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    Default Re: Base Class Challenge - The Altar of Naught



    "You look good enough to eat."
    -Merrobem the Scarred


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    With a hunger that transcends mere sustenance, the Fellheart Disciple consumes the vitae of their opponents, thus adding their life essence to the pool of power from which the Disciple - and his ever-voracious demon within - subside.
    When he is initiated, the Therrhobic Circle monitors the lower planes, waits for a demon about to be spat out by the universe, then snatches away the Fell energies and grafts them onto the soul of the initiate. From this point on, the disciple fights a constant battle: as the demon within grows in power and hunger, the disciple must also grow in power so as to maintain control of his self, and must also mollify the growing emptiness within as the demon feeds on his life essence. For fighting this battle, the disciple gains the supernatural power to touch the souls of others. Harvesting vitae from enemies provides something else on which the demon may feed, and creates a pool from which the disciple draws his power.

    Abilities: As wisdom dictates the will that he can exert over his demonic half, this ability is of high importance to the disciple, and determines how difficult it is to resist his class abilities. A high constitution benefits the fellheart disciple, as it dictates the amount of vitae to which he has access and provides a greater buffer in case he does not have access to fresh sources.

    Role: The fellheart disciple works best as a support caster, supplementing stronger casters such as wizards and clerics, as they can deal damage, hinder enemies, and heal, but not quite as well as other casters. Unlike other casters, the fellheart disciple can perform these activities for as long as they have a steady supply of vitae.

    Background: The Circle of Therrhob, named for the demon who first took on disciples over three thousand years ago and gifted them with the knowledge of fell soul grafts and the power that such could yield, recruits primarily from the churches of evil deities, although a surprising number of creatures approach the Circle of their own accord, who are both frustrated at the effort and time needed to pursue other paths to magical might and are convinced that the way of the fellheart disciple is one to tread easily.

    Organization: The Therrhobic Circle attempts to keep control over its disciples, although over the years a large number of disciples have turned from the evil that first lured them. Most purely good-aligned organizations are unable to overlook the source of the disciple's power, however, regardless of how he may choose to use it.

    Alignment: When taking the first class level, the Fellheart Disciple must be any nongood. After this point, the damage has been done, so to say, and his own will and morale determine the focus of his energies, whether they be to the furtherance of a good ideal or an evil one. He can change alignment without impacting his ability to learn new incantations or gain new levels in the Fellheart Disciple class.

    Races: Humans, who in general thirst for power, are particularly susceptible to the Circle's allure. The church of Gruumsh counts many fellheart disciples among their clergy; as a result, orcs and half-orcs are raised with discipleship being promoted to them. With other races, it is up to the individual member whether their inclinations lead them to the Circle. Elves, being fond of the natural world, are extremely unlikely to be found among the membership.

    Religion: Most members of the discipleship are devoted to one god or another, either as a matter of their beliefs or as a source of strength in their constant fight against the consuming hunger within. Evil disciples are drawn towards deities who thematically tied to the disciple such as Wee Jas, Vecna, or even Orcus or Tharizdun. Neutral or Good disciples favor Boccob.

    Other Classes: About every other class but warlocks and some sorcerers are apprehensive of the fellheart disciple, even long after they have come to know him. Paladins and most good clerics will, naturally, not associate with evil disciples, and most likely will not affiliate with a neutral one.

    Adaptation: For a less evil-oriented source of power, a vestige which requires vital sustenance in order to maintain the symbiont hold on the character's soul can be used in place of a demon.

    Hit Die: d8

    Starting Gold: As cleric.

    Class Features

    Class Skills: The Fellheart Disciple's class skills (and the key ability for each skill) are Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession, Sense Motive, Spellcraft, Use Magic Device.

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max Vitae|Incantation Level
    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Harvest, Background Training|2|1st
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    ||5|1st
    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    ||9|2nd
    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    ||14|2nd
    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Imbue|20|3rd
    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    ||27|3rd
    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    ||35|4th
    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    ||44|4th
    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    ||54|5th
    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Imbue|65|5th
    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    ||77|6th
    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    ||90|6th
    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    ||104|7th
    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    ||119|7th
    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Imbue|135|8th
    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    ||152|8th
    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    ||170|9th
    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    ||189|9th
    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    ||209|9th
    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Heartless/Embrace|230|9th
    [/table]

    Weapon and Armor Proficiencies: Fellheart disciples are proficient with all simple weapons and one martial weapon of their choice, chosen at the first level taken as a fellheart disciple. They are proficient in all light and medium armors but not with shields. Furthermore, the player may choose to gain additional proficiencies with martial weapons or with heavier armors (see the Background Training class feature)

