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  1. - Top - End - #1
    Ogre in the Playground
     
    kestrel404's Avatar

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    Jul 2009

    Default The Book of Shadows (3.5, PEACH)

    Book of Shadows
    The Dark Villian, Reborn

    You are alone and eternal.
    Your heart is hardened against all attempts
    At friendship, love, or other useless pursuits.
    All that matters is what you desire.

    So what is it?

    The following is inspired by, and occasionally cribbed from, the Tome of Radiance by Selinia. This is basically the other side of the same coin - every warrior of light needs a cold-hearted nemesis to fight, and this is written as a kind of toolkit/splatbook to create them, or if you want, a resource to add some spice to a villianous campaign.

    I've attempted to make everything here fit within Tier 3 (though often at the upper end of that scale), and most of it is balanced on a per-encounter basis, with a few daily limits on abilities that would really get out of hand if left completely unchecked. In addition, these classes draw heavy influence from the Warlock, and in return I've made an alternate class feature for the Warlock that gives it some Book of Shadows flavor.

    That said, I hope someone out there likes this enough to use it.

    The Dwellers in Shadow

    Before the light, there was darkness. This is a truth that none can deny, for what is darkness but an absence of light? Many claim, wrongly, that the darkness needs the Light to exist, to define and shape it. This is of course absurd - darkness without light is simply darkness, eternal and unchanging. It does not need something outside of itself to observe it and make it real - the darkness simply is, and that is enough for it.
    There are those who considder such an existence as the ultimate end - immortality, unchanging eternity, finality, stasis, nothingness. Whatever it is that such individuals seek, it all boils down to a desire for things to remain as they are, without light or life changing them to something 'better' or 'greater'.
    Those individuals who seek out the comfort and safety of darkness and deep shadow go by many names and titles, but the most common is invoker, for they invoke the powers of darkness. They are the natural enemy of the Evoker - those who wield light and seek to create bonds. Many see them as universally evil and despicable, but as always such sweeping statements are incorrect. Just as not all Evokers are good, not all invoker are evil.
    The scholars who both care about such things and are wise enough to look to the heart of the matter do agree on one thing. The invoker are driven by desires - strong ones that make all other concerns moot. It is these desires that define them, that give them strength, and it is through these desires that they draw upon their powers. Darkness gives them power, to fight back the light, even as it withholds what the invoker truly wants.
    The other defining feature of the invoker is that every one is unique, an individual, singular. And despite how many of them create minions who serve them or reach out with their powers to control others, no invoker can enjoy the bonds of friendship or love while remaining what they are, for in their twisted world, such things are fleeting because in the darkness of their cold hearts those bonds must wither and die.
    Last edited by kestrel404; 2013-02-24 at 07:08 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: The Book of Shadows (3.5, PEACH)

    Nihilist
    "Nothing you say or do matters. Eternity is a lie, a sham. All things die, even souls, and in the end there will only be nothing." - Silmarin, Elven Nihilist


    Most people have something or someone that they want to protect. Some lucky few even have those that they are willing to live or die for. The Nihilist is someone who has lost everything, and has no more connection to the world around them. The look at the universe and see only the way in which everything eventually dies, decays or ends. To them, the universe is a never ending source of pain.

    And they want to stop the pain.

    Making a Nihilist:
    Spoiler
    Show

    Abilities: The Nihilist is a survivor. He has to be, since he doesn't really care enough to protect himself. As such, his primary attribute is constitution. Most Nihilists are also either very strong or very dextrous, making them vicious opponents. Also important is their intellect, which is key to the practice of their unique philosophy.
    Role: The Nihilist is generally the most physically capable invoker. He will be in the middle of any battle, bringing it to an end as swiftly as possible to minimize the suffering of the world. Nihilists do well as frontline fighters, assassins, and scouts.
    Races: Any race may become a Nihilist, but most tend to be from races with extreme traits. Elves and Eladrin because of their long lives, Warforged because of their singular nature. Humans are also particularly common, though no one can say exactly why - perhaps the briefness of their existence gives them a unique insight into mortality.
    Alignment: Any non-good. While many Nihilists are evil, the core motivation is a kind of mixed apathy and vengence which is in itself not inherently evil. A Nihilist will most likely kill you, but he won't do it for pleasure or personal gain, he'll do it because he feels it will lessen the suffering of the world.
    Starting Gold: As a Bard.
    Starting Age: The Nihilist is someone who's experienced a great loss in their life. This might have happened at a very young age or when they were older, but unless this loss involved the total destruction of some city or village then this loss was relatively small and personal. This loss is their motivation, not some inborn drive or desire. As such individual Nihilists have greatly varying ages. Roll 3d10 and add 10 for starting age for a human. Ignore penalties caused by being too young, though old age penalties might be applied up to Middle Aged.


