into town. He was an older man wrapped in a ragged cloak, with large bags under his eyes.
    When questioned about monsters, the old traveler simply replied, “I have seen no such frights.” Many people felt unsettled by the man, but one kind farmer offered to put the man up for the night. The traveler thanked him and stayed the night with the farmer.
    The next morning, several people were found dead in their beds, but showing no-sign of wounds. A few complained of being troubled by nightmares. Determined that it was the stranger from the night before, four men went to run him out of town. They did not return for several hours. When more people went to investigate, they found all but one man slain. When they questioned the man he could only babble about hideous smells, invisible hands, deafening lulls, and monsters.
    The mysterious traveler was gone, along with anything of monetary value from the house of the farmer he had stayed with.

    A Disciple of the Nightmare was once a soul tormented by relentless nightmares. Now he is the nightmare that once tormented him. Through magical study and questionable morals he overcame his fear, though it may have cost him his soul. His mastery of his fear has taught him how powerful a weapon fear can be. He now bends those powers to his will with his mastery of illusions, sharing his torment with all those around him.
    Wizards and sorcerers that have been tortured by fear are the most likely to become a Disciple of the Nightmare. Bards also make good candidates.


    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Twisted Illusions, Detect Fear|+1 level of existing spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Nightmare Aure, Nightmarish Taste|+1 level of existing spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Brethren of Fear|+1 level of existing spellcasting class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Nightmarish Sound|+1 level of existing spellcasting class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Fearsense|+1 level of existing spellcasting class

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Nightmarish Touch|+1 level of existing spellcasting class

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Mass Detect Fear|+1 level of existing spellcasting class

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Nightmarish Sight|+1 level of existing spellcasting class

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Slumber of Nightmares|+1 level of existing spellcasting class

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Greater Nightmare Aura|+1 level of existing spellcasting class [/table]

    Hit Die: d4.

    Requirements
    Skills: Intimidate 4 ranks, Knowledge (the planes) 4 ranks, Sense Motive 4 ranks, Spellcraft 8 ranks.
    Feats: Spell Focus (illusion)
    Spells: Must be able to cast three spells of the illusion school, one of which must be Major Image.
    Alignment: Any non-good.
    Special: Must have had sleep interrupted by repeated traumatic nightmares for a month or longer.


    Class Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

    Skill Points at Each Additional Level: 2 + Int modifier.

    Weapon and Armor Proficiency: Disciples of the Nightmare receive no additional weapon or armor proficiencies.

    Spellcasting: At every level the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Disciple of the Nightmare, he must decide to which class he adds the new level for purposes of determining spells per day.

    Twisted Illusions (Su): The continual torment of his nightmares has caused the Disciple’s illusion spells to be tainted by his nightmarish outlook. Upon taking the first level in Disciple and forever after, any illusion spell cast by the Disciple is subtly creepy. Anyone who experiences (sees, hears, tastes, touches, or smells) one the caster’s illusions must make a will save (DC 10 + Disciple level + Charisma modifier) or be shaken until 1 round after they no longer experience the illusion. This save is rolled before any other saves for the illusion are rolled, including rolls to disbelieve. This is a mind-affecting fear effect.

    Detect Fear (Su): The Disciple of the Nightmare can see other people’s fears much like normal people see color. The Disciple must spend a round concentrating on a single target within line of sight and make a Sense Motive check, DC 10. The target may make a will save (DC equal to 10 + the Disciple’s wisdom modifier + 2 for every the 5 points the Disciple’s Sense Motive check exceeded 10). If the target fails his saving throw, the Disciple learns what the character fears most. The Disciple gains a +2 circumstance bonus to intimidate checks and the DC to resist his twisted illusions is increased by 1. Those who fail their save notice nothing. Those that pass it feel an odd creepy feeling, but cannot identify its source, and cannot be the target of Detect Fear again for 24 hours. This is a mind-affecting fear effect.

    Nightmare Aura (Su): The Disciple of the Nightmare exudes an aura that fools the senses of those he knows the fears of into manifesting their worst fears to them. These auras extend 50 feet from the Disciple and will pass through any obstructions, magical or mundane. A Disciple may only have one aura up at a time and may switch or suppress them as a free action only on his turn. Anyone who the Disciple has used Detect Fear on within the last 24 hours that enters the aura must make a will save (DC 10 + Disciple level + Charisma modifier) or suffer the effects of the aura. If they pass the will save, it also breaks Disciple’s hold on them and he loses all benefits that Detect Fear grants him until he uses that ability on the subject again. These auras are mind-affecting fear effects.

    Nightmarish Taste: At level 2, the Disciple obtains an aura that fools the subjects’ taste and smell. Those affected suffer from the worst smells and tastes imaginable to them. Each round they are within the aura, they must make a fortitude save (DC 10) or be sickened for that round. Every round, the save DC increases by one. If a subject spends 3 rounds in a row sickened, he becomes nauseated until he leaves the aura.

    Nightmarish Sound: At level 4, the Disciple learns the aura that fools the sense of hearing. Those affected hear eerie calls and sounds that slowly increase in volume. Each round they are within the aura, they must make a will save (DC 10) or be fascinated for that round. Every round, the save DC increases by one. If a subject spends 3 rounds in a row fascinated, he becomes deaf until he is no longer in the aura.

    Nightmarish Touch: At level 6, the Disciple learns the aura that fools the sense of touch. Those affected feel as if invisible hands are holding them in place. Each round they are within the aura, they must make a reflex save (DC 10) or be entangled for that round. Every round, the save DC increases by one. If a subject spends 3 rounds in a row entangled, he becomes paralyzed until he is no longer in the aura.

    Nightmarish Sight: At level 8, the Disciple may fool the sight of his victims. Those affected see frightening creatures and sights everywhere around them and is left with three options: fight, flee, or freeze. Each round roll a d6. On a 1 or 2, the victim attacks the nearest creature to the best of his ability. On a 3 or 4, the victim is frightened for the round. On a 5 or 6, the victim cowers for the round.

    Brethren of Fear (Su): For so long has the Disciple dealt with his own nightmares, he no longer fears anything. Upon reaching level 3, the Disciple is immune to fear-based affects. Most people feel unsettled around the Disciple. He gains a bonus to his Intimidate skill equal to his class level, and an equal penalty to all diplomacy checks.

    Fearsense (Su): At level 5, the Disciple learns to sense fear. He gains blindsense out to 100 feet, but only can only detect creatures who are under the effects of Detect Fear, are shaken, are frightened, are panicked, or are cowering.

    Mass Detect Fear (Su): At level 7, the Disciple can use his Detect Fear ability to affect all creatures within 30 feet of himself. He makes one Sense Motive check to set the DC for all creatures within range.

    Slumber of Nightmares (Su): Any creature that falls asleep within 24 hours of seeing the Disciple has a 30% chance of suffering from the spell Nightmare. The DC to resist the Nightmare affect is 10 + the Disciple’s level + the Disciple’s Charisma modifier, and ignores the spell’s other will save modifiers. This is a mind-affecting fear affect.

    Greater Nightmare Aura (Su): Upon reaching 10 levels in Disciple of the Nightmare, the Nightmare Aura’s are all replaced with a single aura. This aura works exactly like the normal auras, except each creature that succumbs to the aura suffers as if under a nightmarish aura of the Disciple’s choice. The Disciple may choose to suppress his aura, or change the aura any of his victims are under as a free action on his turn.
    Last edited by Wizard_Tom; 2007-02-08 at 05:07 PM.
    My Creations

    Base Classes
    The Gun Mage
    The True Sorcerer
    The Kineticist

    GENERATION 14: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.