    Max Vitae: The fellheart disciple can have no more than the listed limit in vitae at a given time. If he harvests any in excess of this value, it is wasted. The disciple's max vitae increases with a high Constitution score and by level, as indicated on the table below:
    Spoiler
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    {table=head]Ability Score|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|10th |11th|12th|13th|14th|15th|16th|17th|18th|19th|20th
    10-11|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0
    12-13|0|1|1|2|2|3|3|4|4|5|5|6|6|7|7|8|8|9|9|10
    14-15|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19 |20
    16-17|1|3|4|6|7|9|10|12|13|15|16|18|19|21|22|24|25|27 |28|30
    18-19|2|4|6|8|10|12|14|16|18|20|22|24|26|28|30|32|34| 36|38|40
    20-21|2|5|7|10|12|15|17|20|22|25|27|30|32|35|37|40|42 |45|47|50
    22-23|3|6|9|12|15|18|21|24|27|30|33|36|39|42|45|48|51 |54|57|60
    24-25|3|7|10|14|17|21|24|28|31|35|38|42|45|49|52|56|5 9|63|66|70
    26-27|4|8|12|16|20|24|28|32|36|40|44|48|52|56|60|64|6 8|72|76|80
    28-29|4|9|13|18|22|27|31|36|40|45|49|54|58|63|67|72|7 6|81|85|90
    30-31|5|10|15|20|25|30|35|40|45|50|55|60|65|70|75|80| 85|90|95|100
    32-33|5|11|16|22|27|33|38|44|49|55|60|66|71|77|82|88| 93|99|104|110
    34-35|6|12|18|24|30|36|42|48|54|60|66|72|78|84|90|96| 102|108|114|120
    36-37|6|13|19|26|32|39|45|52|58|65|71|78|84|91|97|104 |110|117|123|130
    38-39|7|14|21|28|35|42|49|56|63|70|77|84|91|98|105|11 2|119|126|133|140
    40-41|7|15|22|30|37|45|52|60|67|75|82|90|97|105|112|1 20|127|135|142|150[/table]


    Incantation Level: A fellheart disciple casts incantations, which are powered by distorting and shaping the life essence that they harvest from other creatures. The disciple's Wisdom modifier determines how hard these incantations are to resist. A fellheart disciple can learn any incantation and can cast any incantation that they know, even those beyond their incantation level (see table above). Learning a new incantation requires one full round of uninterrupted communion with the demon within in order to learn the incantation's form. This action can be performed during combat, but doing so provokes an attack of opportunity.
    To reflect the disciple's own studies, he knows one 1st-level incantation and gains knowledge of a new incantation every two levels thereafter (up to the listed Incantation Level), none of which grant the demon within any experience in the learning of them.

    Harvest (Su): By placing his hands upon a creature (other than a construct or undead) that died less than one hour ago, the fellheart disciple can, as a full-round action, harvest vitae from their victim. The disciple gains an amount of vitae equal to the victim's hit die, to the maximum amount that the disciple can hold.
    Alternately, the fellheart disciple can perform a special coup de grace as a full-round action on a dying opponent, killing their victim and draining vitae equal to the creature's hit die plus the amount of hit points remaining until the creature is at -10. For instance, if a 1 HD goblin were drained of their vitae at -3 hit points, the disciple gains 8 vitae from this special coup de grace.
    As a result of being roused, the disciple's demon consumes an amount of the disciple's stored vitae at the end of each combat (see The Demon Within section).

    Background Training: Because the Therrhobic Circle typically chooses their initiates from stronger-willed stock such as neophyte priests who have received some battle training, a Fellheart Disciple begins his first level with the choice to gain either proficiency with all martial weapons or proficiency in heavy armor.

    Imbue (Su): At 5th, 10th, and 15th level, the fellheart disciple selects any one metamagic feat and gains it as a bonus feat so long as he meets the prerequisites for it. He may apply the selected feat to enhance the qualities of any one of his incantations as he incants it as if it were a spell, except in cases where the entry to be modified is absent. The disciple spends an additional 2 vitae for every spell level increase that the metamagic feat would have otherwise applied.

    Heartless (Su)/Embrace (Su): When the fellheart disciple achieves 20th level, they must choose how to deal with the demon that steadily grows in power and selects between the Way of the Heartless or the Fell Embrace. The disciple chooses one:
    • Heartless: In a special ritual lasting eight hours, the disciple removes his heart from his body, ensuring that the demon can no longer feed upon him and in the hopes that death may never grace him. The heart lives independently, still beating, from the body, and so long as it is undamaged the fellheart disciple cannot be truly killed, even by age. As long as his heart is alive, whenever he is reduced to or below -10 hit points, he remains unconscious instead of dying and instead recovers hit points at the rate of one per hour. Furthermore, he gains immunity to poison, sleep effects, paralysis, stunning, disease, and death effects and no longer suffers ability damage from having no vitae or risks having the demon take control. If the disciple is or becomes a type of creature that does not have a heart or cannot be reduced below 0 hit points without being destroyed, he does not benefit from the Heartless ability.
    • Embrace: The fellheart disciple fuses with his demonic half, yet remains in control of the union. He gains damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 12 + HD, and telepathy 100 ft. Furthermore, he gains immunity to the ability damage inflicted from having no vitae and no longer risks yielding control due to the demon's hunger. He ceases to age and does not need to eat or sleep. Any effect that can target or detect an extraplanar outsider can target or detect the fellheart disciple. If the fellheart disciple is affected by a spell or effect that would force an extraplanar creature to another plane, the fellheart disciple is instead unable to use incantations for 2d4 rounds.