    The Nihilist
    Hit Dice: d12
    Class Skill List: Autohypnosis (Con), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [All, individually] (Int), Move Silent (Dex), Perform (Cha), Use Magical Device (Cha), Add more int skills
    Skill Points at 1st Level: (4 + Int modifier) x4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known|Invocations Readied
    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Dark Raiment, Malice|
    3
    |
    2

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Iron Heart +1|
    4
    |
    2

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Fallacies|
    4
    |
    2

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Enhanced Raiment|
    5
    |
    2

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Sword of Damocles|
    5
    |
    2

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Iron Heart +2|
    6
    |
    3

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Fallacies|
    7
    |
    3

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Enhanced Raiment|
    7
    |
    3

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Zeno's Paradox|
    8
    |
    4

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Iron Heart +3|
    8
    |
    4

    11th|
    +11
    |
    +7
    |
    +3
    |
    +7
    |Fallacies|
    9
    |
    4

    12th|
    +12
    |
    +8
    |
    +4
    |
    +8
    |Enhanced Raiment|
    9
    |
    4

    13th|
    +13
    |
    +8
    |
    +4
    |
    +8
    |Null Hypothesis|
    10
    |
    5

    14th|
    +14
    |
    +9
    |
    +4
    |
    +9
    |Iron Heart +4|
    11
    |
    5

    15th|
    +15
    |
    +9
    |
    +5
    |
    +9
    |Fallacies|
    11
    |
    5

    16th|
    +16
    |
    +10
    |
    +5
    |
    +10
    |Enhanced Raiment|
    12
    |
    5

    17th|
    +17
    |
    +10
    |
    +5
    |
    +10
    |Hobson's Choice|
    12
    |
    6

    18th|
    +18
    |
    +11
    |
    +6
    |
    +11
    |Iron Heart +5|
    13
    |
    6

    19th|
    +19
    |
    +11
    |
    +6
    |
    +11
    |Fallacies|
    14
    |
    7

    20th|
    +20
    |
    +12
    |
    +6
    |
    +12
    |Anomie Apothesis, Enhanced Raiment|
    15
    |
    7
    [/table]

    Weapon and Armor Proficiency: Nihilists are proficient with all simple and martial weapons, with one exotic weapon of their choice, but not with any armor other than their Dark Raiment.

    Invocations: Not yet finished, steal from Illuminations (as Champion)

    Dark Raiment: The Nihilist gains Dark Raiment as specified below.

    Malice: A Nihilist is unable to deal non-lethal damage by choice. In addition, the first point of damage you deal from each attack ignores damage reduction, resistance, immunity and regeneration - no matter the defenses, you always deal at least one point of damage. Damage reduction and resistance that is bypassed this way is considered to be ignored - thus, if you deal five damage and someone has DR 2/-, you instead deal 4 damage - one before and three after the damage reduction. This minimum damage is increased by at 3rd level and an additional one every 2 levels thereafter, to a maximum of 10 at level 19.

    Iron Heart: 2nd level, gain a +1 inherent bonus on saves against compulsion, enchantment and friendship. This bonus improves by +1 at 6th level and every 4 levels after.

