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Thread: Mord'Sith [3.5] Base Class- PEACH

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    Dwarf in the Playground
     
    OldWizardGuy

    Join Date
    Feb 2009

    Default Mord'Sith [3.5] Base Class- PEACH

    This class is based on the Legend of The Seeker series. No, I did not read the books, so beware: this entirely based on the series. Note that some things had to be changed so they could adapt to D&D.

    I used the PrC templates the people use for the GiTP contests

    Oh, also, im in kind of a hurry, so I probably forgot some mecanic details.

    EDIT: This was originally intended to be PrC, but many people didn't thought it would fit as a PrC, so I made it a base class. Please, do note that english is not my native language, therefore there'll be many misspellings.

    MORD'SITH



    "OBVIOUSLY I'VE BEEN TO EASY ON YOU!"
    - Mistress Denna, while beating the Seeker


    D'Hara is a powerfull nation, with vast, capable armies. Yet, even the most fearsome D'Haran trembles in the presence of a Mord'Sith - trained since childhood, taught to endure pain, torture, and to cause it, they are broken, pittyless souls. The Mord'Sith are elite warriors who fear none, deadly in many ways, cruel like few. Althought not impossible, it is unheard of a male Mord'Sith - the members of this class are trained by an order that takes only females.

    Adventures: Althought they rarely show off, a Mord'Sith approaches most tasks with disdain. Upon confronted with a specially difficult challenge, she will use whatever means she can to successfully accomplish hear goals.
    Characteristics: One of the most impressive capacities of a Mord'Sith is her resistance to pain - rigorous training makes them able to withstand that which would have others crawling in agonizing pain. Even though the Mord'Sith casts no spells, she can sometimes exert influence in others magic. As the Mord'Sith grow in power and experience, her abilities with the Agiel - a special weapon of the class - will increse, along with her capacity to withstand pain and influence magic.
    Alignment: Their hard training requires discipline, and breaks all innocence and compassion in their souls. The Mord'Sith must be Lawful non-good - notice that later alignment changes will not cause her to lose her powers.
    Religion: Most Mord'Sith revere no gods, althought some of them may follow dark deities. Many think of religion as a distraction, something that will make them soften their souls and make them vulnerable. Unlike evil Mord'Siths, good aligned ones see no problem in following a deity; in fact, redeemed members of this class seem to become very attached to their new deities, as a way to find comfort from their past.
    Background: Typically, a Mord'Sith trains in one of the order's monasteries. Most of them were kidnapped from their families in their youth, and kept in conditions similar to that of prisioners. Inside the monastery, life is nothing but hard training and suffering.
    Upon setting off on their own, most Mord'Sith see the world as a place full of weak, disgusting worms. They mantain strong bonds with their home-monasteries, and from time to time they are called back to receive a task from her superiors.
    Mord'Sith tend to see themselves as allies (although that does not mean friends), but will not hesitate to remove those in their way.
    Races: The order accepts only female human infants. Yet, circumstances may have that Mord'Siths of other races are trained - be it by the order or by an outcast member of the class. Nonetheless, most cultures in the world depise the Mord'Sith, treating them like vile killers.
    Other Classes: Mord'Sith often seem to be ungrateful, tiranic and arrogant by other classes. Most of the time, they treat others as mere tools to their goals. However, should a Mord'Sith be loyal to someone, they will consider them as an equal, and work along very well.
    Role: The Mord'Sith acts like a support combatant; she is not the one to be in the front line, but will be of good aid in meele combat. Additionally, she is probably one of the group's members that is most resistant to magic, which should prove usefull at many situations.

    Game Rule Information
    Abilities: Constition will increase the Mord'Sith's capacity to resist pain, as well as the amount of hit points. Strenght will help her in combat, and Wisdom will serve her well in both combat and resistance.

    Class Skills
    The Mord'Sith class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex).
    Skill Points at 1st level: (4+Int modifier)x4
    Skills Points at Each Level: 4 + Int modifier

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    | Agiel, Endure, AC Bonus

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    | Agiel Combat Style

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    | Channel Pain

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    | Magic Mirror

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |
    [/table]

    Weapon and Armor Proficiencies: The Mord'Siths training include few weapons, but those that can be found anywhere. The weapons with which the Mord'Sith is proficient are the club, dagger, kama, quarterstaff, shuriken and agiel. They are proficient with no shields but can wear light armors.

    Agiel: Upon becoming a Mord'Sith, one is given a pair of their tools to inflict pain: the Agiel is a club like weapon, covered in red leather. It might seem unfit for a weapon, but it's touch causes severe pain to anyone and may even harm them.
    {table] Damage | Special
    1d4 (x2, light weapon, bludgeoning) | Anyone whom the Agiel touches must pass a Fortitude saving throw (DC 12) or he will suffer an extra 2d6 lethal damage and become stunned for 1 round.[/table]
    It is very, very rare to find anyone who can sell you an Agiel. Needless to say, they are expensive, and the price may be more than just gold.

    Endure: The Mord'Sith's hard training teaches them to resist various things, ranging from rough agony enhancement effects. Therefore, at 1st level, a Mord'Sith receives a +1 morale bonus to Fortitude and Will saving throws. This bonus increases by one at the 5th level and every four levels thereafter.

    AC Bonus: The constant need for focus makes the Mord'Sith alert. She receives a dodge bonus do AC equal to her Wisdom modifier. This bonus increases by 1 for every five levels in this class. It applies even when she is flat-footed. The bonus is lost if she is wearing medium or heavy armor, is immobilized, helpless, carries a shield or heavy load.

    Channel Pain:

    Magic Mirror:

    Agiel Combat Style:

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    PS: I will finish the class later, can't do it right now.
    Last edited by Jogi; 2009-11-23 at 04:47 PM.
    "I'd rather DM to nice heroes than powerful slashers."
    Im a fan of dungeons.

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