    No matter which option the disciple chooses, all incantations cost one additional vitae to incant, renew, or channel as a result of the barriers placed between himself and his demon.

    The Demon Within
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    Although the Fell energies bound to the disciple do not gain experience points via the normal method, it still progresses and gains power. Every time the Fellheart Disciple learns a new incantation, the demon gains experience points according to the table below. The difference between the highest level of incantation that the disciple can cast and the incantation learned can drastically affect the gain.

    {table=head]Incantation is...|Experience gained
    3-8 levels lower than highest castable level|100
    2 levels lower|300
    1 level lower|600
    Same level|1000
    1 level higher|2000
    2 levels higher|5000
    3 levels higher|10000
    4 levels higher|17000
    5 levels higher|26000
    6 levels higher|37000
    7 levels higher|50000
    8 levels higher|65000[/table]

    The demon begins at level 1 in the special Demon Within class (see below), but advances whenever its experience points reach certain marks on the table below:
    {table=head]Level|Needed to level
    1|1000
    2|3000
    3|6000
    4|10000
    5|15000
    6|21000
    7|28000
    8|36000
    9|45000
    10|55000
    11|66000
    12|78000
    13|91000
    14|105000
    15|120000
    16|136000
    17|153000
    18|171000
    19|190000
    20|ó[/table]

    Demon Within (Special Class)

    {table=head]Level|Ego|Hunger
    1st|10|1
    2nd|11|2
    3rd|12|3
    4th|14|4
    5th|15|5
    6th|16|6
    7th|18|7
    8th|19|8
    9th|20|9
    10th|22|10
    11th|23|11
    12th|24|12
    13th|26|13
    14th|27|14
    15th|28|15
    16th|30|16
    17th|31|17
    18th|32|18
    19th|34|19
    20th|35|20[/table]

    Ego: Whenever the demon is not sated by a near-constant flow of vitae (specifically when the Disciple suffers Constitution damage for not having enough Vitae to feed the Demons' Hunger trait at the end of combat) or has an opportunity to exploit a mental weakness (whenever the disciple is Confused, Cowering, Dazed, Frightened, Panicked, Stunned, or Dominated), it attempts to exert its will over the disciple. The disciple must succeed on a will saving throw with a DC equal to the demon's ego or else the demon takes total control over the disciple for that round. The disciple can attempt to make a will saving throw against the same DC each round thereafter in order to regain control. While the demon has control, it attacks the nearest target in an attempt to drain vitae from it. Once it consumes vitae equal to its Hunger (see below), then the next Will save a disciple makes in order to regain control automatically succeeds. Once the character has regained control, the triggering effect resumes (the duration on any mentally weakening effect resumes and the demon must still be fed if it has not yet been already).
    While the demon within controls the disciple, the disciple gains the benefit of the Succumb incantation (except that a bonus to Wisdom does not reflect on the disciple's Will saves to regain control and the demon does not gain experience), and any of the aforementioned mentally weakening effects are suspended. In addition, the demon has a profane bonus to saving throws against mind-affecting abilities equal to its Demon Within class level.

    Hunger: The demon consumes the listed value of the disciple's vitae at the end of each combat. If there is not enough vitae remaining, the disciple suffers 1 point of Constitution damage and must succeed on a Will saving throw (see Ego, above).




    "And now I know what I know
    Expect the demon down below
    To surface through my mortal soul..."
    -Sul'lii Er'na

    Spoiler
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    Using an Incantation

    An incantation is incanted, much as a spell is cast, as a standard action. Incantations are supernatural abilities that provoke an attack of opportunity when cast and always have Verbal and Somatic components, and do not suffer a risk of spell failure. Rarely, they may have material costs associated with their incantation or upkeep.

    An incantation can be identified as it is being incanted, or its effects identified after its incantation, by a successful Spellcraft check (see the table below).

    {table=head]DC|Action
    20 + incantation level1|Identify an incantation being incanted. (You must see or hear the incantation being incanted.) No action required. No retry.
    25 + incantation level1|Identify an incantation thatís already in place and in effect. You must be able to see or detect the effects of the incantation. No action required. No retry.
    30 + incantation level1|After rolling a saving throw against an incantation targeted on you, determine what that incantation was. No action required. No retry.[/table]
    1Subtract 5 from the DC if the character has levels in an incanting class.