    Fallacies (Su): The Nihilist is a creature of contradiction and paradox. A natural survivor who's ultimate goal is their own death, someone who genuinely cares about others and shows that caring by utterly destroying them. They draw a great deal of power from these contradictory impulses, treating logical and emotional paradoxes as true laws of the reality in which they live.
    At third level, and every 4 levels thereafter (max of 5 at 19th level), the Nihilist gains access to one of the following Fallacies. If a Fallacy allows a saving throw, then the base DC is 10 + 1/2 Class level + Int mod. If it acts as a spell like ability, then it may be used Class level times per day, and has a caster level equal to the Nihilist's Invoker level. Unless otherwise specified, these abilities are (Su).
    Appeal to Consequence - Requires Appeal to Probability. Any miss chance an enemy has when attacking the Nihilist is doubled. The maximum miss chance that can be gained from this class level is equal to 5 times class level percent (i.e., up to a 50% bonus at 10th level).
    Appeal to Emotion - Gain Charm Person as a spell like ability.
    Appeal to Motive - Choose one alignment when choosing this Fallacy: Good, Chaos or Law. Gain the Detect spell associated with that alignment as an at-will ability equivalent to a Paladin's Detect evil, and you may Smite the selected alignment cha-mod/day. This Fallacy may be selected more than once, each time choose a different alignment.
    Appeal to Nature - Gain Summon Nature's Ally I as a spell like ability. At 4th level, this is replaced by Summon Nature's Ally II, and every 3 levels above 4th it improves again. The Nihilist may have no more than one summon from this ability active at a time, and if he uses the ability again before the duration expires, the previous casting ends immediately.
    Appeal to Probability - Any time an enemy must roll to confirm a critical hit against the Nihilist, they must roll twice and take the worse result.
    Argument from Fallacy - Requires Appeal to Emotion, Gain Suggestion as a spell-like ability
    Argument from Ignorance - After making an attack against an enemy for the first time in an encounter and before they make another attack, the Nihilist may use a swift action to make an intelligence check with a circumstance bonus equal to their class level with a DC of 16. A failure means they gain a +1 insight bonus to attack and damage rolls against that target. A success means they gain a +2 insight bonus to attack and damage rolls, and for each 7 over the base DC that bonus increases by an additional +1, to a maximum of +5 on a roll of 37+.
    Argument from Repetition - The Nihilist gains the two weapon fighting, even if they do not qualify for it. At 6th level, they gain the Improved two weapon fighting feat. At 11th level, they gain the Greater two weapon fighting feat.
    Argument from Silence - Requires Proof by Verbosity, Gain Silence as a spell-like ability
    Begging the Question - Requires Historian's Fallacy, Gain Augury as a spell-like ability
    Circular Reasoning - Requires Argument from Fallacy, Gain Dominate person as a spell-like ability
    Continuum Fallacy - Requires Appeal to Probability, Any time an enemy rolls a 1 on an attack roll against the Nihilist, they are stunned until the beginning of their next turn.
    Equivocation - Requires Ludic Fallacy, Any time an enemy is hit by a critical from the Nihilist's device, they are confused (as the spell Confusion) for 1d4 rounds (save negates).
    Etymological Fallacy - Requires Homunculus Falacy, The Nihilist gains fast healing 2, up to half their maximum hit points. This stacks with any other fast healing or regeneration they may have.
    Existential Fallacy - Requires Nirvana Fallacy, Once per encounter, when the Nihilist makes a critical hit against a target, even if that target is immune to criticals, the target is affected as though by a Disintegrate spell. This ignores spell resistance and all forms of anti-magic, but the target gets a saving throw as normal.
    Fallacy of Division - Requires Existential Fallacy, The Nihilist's device gains the Vorpal enhancement as long as it is wielded by him.
    False Attribution - Gain Silent Image as a spell like ability
    False Dilemma - Gain the Improved Bluff feat, and the Nihilist adds their Intelligence modifier to all bluff checks.
    Fallacy of Many Questions - Requires Begging the Question, Gain Divination as a spell like ability. The combined total uses of Augury and Divination may not exceed your class level each day.
    Fallacy of the Single Cause - Requires False Attribution, Gain Mirror Image as a spell like ability.
    Gambler's Fallacy - Requires Appeal to Probability, The thread range of any weapon the Nihilist wields increases by one (after multipliers), and the Nihilist gains a +4 bonus to confirm critical hits.
    Gish Gallop - Requires Proof by Verbosity, Gains Swift Haste as a spell-like ability.
    Historian's Fallacy - Gain Sensitivity to Psychic Impressions as a spell-like ability (treat it as fully augmented).
    Homunculus Fallacy - The Nihilist may create a Homunculus (as the creature) by taking 1 point of constitution damage and spending 1 hour without interruption. He may only have 1 Homunculus at any time. As a standard action, he may percieve everything that the Homunculus percieves, as well as give mental orders to the construct.
    Inflation of Conflict - Gain Enlarge Person as a spell-like ability. This may only target the Nihilist, but works regardless of the Nihilist's creature type.
    Ignoratio Elenchi - Once per round the Nihilist may, as an attack action, declare a Parry. Instead of making an attack at that time, he notes the attack bonus he would gain on that attack. The next time an opponent makes a melee attack against him before the Nihilist's next turn, roll an attack roll for the Nihilist with the attack bonus for the Parry attack. If the Nihilist's attack roll is greater than the attacker's, then the attack misses the Nihilist and the enemy's attack may be re-directed against any other target that the attack threatens, using the Nihilist's result as the new attack roll and treating the attack as though it were originally intended for the new target.
    Ludic Fallacy - The Nihilist gains the Improved critical feat with their Device. Their device also gains +1 to crit range per 5 class levels (after multipliers).
    Mind Projection Fallacy - Requires Circular Logic, Gain Dominate Monster as a spell-like ability. This ability bypasses Immunity to Mind affecting from the Mindless trait.
    Nirvana Fallacy - Requires Equivocation, Once per attacker per encounter, any attack which is not a critical misses the Nihilist. This ability may be declared after damage is rolled.
    Overwhelming Exception - Requires Ignoratio Elenchi, The Nihilist gains 50% fortification permanently. This is an (Ex) ability.
    Proof by Verbosity - The Nihilist may use Intimidate or Bluff(Feint) against all enemies within 30' as standard action.
    Red Herring - Requires Reification, Gain Greater Mirror Image as a spell-like ability
    Regression Fallacy - Gain Reduce Person as a spell-like ability. The Nihilist may use this on any target, regardless of creature type.
    Reification - Requires Fallacy of the Single Cause, Gain Phantasmal Killer as a spell-like ability.
    Special Pleading - The Nihilist gains a bonus to saving throws vs. Illuminations equal to their constitution modifier.
    Slippery Slope - The Nihilist gains the Improved Trip feat, even if they do not qualify for it, and weapons always have the tripping property when wielded by the Nihilist. When on higher ground than their opponent, the Nihilist gains a +4 circumstance bonus on the strength check for trip attempts.

    Enhanced Raiment: At 4th level, and every 4 levels after

    Sword of Damocles: At 5th level, weapon & armor gain Enhancement Raiment effect for free or gain +1d6 sneak attack & Cowardice feat

    Zeno's Paradox: At 9th level Dimension Door 1/enc

    Null Hypothesis: At 13th level, Mettle and Evasion

    Hobson's Choice: At 17th level, melee attacks cause 1 negative level unless target saves (DC 10+1/2 level+con mod + cha mod)

    Anomie Apothesis: At 20th, become an outsider, with regen 5 (bypassed by non-lethal damage, which becomes lethal) & DR 5/-. When slain, will return to life the next day at sunset (or 24 hours later), as true resurrection. This may only be prevented by using a wish on the Nihilist's body.
    Last edited by kestrel404; 2013-02-21 at 11:15 PM.

  3. - Top - End - #3
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    Default Re: The Book of Shadows (3.5, PEACH)

    Pragmatist

    "I have no regrets, for what I do, I do for the good of all. I'm sorry that you must die, but killing you ensures that others may live." - Shiro, Pragmatist on the Path of Asura

    There are those who look on the darkness of the world and desire to change it, make things brighter, fix the evils inherent in the stark nature of reality. Then there are those who see the truth of the universe - that without darkness there can be no light - and they simply accept that the darkness must be. These are the pragmatists, and they walk the dark paths of morality and honor with a certainty that is envied by all those who are not wise enough to fear.

    The pragmatists have had the inherent darkness of the world driven home by some force or another, whether it is a cruel master who delights in pointing out the inherent evils in all men's souls, a childhood of suffering and misery, or simply some great insight into the nature of man. Regardless of how they came upon this viewpoint, the pragmatist is someone who has chosen to walk a dark path for the sake of their fellow man, sacrificing some aspect of themselves for what they believe is the good of others.

    Making a Pragmatist:
    Spoiler
    Show

    Abilities: The primary ability of the pragmatist is their Wisdom, which they use both to follow and understand their Path, but also to invoke the darkness that their path grants them. After this, Strength and Constitution are generally highly desireable, since most pragmatists like to be physically capable for when things inevitably turn for the worst. Intelligence is prized for its utility in logical deduction and learning new skills and is most prized by those on the paths of Maharanja and Asura, while Charisma is useful for social interaction and convincing others of the truth of your path and is valued by both the Mara and Deva.
    Role: The Pragmatist is the most skilled in the use of Invocations, calling forth and using the dark power, some seeming to have unending wells of dark power to call upon in times of need.
    Races:
    Alignment: As Incarnate (NG, NE, LN, CN)
    Starting Gold: As Wizard
    Starting Age: As Wizard


    Pragmatist
    Hit dice: d8
    Class Skill List: All skills?
    Skill Points at 1st Level: (6 + Int modifier) x4.
    Skill Points at Each Additional Level: 6 + Int modifier.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known|Invocations Readied
    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Dark Raiment, Walking with Darkness, pragmatist's Code,Skilled Reading, Greater Evocation(1,+1)|
    8
    |
    3

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Mantle of the Heartlessness|
    9
    |
    3

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Dark Empowerment (2, 1h)|
    10
    |
    4

    4th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Greater Invocation(1,+2)|
    11
    |
    4

    5th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Dark Empowerment (3, 1h)|
    13
    |
    5

    6th|
    +4
    |
    +5
    |
    +5
    |
    +5
    |Shadow Servant|
    14
    |
    6

    7th|
    +5
    |
    +5
    |
    +5
    |
    +5
    |Dark Empowerment (4, 1h)|
    15
    |
    6

    8th|
    +6
    |
    +6
    |
    +6
    |
    +6
    |Greater Invocation(2,+3)|
    16
    |
    7

    9th|
    +6
    |
    +6
    |
    +6
    |
    +6
    |Dark Empowerment (5, 2h)|
    18
    |
    8

    10th|
    +7
    |
    +7
    |
    +7
    |
    +7
    |Wisdom of Suffering|
    19
    |
    8

    11th|
    +8
    |
    +7
    |
    +7
    |
    +7
    |Dark Empowerment (6, 2h)|
    20
    |
    9

    12th|
    +9
    |
    +8
    |
    +8
    |
    +8
    |Greater Invocation(2,+4)|
    21
    |
    9

    13th|
    +9
    |
    +8
    |
    +8
    |
    +8
    |Dark Empowerment (7, 3h)|
    23
    |
    10

    14th|
    +10
    |
    +9
    |
    +9
    |
    +9
    |Insight of Ages|
    24
    |
    11