    If you can identify an incantation being incanted, or you have identified an incantation in place that has a duration longer than instantaneous, you can attempt a counter-incantation by reciting the incantation in reverse (if you know it), using the range on the incantation. Therefore, incantations with a range of "Personal" cannot be counter-incanted unless you are the owner of the incantation being countered.

    Reading an Incantation
    Name
    Level: The intended level of the incantation.
    Cost: The cost in vitae to begin the incantation.
    Range: The range at which the incantation functions.
    Target: The area, creatures, or objects that the incantation affects.
    Duration: The amount of time that the incantation lasts without the need to concentrate on it. An incantation that has a Renew of "Channeled" always has a duration of instantaneous, if it produces a once-a-round effect such as damage, or a duration of "Concentration" if the effect lasts for as long as the incantation is channeled. See the Renew entry below for more details on channeled incantations.
    Renew: Will be an entry of Yes, if the incantation can be renewed at the end of the duration; No, if the incantation must be re-incanted to be reactivated; or Channeled. If the incantation can be renewed, the incanter can spend one-half (round up) the incantation's cost as a free action on the round that the incantation's effects end to have its duration restarted. If the incantation is Channeled, the incanter can pay one-half the incantation's cost (round up) and use a standard action each round to continue its effects, which often grow the longer the incantation is channeled. Continuing channeling on an incantation provokes an attack of opportunity from nearby creatures. If the incanter is struck while channeling or subjected to other disruptions (see the Concentration skill), they must succeed on a Concentration check or lose the incantation.
    Saving Throw: Details what, if any, saving throw is used to resist the effects of an incantation. In general, the DC of a given incantation is 10 + incantation level + incanter's score modifier. If a channeled invocation lists a saving throw, the target must succeed on a saving throw for each round that they are affected by the invocation.

    Incantations

    A Thousand Agonies
    Level: 5
    Cost: 9

    As A Thousand Needles, except that the target suffers a cumulative 3d6 damage each round, starting at 6d6 damage.

    A Thousand Cuts
    Level: 2
    Cost: 3

    As A Thousand Needles, except that the target suffers a cumulative 1d6+1 damage each round.

    A Thousand Eviscerations
    Level: 4
    Cost: 7

    As A Thousand Needles, except that the target suffers a cumulative 2d6+3 damage each round.

    A Thousand Lacerations
    Level: 3
    Cost: 5

    As A Thousand Needles, except that the target suffers a cumulative 1d8+2 damage each round.

    A Thousand Needles
    Level: 1
    Cost: 1
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature or object
    Renew: Yes
    Saving Throw: Fortitude half

    Manifesting the fury that resides under the surface of your being, you reach out, inflicting pain upon the target.

    The target suffers a cumulative 1d4 point of damage each round. For instance, on the first round, the target takes 1d4 damage. On the second round, they take 2d4 damage, and on the third round, they take 3d4 damage, and so on.

    A Thousand Pinpricks
    Level: 1
    Cost: 0

    As A Thousand Needles, except that the target suffers a cumulative 1 damage each round.

    Blaze a Path
    Level: 2
    Cost: 3
    Range: Personal
    Target: You
    Duration: One minute
    Renew: Yes
    Saving Throw: See text

    Focusing on the area around you, you create flames that snake away from you.

    Each round on your turn, beginning in either your square or an adjacent square, you may create flames that fill up to twenty-four contiguous 5 ft. cubes, even in midair. The flames burn with a low heat, dealing only 1d6 fire damage to any creature in the area (Reflex negates). The flames last until the incantation ends, although you may only have twenty-four such cubes in existence; creating a new one destroys the oldest one that you have created.

    If coupled with Fire Fly, the incanter can swim through the flames created by Blaze a Path. While in the area of Blaze a Path, renewing Fire Fly costs 2 less vitae.

    Corrupt
    Level: 5
    Cost: 9
    Target: One creature
    Duration: Permanent
    Renew: No

    You place a seed of corruption in your target, which takes root and spreads, covering over the soul's aura like a wildvine obscures light through a window.

    As Pervert, except as listed here. This effect can be removed by a Remove Curse spell or stronger effect, such as a Wish, but cannot be dispelled except by counter-incantation.

    Doorways
    Level: 6
    Cost: 12
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature per level, no two of which may be more than 30 ft. apart
    Duration: One minute
    Renew: Yes
    Saving Throw: None

    Seeking with your fell senses, you locate within the souls of your targets the inborn knowledge of where the soul is to go when separated from the body. Exerting your will, you change this programming to an altered consciousness known only as "The Doorways."

    If your targets die while this incantation is in effect, their souls are instead shunted to a place that incanters call "The Doorways" or "The Hall of Doors." The hall or room takes on a shape unique to each soul; it may look like a hallway from their childhood home, or it may reflect the person's heart in some manner.