    15th|
    +11
    |
    +9
    |
    +9
    |
    +9
    |Dark Empowerment (8, 3h)|
    25
    |
    11

    16th|
    +12
    |
    +10
    |
    +10
    |
    +10
    |Greater Invocation(3,+5)|
    26
    |
    12

    17th|
    +12
    |
    +10
    |
    +10
    |
    +10
    |Dark Empowerment (9, 4h)|
    28
    |
    13

    18th|
    +13
    |
    +11
    |
    +11
    |
    +11
    |Unending Night|
    29
    |
    13

    19th|
    +14
    |
    +11
    |
    +11
    |
    +11
    |Dark Empowerment (10, 4h)|
    30
    |
    14

    20th|
    +15
    |
    +12
    |
    +12
    |
    +12
    |The Path Eternal, Greater Invocation(3,+6)|
    32
    |
    15
    [/table]

    Invocations: Not yet finished, steal from Illuminations.

    Dark Raiment: The Pragmatist gains Dark Raiment as specified below.

    Walking with Darkness: The pragmatist maintains a more flexible morality than almost any other individual, simply because his Path lends him a certainty and assurance that what he is doing is the right thing far beyond what most others feel. At the same time, this Path generally does not fall easily within any of the normal alignment categories. As such, so long as the pragmatist follows his Path and does not stray from it, his alignment cannot be changed by any means. The pragmatist may also choose to produce an aura of their chosen alignment in the same manner and with the same strength as a Paladin of a level equal to their pragmatist level, but they may also choose to hide their alignment, as though under the Undetectable Alignment spell. These two options may be used at will as a free action, but they are mutually exclusive, although neither has to be active at any time.

    Pragmatic Paths: Each pragmatist follows a specific Path, based on his chosen alignment. While that path may not perfectly exemplify the alignment, the behaviour the path requires generally falls within the boundaries of that alignment. Each path has two requirements - one thing that the pragmatist must always do, and one thing that they may not do. If the pragmatist is ever in danger of violating their path in the eyes of the GM, the GM must warn the player before the action is carried out. The player may try to make a case for how their actions are within the bounds of the path, but the GM has final ruling.
    The pragmatist's path is both a philosophy and a system through which the pragmatists accesses the Darkness which is the basis of their power. Should the pragmatist ever willingly violate their Path, they become fallen pragmatist (see below). They also sacrifice some aspect of themselves, a flaw in their outlook to which they are blind due to their close link to the darkness. This has no mechanical effect.
    Good pragmatists follow the Path of Deva. This philosophy states that there is a single, ultimate state of the universe which is perfect in all ways, an absolute utopia. Because this utopia is the utlimate expression of all that is good and true, any action that leads to this utopia, called only the 'Greater Good', is permissible and in fact required. No matter the sacrifice or whether the one being asked to make said sacrifice is willing or even aware, the only thing that matters in the end is the Greater Good.
    Requirement: The Path of the Deva requires that the pragmatist strive to reach the Greater Good. The pragmatist is required to either be searching for or participating in some activity which makes the world a brighter place in some way. To fulfill this need, most Deva pragmatists attempt to hold numerous positions of political power and influence, attempting to guide others into making the correct choices. They may also have plots and schemes in place that aid in defeating obviously evil individuals, and may even actively hunt such individuals down. Of course, even those who simply appear to be evil without necessarily being evil make valid targets since destroying those who appear to be evil is an effective deterrent against others choosing the path of evil. If there are none who appear to be evil for the Deva pragmatist to destroy, it is also perfectly reasonable to portray someon as evil before destroying them, simply to reinforce this message in people's minds.
    Ban: The Deva pragmatist must always be the perfect symbol of what is good and right in the eyes of those around him. The faith of others must be as strong as his certainty in the Greater Good. Therefore, a Deva pragmatist must never admit that what he has done is wrong. He may of course admit to making a mistake or choosing incorrectly because he did not have enough information or a perfect knowledge of the future, for no man is perfect. However, no matter what acts he has taken in the path, he must always show confidence that what he has done in the name of the Greater Good has been for the best.
    Sacrifice: The Path of Deva requires one to sacrifice their humanity.
    Evil pragmatists follow the Path of Mara. This philosophy is the ultimate sacrifice of the self to the good of the whole, by taking upon oneself all of the duties of the devils to teach others morality. Those who follow the Path of Mara prey upon those who do not have strong morals, or those who are weak against some type of temptation. They tempt, then they corrupt the one that they tempt, and then ultimately they betray their victim in the most vicious and cruel manner possible - teaching their victim the ultimate price for falling to temptation. In this way, they bring morality to the world.
    Requirement: All relationships must follow the pattern of temptation, corruption, betrayal. No matter your own feelings or desires, this is the way it must be. When meeting someone, they must be tempted. If they fall to temptation, they must be corrupted. When they become corrupt, you betray them. Always.
    Ban: Must never kill those they betray.
    Sacrifice: The Path of Mara requires one to sacrifice their desires.
    Lawful pragmatists follow the Path of Maharanja. This philosophy espouses the purity of law, and the necessity of following that law. While it may be the simplest of the philosophies, it is in many ways the harshest - the law can know no exceptions. Mercy, justice, compassion, these have no place in the law.
    Requirement: You must ensure that every law is enforced, always. You have a supernatural knowledge of the laws that govern the land you are in.
    Ban: Never forget, never forgive.
    Sacrifice: The Path of Maharanja requires one to sacrifice their conscience.
    Chaotic pragmatists follow the Path of Asura. This philosophy is the path of purifying destruction, calling upon the follower to weigh the lives of all around them, and destroy the fewest to save the most.
    Requirement: Always help those who can be helped by destroying those who would hurt them.
    Ban: Cannot leave a threat to life behind them. You may accept the word of a person you believe to be trustworthy once that they are not a threat to life, but should they ever break that word you must hunt them down and kill them.
    Sacrifice: The Path of Asura requires one to sacrifice their emotions.