    No matter the form, the Hall contains doorways clearly marked to every one of the known planes. When stepping through, the soul may pick any spot on the plane to appear. Once it does, the original body and its equipment turn to dust and an exact replica of the whole appears at the destination. Replicas of the person house the original person's soul, so nothing is affected, although the replica has full hit points. Replicated items retain all of their magical and mundane properties and do not lose or gain charges if they are an item that has charges.

    No matter how long the soul takes to choose a doorway, the transition is always instantaneous from the moment the target dies.

    Failing of the Faithless
    Level: See text
    Cost: See text
    Range: Close (25 ft + 5 ft/2 levels)
    Target: One creature per level, no two of which may be more than 30 ft. apart
    Duration: One minute
    Renew: No
    Saving Throw: None

    Taking advantage of the faithlessness of your targets, you cripple spiritual defenses that have been weakened without divine support.

    Creatures affected by Failing of the Faithless suffer a penalty to their saving throws against your incantations if they do not possess a holy symbol (or facsimile thereof, such as a druid's holly and mistletoe) upon incantation.

    The penalty is equal to the amount of vitae used when incanting Failing of the Faithless. You choose the incantation level (1-9) when learning this incantation. You may spend no more than twice the incantation's level in vitae when incanting it. You may re-learn this incantation at a later time as a higher-level incantation in order to extend its limit.

    Fell Field
    Level: 3
    Cost: 6
    Range: Personal
    Target: You
    Duration: One hour
    Renew: Yes
    Saving Throw: No

    The air around you crackles as you funnel fell energies into your surroundings, forming a protective ward around yourself.

    Whenever you incant Fell Field, make a Spellcraft check. You create a field around you with a number of hit points equal to your check result times your incanter level. Any time you would otherwise take damage, the field absorbs the damage until it reaches 0 hit points. You take any unabsorbed damage as normal.

    You cannot re-incant Fell Field until its duration expires, even if it is at 0 hit points.

    Fellsight
    Level: 2
    Cost: 3
    Range: Personal
    Target: You
    Duration: One minute
    Renew: Yes
    Saving Throw: None

    Channeling the visual acuity of the demons, your eyes turn a brilliant, glowing red.

    Fellsight allows the incanter to see the power and location of magical auras and the auras left behind by incantations within 120 feet. An auraís power depends on the spell or incantationís functioning level or an itemís caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + incantation level, 20 + spell level, or 15 + one-half caster level for a non-spell, non-incanted effect.)

    If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any incanting abilities, an aura representing the strength of their demon within (see table below), and the strength of the most powerful incantation the creature currently has available for use.

    Furthermore, you gain a +5 circumstance bonus on Intimidate checks while under the effects of Fellsight.

    {table=head]Demon Within level|Aura strength
    1-6|Faint
    7-12|Moderate
    13-18|Strong
    19+|Overwhelming[/table]

    Fellsight, Greater
    Level: 5
    Cost: 9

    You reach to the Fell depths, channeling the perception abilities of the greater demons.

    As Fellsight, except that you can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. The bonus to Intimidate checks increases to +10.

    You do not gain the benefits of Greater Fellsight when viewing through a sensor, such as a crystal ball or when viewing the images granted by a Stare into the Abyss incantation.

    Fiery Favor
    Level: 2
    Cost: 3
    Range: Touch
    Duration: One hour
    Renew: Yes
    Saving Throw: Will Negates

    Seeding within your touched targets a tiny spark, this spark can quickly spring up as a shield against flames you create.

    The affected targets are immune to fire damage from your incantations.

    Fire and Brimstone
    Level: See text
    Cost: See text
    Range: Long (400 ft. + 40 ft./level)
    Target: 20 ft. radius, 40 ft. high cylinder
    Renew: Channeled
    Saving Throw: Reflex half

    Jets of flame shoot from the ground as flaming chunks of sulfur rain from nowhere. Creatures in the torrent look around, panicked, for asylum. As you concentrate, the flames burn hotter and the hail of stones increases in volume.

    Fire and Brimstone deals 1d6 damage per point of vitae spent in its creation plus a cumulative 1d6 damage each round, half of which is fire damage.
    Creatures that begin their turn in the area of Fire and Brimstone suffer the damage if they fail their saving throws, as do creatures moving into or through the area on their turn. On your turn, you may choose to move the cylinder up to 40 ft. as a free action.
    The cost to channel Fire and Brimstone is up to two times the incantation level. You choose the incantation level (1-9) when learning this incantation. You may re-learn this incantation at a later time as a higher-level incantation in order to extend its damage limit.

    Fire Fly
    Level: 2
    Cost: 3
    Range: Personal
    Target: You
    Duration: One minute
    Renew: Yes
    Saving Throw: None

    Your skin flushes as your internal temperature soars, but you are untouched by the fever. Instead, your thoughts turn to flames, and you feel...kinship.

    You are immune to nonmagical flames and flames created by your incantations. You gain the ability to swim in flame as easily as a fish swims through water, gaining a move speed of 60 feet per round. You can make a double move, resulting in 120 feet per round. You need not have hands free in order to swim in this manner. In addition, your vision is unblocked by flames created by your incantations.

    Pervert
    Level: 1
    Cost: 2
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: One minute
    Renew: Yes
    Saving Throw: See text

    Reaching out with a tendril of demonic energy, you stir the pool that is your target's soul, bringing up misdeeds like sediment. The temporary murkiness of their soul causes them to register as an evil creature to others.

    A creature affected by Pervert detects as evil to effects such as Detect Evil and is susceptible to effects that function only against or have an additional effect against evil creatures, such as a paladin's Smite Evil class ability or a holy weapon. A good creature receives a Will saving throw to resist the incantation, while a neutral creature does not.

    Pyrrhic Portation
    Level: 6
    Cost: 12 and see text
    Range: Unlimited
    Target: You and touched objects or other touched willing creatures
    Duration: See text
    Renew: See text

    Your body dissipates into a soot-like cloud, which funnels into a nearby flame. At the same instant you enter the fire, you become aware of fires all over the world and feel them burning as if they were part of one larger flame.

    You and other creatures and objects transform into a cloud and are drawn into the nearest flame, at a rate dependent on the size of the flame (see chart below). Once inside a flame, you instantly know the location of all other fires in the world and may choose whether you want to appear out of one of them (at a rate dependent on the size of the exit flame) or simply withdraw out of the flame that you entered at the appropriate rate.

    {table=head]Flame Size|Enter/Egress Rate
    Candle|One minute
    Torch|Three full rounds
    Campfire|One full round
    Filling 5 ft. cube or larger|Instantaneous[/table]

    You may move yourself at the listed cost, plus one medium-sized creature or up to 100 lb of material per 2 extra vitae spent beyond the base cost. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

    You and your group can, at your option, remain within the flame without transporting your group by Renewing the incantation after each round you have fully entered the flame, but your group is forced out when the spell ends or if the flame is extinguished. In addition, any member of the group can choose to leave the flame at the appropriate rate rather than remain within it.

    Release
    Level: 3
    Cost: 5
    Range: Touch
    Target: One or more touched willing creatures
    Duration: Instantaneous
    Renew: No
    Saving Throw: None

    Snaking a thread-thin tendril of fell energy into the targets, you locate the ethereal filaments that hold soul to body. With a swift flick of your will, you sever the connections.

    The affected creatures, who must all be in contact with one another (one of which must be in contact with you), die instantly. The targets are aware of the incantation's effects, even if they do not identify it being incanted, and so are never unaware of the outcome.

    This incantation is a death effect, but creatures immune to such can temporarily shut down the immunity.

    Siphon
    Level: 4
    Cost: 7
    Range: Personal
    Target: You
    Duration: Concentration
    Saving Throw: None

    Drawing life energy from your surroundings, plants wilt and brown as they decay and the air turns stale and dry. You can feel your demon feeding on the flow, but you feel replenished and renewed.

    You gain a cumulative amount of vitae each round depending on your surroundings. Your demon gains 100 experience for every round that you channel this invocation.

    {table=head]Environment|Vitae per round
    Bare stone or earth with no vegetation|1
    Some moss, short grasses, or fungal growth|2
    Tall grass or shrubs|3
    Trees or comparable growth|4
    Forest with heavy undergrowth|5
    Jungle|6[/table]

    It is up to the DM to assign the level of growth in a given area. For instance, an oceanic atmosphere contains enough microscopic life to equate to short grasses, and the ocean floor contains enough kelp, creatures such as anemones, and coral life to equate to anything from trees to a jungle.

    Soul Web
    Level: See text
    Cost: See text
    Range: See text
    Duration: One minute
    Renew: Yes
    Saving Throw: None

    You spread tendrils of fell energy into your surroundings, interweaving them as an invisible web that snares souls, preventing them from departing their hosts.

    Creatures in a 5 ft. per incantation level radius from you that die (whether by damage or a death effect that leaves the body intact) instead are stabilized at -1 hit point. Creatures that are subject to a spell or effect that disintegrates them or otherwise eliminates their body are not affected.
    The cost to incant and renew Soul Web is two times the incantation level. You choose the incantation level (1-9) when learning this incantation. You may re-learn this incantation at a later time as a higher-level incantation in order to extend the range of its effect.

    Stare into the Abyss
    Level: 7
    Cost: 14
    Duration: Instantaneous
    Renew: No
    Saving Throw: None

    You create in the air before you a small disc of utter darkness, like a dark mirror, with which you can see faint images swirling and forming. Asking it about a topic, you watch as one image clarifies and swims to the surface, followed by another, and then another.