    Skilled Reading (Ex): The key to every Pragmatist's path is their understanding of the base nature of humanity, their inner darkness and hidden self. By focusing on a person, you may divine their surface thoughts through your understanding of people and minute outward cues. Most Pragmatists use this ability on those they meet to understand them, to find a place for them on their chosen path. For example, a follower of the Deva path would use this to determine the ultimate utility of a person to the Greater Good, while a Maharanja would look for signs of guilt while searching for criminals.

    After concentrating for 3 rounds, make a Sense Motive check. The DC of this check is equal to the target's HD plus their intelligence bonus, or an opposed Bluff or Autohypnosis check if they are aware of your scrutiny and actively trying to hide something - the Pragmatist is aware of any such attempts that use Bluff, even if they do not succeed on their check. The Pragmatist is at a -4 circumstance bonus when using this ability against non-humanoids. If successful, you can get a general idea of their surface thoughts. This is similar to the final ability of Detect Thoughts, except that it gives no details beyond the topic of the targets' thoughts and their emotions. For example, when using this on a man who has just committed murder, the target would likely be thinking about violence and escape, and feeling guilty. This ability works against any creature except those who are mindless, and because this skill is non-magical, immunity to mental abilities is irrelevant. You may use this ability for class level rounds on a single target before needing to start again.

    Greater Invocation (Su): The Pragmatist is more skilled in manipulating the darkness to suit themselves than any other.
    One of your evocations is more powerful than you would normally be capable of. Treat your effective evoker level as one higher when creating and using that evocation.
    At 4th level, and every 4 levels thereafter, this bonus to effective evoker level increases by 1.
    At 8th level and again at 16th level, you may create an additional Greater Evocation.

    Mantle of the Heartlessness (Su): The 2nd level Pragmatist gain access to the Mantle of Heartlessness raiment enhancement and it does not count agains the maximum number of raiment enhancements they may use.

    Mantle of Heartlessness
    Effect: Gain +2 insight bonus to Sense Motive and one other skill based on path (see below). May use wisdom in place of charisma for the listed skill.
    Deva - Diplomacy
    Mara - Bluff
    Maharanja - Gather Information
    Asura - Intimidate
    Essence Boost: Every 2m invested grants an additiona +1 insight bonus. Every 5m invested grants +1 bonus to DC of saves against evocations.

    Dark Empowerment (Su): Those Pragmatists who are best able to follow their paths are rewarded by the Dark. Beginning at 3rd level, whenever a Pragmatist completes a Step upon that path (see below), they gain a number of temporary motes equal to half their class level (round up). Temporary motes do not stack, and they only last for one hour per four class levels (minimum 1). Temporary motes do not replenish like normal motes, and if used to enhance Raiment or Device, their benefit only lasts until the beginning of the Pragmatist's next turn.
    Deva's Steps - Converting a new follower to the Greater Good (changing someone's disposition towards the Pragmatist to Fanatical), Making a sacrifice to the Greater Good (someone with a good alignment dies in the name of your cause), or Ending a Great Evil (killing or re-habilitating an Evil individual with a CR at least has high as the Pragmatist's)
    Mara's Steps - Succesfully tempting someone the Pragmatist has just met (they accept an offer or bargain which is clearly immoral), Corrupting someone that they have tempted (changing their alignment), or Betraying those that they have corrupted (leaving such an individual in a state of extreme physical or emotional distress).
    Maharanja's Steps - Finding a Criminal (exactly that), Proving them to be Guilty (finding proof of their crime enough to use in court) and Bringing them to Justice (killing or capturing an individual after gathering evidence against them)
    Asura's Steps - Finding those in need (locating those who are threatened), Removing the threat to life (killing someone who threatened to end the lives of others)

    Shadow Servant (Su): At 6th level, a pragmatist’s understanding of her dark power reaches a point where she can use it to craft a new entity to serve them. This creature is equal parts familiar and homunculus, created from weaving pure darkness into a piece of the pragmatist's own flesh.