    A 3 inch-diameter disc appears in front of you, apparently made of pure blackness to any others who see it, but you alone see the images within. By stating a topic to it, the sphere shows you important images about the past, the present, and the future of the topic.
    Like all futures, the future seen is never concrete; it is merely the most likely course that will happen. If the future is too unclear, the image flickers between multiple different possibilities with no explanation to the incanter of the actions leading to which image.
    The visions seen via Stare into the Abyss are stationary and soundless, like portraits.

    Succumb
    Level: See text
    Cost: See text
    Range: Personal
    Target: You
    Duration: One minute
    Renew: Yes
    Saving Throw: See text

    Quickly crafting mental chains to hold the demon in check, you yield to it, allowing it to surface into your snare. Wrestling with it for control, you command its knowledge and power.

    Unlike other incantations, incanting Succumb is a free action.

    While under the effects of Succumb, you gain a measure of supernatural power and knowledge. Your base attack bonus changes to match the amount of levels your demon has in the Demon Within special class or your own Base Attack Bonus, whichever is greater, and you gain one-half its Ego score as a profane bonus to any one physical ability score (Strength, Dexterity, or Constitution) and to one mental score (Intelligence, Wisdom, or Charisma). The demon gains an amount of experience equal to half of the experience you gain for a situation or encounter in which you were under the effects of Succumb. Thus, if you gain 1000 experience for a given encounter, your demon also gains 500 experience.

    The cost to incant and renew Succumb is two times the incantation level. You choose the incantation level (1-9) when learning this incantation. You may re-learn this incantation at a later time as a higher-level incantation in order to extend its limitations. If your demon has more levels in the Demon Within special class than the limit listed below, it gains control until you can succeed on the Will saving throw to regain control or it gains vitae equal to its Hunger.

    {table=head]Incantation level|Level limit
    1|2
    2|4
    3|6
    4|8
    5|10
    6|12
    7|14
    8|16
    9|No limit[/table]

    Summon Shyft
    Level: See text
    Cost: See text
    Range: Close (25 ft. + 5 ft./2 levels)
    Duration: One minute
    Renew: Yes

    Summoning the shifting shadows of distant nightmares, you spring forth a fiendish creation shaped from your imagination.

    You bring into being a creature with a form of your choosing, depending on how you choose to spend the vitae when summoning it.

    Creating the unmodified creature costs 1 vitae, modified further by the things you want to attach to it. The base creature is as follows:

    Spoiler
    Show
    Shyft
    Size/Type: Medium Aberration
    Hit Dice: 1/41d8 (1 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 10, touch 10, flat-footed 10
    Base Attack/Grapple: +0/+0
    Attack:
    Full Attack:
    Space/Reach: 5 ft./5 ft.
    Special Attacks:
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +0, Ref +0, Will +2
    Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
    Skills2:
    Feats2:
    1A Shyft created via the Summon Shyft incantation instead has hit die equal to the incantation level. The Shyft has BAB and saving throws as normal for an aberration of its hit die.
    2When created, the Shyft has skill points and feats dependent on its hit die. The creator chooses their allotment at the time of creation.


    The default form of a shyft is a four-limbed creature with a head, although beyond that its features are blurry and ill-defined. The creature can be further modified by the following vitae expenditures, each of which may be chosen multiple times:

    {table=head]Modification|Vitae cost
    Increase Hit Die by 1 (to a maximum of 1.5 times the incanter's hit die)|1
    Increase an Ability by 1|1
    Attack Modes
    Bite attack (1d6 for medium, max. 1 per head)|1
    2 Claw attacks (1d4 for medium, max. 2 per pair of limbs)|2
    Tail attack (1d6 for medium, requires tail)|1
    Size1
    Large size|2
    Huge size|4
    Gargantuan size|6
    Colossal size|8
    Movement
    Fly 20 ft. (clumsy)|2
    Fly 30 ft. (poor)|3
    Fly 40 ft. (average)|5
    Fly 50 ft. (good)|8
    Fly 60 ft. (perfect)|12
    Climb (per 10 ft.)|2
    Burrow (per 10 ft.)|2
    Limbs and Appendages
    Additional pair of limbs2|5
    Additional head3|4
    Tail4|3[/table]
    1Size category changes affect the Shyft as per Table 4-2 in the Monster Manual.
    2Provides a +1 bonus on Climb checks and an additional +1 bonus on checks to avoid being tripped per pair of limbs.
    3Provides a +1 bonus on Spot and Listen checks per head.
    4Provides a +1 bonus on Balance and Climb checks per tail.