    In a ritual that takes a full day (24 hours) to complete, the Pragmatist crafts their servant in a form they find most suitable. They gain a familiar, as a Wizard of their effective evoker level with the Improved Familiar feat. This familiar gains the Shadow Creature template, but is otherwise the same in all ways to a normal Familiar. If the Shadow Servant is killed, the Pragmatist may replace it by performing this ritual again.

    Wisdom of Suffering (Ex): At 10th level, the pragmatist has learned many terrible lessons from following her path. She has learned to adapt change as the situation demands to gain victory. Once per encounter, she may replace any of her readied Invocations with any other Invocation she knows. She may do this twice per encounter at 18th level.

    Insight of Ages (Ex): Beginning at 14th level, a pragmatist adds her Wisdom modifier as a bonus to all saving throws.

    Blanket of Night (Su): At 18th level, a pragmatist begins to project an aura of that affects those standing hear her. The effects of the aura and the emotions it cause on those around her depend on her path. This aura extends 10' from the Pragmatist, but at need they may invest blots into it as they would a Shadow Effect to extend it by 5' per blot. A pragmatist may suppress the aura as a swift action, and re-activate it as a free action. These auras are all Mind Affecting abilities.
    Path of Deva: The countless sacrifices made and petty titles the pragmatist has gained in following the Deva's path so far has granted her an aura of sad wisdom. Those within her aura are overawed and more easily influenced, giving them a -2 penalty to all saves.
    Path of Mara: The incredible skill with which the follower of Mara practices her dance of lies and betrayal grants her an aura of lust and power. Those within that aura are awed by her and far more susceptible to her temptations, causing them to roll twice and take the lower result on all checks to detect her deceptions. She is also immune to all spells or effects that compel truth or detect lies.
    Path of Maharanja: The full weight of law that the follower of Maharanja represents bestows upon her an aura of honor and duty. All within the aura are weighed down by the guilt of their past actions, no matter how innocent they are, and must make a Will save (DC 10+1/2 level + wis mod) or be treated as though entangled. Anyone who makes their save is immune to this effect for 24 hours, and if they fail and leave the aura, they are entitled to a new save the next time it affects them.
    Path of Asura: The followers of the most destructive path are most aware of the price others must pay for their acts, and surround themselves in an aura of despair and certainty. Those who feel this aura cannot help but tremble before the pragmatist's intent to kill, and must make a Will save (DC 10+1/2 level + wis mod) or become Shaken. Anyone who makes their save is immune to this effect for 24 hours, and if they fail and leave the aura, they are entitled to a new save the next time it affects them.

    The Path Eternal (Ex): At 20th level, a pragmatist forevermore becomes a Native Outsider with the alignment subtype of her path and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.
    Their devotion to their path has also shaped them into something beyond human, devoid of the aspect of themselves they have sacrificed and rendering them immune to certain attacks based on their path.
    Path of Deva: Immunity to cold and mind-affecting
    Path of Mara: Immunity to fire and mind-affecting
    Path of Maharanja: Immunity to acid and they permanently gain True Sight.
    Path of Asura: Immunity to electricity and Energy Drain


    Fallen pragmatists:
    A pragmatist who abandons their path loses all (Su) and (Sp) class features, and may not advance in the pragmatist class. If they wish to take up their Path again, they may do so, but must first make a significant sacrifice of themselves to atone for this deviance from their beliefs. The exact nature of this sacrifice should be determined by the GM, but should in some way reflect the original sin that forced them from the path.
    For example, if a follower of the Path of Asura chooses to save someone that they are personally close to at the cost of numerous other lives, they must sacrifice their friendships and all other ties of love, breaking off contact with anyone they care about and perhaps even alienating them deliberately - in doing so, they eliminate the factor that caused them to stray from their path in the first place.
    Last edited by kestrel404; 2013-02-24 at 01:55 PM.

  4. - Top - End - #4
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    Default Re: The Book of Shadows (3.5, PEACH)

    Fantacist
    "Do you want to be real? Important? To matter? I can help you - I'm real, and important, and if you become my plaything, you'll matter to me." - Fantacist


    Many of those who serve the dark do so with higher ideals and for good reasons. They have dark histories and they believe in a cause. The Fantacist isn't one of them. The Fantacist is someone who's delved into the darkness looking for truth and finding only the certainty that everything is a lie. The whole world, all the people in it, everything around her and everyone she's ever cared for - none of it is really real, and nothing really matters.

    She's delved the deepest aspects of mind and soul and come to the realization that with just a little dark power, the very essence of what makes a person who they are can be washed away, cleansed and reshaped by the will of another. The very soul can be washed clean and made anew, reforged into whatever she wants it to be.

    Which means that the only real person, the only one who is permanently themselves and the only one who matters, is her.