    In addition to the modifications you select, the Shyft takes on the shape and form you envision, within reason. You may wish for the Shyft to take on a humanoid shape or something akin to a canine or centipedal form (if you selected lots of legs), or for its wings (if you selected a flight speed) to resemble those of a dragon, bat, bird, or perhaps the creature flies with no wings at all. Regardless of its form, it is real and solid but appears as an insubstantial shadowy shape.

    You choose the incantation level (1-9) when learning this incantation. You may spend no more than three times the incantation's level in vitae when incanting it. You may re-learn this incantation at a later time as a higher-level incantation in order to extend its limit.

    Tempt
    Level: 3
    Cost: 6
    Range: Close (25 ft + 5 ft/2 levels)
    Target: One creature
    Duration: One hour
    Renew: Yes
    Saving Throw: Will negates

    Looking into your target's mind, you sense their inclinations and desires. Plucking at them much like a master bard strums the strings of a mandolin, you inflame them, transforming them into a passion.

    At your direction, your target follows a course of action, resisted by their inclinations. If the task you assign matches the moral alignment of your target, they receive a -2 penalty on their saving throw. If the action suits the opposite alignment, they receive a +2 bonus on their saving throw. For instance, tempting a good creature to murder his friends is something that opposes his alignment, while asking him to leaving the battle to scout for incoming fiends (thus robbing his friends of his aid) would not.

    Some examples of alignment-dependent actions are:
    {table=head]Evil actions|Neutral actions|Good actions
    Attack friends|Divulge secrets|Guard a door
    Heal the enemy|Do nothing|Challenge the tyrant king to duel
    Sabotage his ally's plans|Dance|Convince his friends to try redeeming you instead of attacking[/table]

    The DM ultimately rules on the effectiveness of this incantation, and can deem some creatures unable to be tempted to perform actions that oppose their alignment. Commanding a creature with the saint template to commit theft, for example, may warrant a higher bonus to their saving throw or may be outright impossible.

    Undying Spark
    Level: 8
    Cost: See text
    Range: Medium (100 ft. + 10 ft./level)
    Target: One living creature
    Duration: One round
    Renew: Yes
    Saving Throw: Will negates

    Encasing your target's soul in an anchored mesh of life essence, you hold it to its body, no matter the body's condition.

    Undying Spark can be incanted as an immediate action if the disciple pays an additional 16 vitae when incanting it.

    Your target does not go unconscious as a result of falling below 0 hit points. Furthermore, they do not die upon reaching -10 hit points, and can even reach values of health lower than -10, depending on damage taken. They do not need to be stabilized nor do they lose health each round as a dying creature would normally.

    The cost to incant and renew Undying Spark is equal to one-half the amount of health that the creature has below 0 (minimum 1). If they are at -20 hit points, for example, this incantation requires 10 vitae each round to maintain. If the incantation ends, the target is alive, disabled, unconscious, or dead as normal, depending on their hit points.

    Vitality Transfer
    Level: See text
    Cost: See text
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates (optional)

    Laying hands upon your target, you transfer vitae to them.

    The target is healed of 1d4+1 damage per point of vitae spent when incanting Vitality Transfer. Optionally, if the target is an incanter, you can instead opt to transfer vitae to them. Any vitae over their maximum is lost.

    You choose the incantation level (1-9) when learning this incantation. You may spend no more than twice the incantation's level in vitae when incanting it. You may re-learn this incantation at a later time as a higher-level incantation in order to extend its limit.


    Deny [General]
    You can slow the progression of an otherwise out-of-control demon within.
    Prerequisites: Incanter level 1
    Benefit: Your demon within loses a level.
    Special: You may select this feat multiple times.

    Fell Affinity [General]
    Your demon graft grants you an affinity with demonkind.
    Prerequisites: Incanter level 1
    Benefit: Social interactions between demons possessing hit dice equal to or less than your own and your party (when you are visible to the demon) begin at one category higher than they would be otherwise. For instance, if a given demon's attitude was unfriendly to your party, they are indifferent instead.

    Fellwark [General]
    Your Fell Field incantations resist more damage than normal.
    Prerequisites: Must have learned the Fell Field incantation
    Benefit: When making a Spellcraft check to determine the hit points of your Fell Field, add +5 to the check.

    Sadistic Streak [General]
    You have a special knack for inflicting pain upon others, which shows in the delight you take in the task.
    Prerequisites: Incanter level 1
    Benefit: Any of your channeled incantations that deal cumulative damage deal an additional 1 cumulative point of damage per round.
    Special: You may select this feat multiple times. Its effects stack.

    Unnatural Talent [General]
    You're a natural at the unnatural.
    Prerequisites: Must have a vitae pool.
    Benefit: When you first take this feat, gain an additional 2 max vitae.
    Special: You can take this feat multiple times. Each time you take the feat after the first time, the maximum amount of vitae you can have at one time increases by 1.
    Last edited by Zom B; 2010-08-17 at 12:26 AM.
    Zombitar courtesy of Djinn_In_Tonic.