    Making a Fantacist:
    Spoiler
    Show

    Abilities: The Fantacist has little need or desire for physical ability. She uses her charisma to convince and decieve her victims as well as to power her invocations. A high constitution to keep her alive, and intelligence to help her delve the mysteries of the world are also useful.
    Role: The Fantacist should try to stay off the battlefield if at all possible. That's what their Phantasms are for. They much prefer to handle things from behind the scenes, pulling the strings and manipulating others. If they absolutely must enter combat, they do so as a controller, doing their best to ensure that the enemy pays them no mind while their Phantasms do the dirty work.
    Races: While there is nothing preventing any race from being a Fantacist, humans are easily the most likely to take up the role - either because of their cultural outlooks or something inherently selfish about the human psyche.
    Alignment: Within one step of Neutral Evil. True Neutral Fantacists can never create a Phantasm out of a sentient creature (intelligence of 3 or more). Doing so is an unforgivably evil act, since it corrupts the very soul of the victim.
    Starting Gold: As a wizard.
    Starting Age: As a wizard.


    The Fantacist
    Hit Dice: d4
    Class Skill List:
    Skill Points at 1st Level: (2 + Int modifier) x4.
    Skill Points at Each Additional Level: 2 + Int modifier.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known
    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |Dark Raiment, Phantasms|
    2

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +0
    |Casting the Coins (First Coin)|
    2

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +1
    ||
    3

    4th|
    +2
    |
    +1
    |
    +1
    |
    +1
    |Casting the Coins (Second Coin)|
    3

    5th|
    +2
    |
    +1
    |
    +1
    |
    +1
    ||
    4

    6th|
    +3
    |
    +2
    |
    +2
    |
    +2
    |Servant's Raiment|
    4

    7th|
    +3
    |
    +2
    |
    +2
    |
    +2
    ||
    5

    8th|
    +4
    |
    +2
    |
    +2
    |
    +2
    |Casting the Coins (Third Coin)|
    5

    9th|
    +4
    |
    +3
    |
    +3
    |
    +3
    ||
    6

    10th|
    +5
    |
    +3
    |
    +3
    |
    +3
    |First Trigram|
    6

    11th|
    +5
    |
    +3
    |
    +3
    |
    +3
    ||
    7

    12th|
    +6
    |
    +4
    |
    +4
    |
    +4
    |Casting the Coins (Fourth Coin)|
    7

    13th|
    +6
    |
    +4
    |
    +4
    |
    +4
    ||
    8

    14th|
    +7
    |
    +4
    |
    +4
    |
    +4
    |The Yarrow Root|
    8

    15th|
    +7
    |
    +5
    |
    +5
    |
    +5
    ||
    9

    16th|
    +8
    |
    +5
    |
    +5
    |
    +5
    |Casting the Coins (Fifth Coin)|
    9

    17th|
    +8
    |
    +5
    |
    +5
    |
    +5
    ||
    10

    18th|
    +9
    |
    +6
    |
    +6
    |
    +6
    |Fantasy of the Self|
    10

    19th|
    +9
    |
    +6
    |
    +6
    |
    +6
    ||
    11

    20th|
    +10
    |
    +6
    |
    +6
    |
    +6
    |Casting the Coins (Sixth Coin), Second Trigram, Hexagram Complete|
    11
    [/table]

    Weapon and Armor Proficiency: The Fantacist is proficient with all simple weaponry, and whichever weapon they choose for their Dark Raiment. They are also proficient with light raiment armors but not with any normal armor. They may not choose to use medium or heavy raiment armor.

    Invocations (Su): The Fantacist gains two known invocations she can invoke at first level. At every odd level thereafter she learns an additional invocation. This invocation may be any invocation available to a Fantacist that she is capable of casting. Unlike most other invocation using classes, a Fantacist may choose to learn the same invocation more than once - doing so allows her to share a specific invocation with a phantasm and still have access to it, or to share it with more than one phantasm. Once chosen, a learned invocation cannot be changed. All her known invocations are readied and useable at any time.
    The saving throw DCs for the Fantacist's invocations are based on her charisma modifier.

    Dark Raiment (Su): The Fantacist gains Dark Raiment weapon and armor as described below.

    Phantasms: The Fantacist has learned to change and warp the essence of a being by pouring dark power directly into their body, mind and soul. This requires 8 hours of effort, and can only be done to a being who is rendered helpless - unconscious or bound. The process is excrutiatingly painful, and at the end of it the original target is considered both dead and beyond resurrection by any means, even a wish or the powers of a deity. Their very soul has been warped beyond recognition by the process of turning them into a phantasm. For details on the creation of a phantasm and rules governing them, see below.

    The Fantacist may create a new phantasm each time one is destroyed. The process simply requires a living creature and 8 hours of effort.

    Casting the coins: At second level, the Fantacist creates a mystic golden coin. She carves runes into the edge to indicate what kind of coin it is, and carves the symbols for Yin (receptiveness) and Yang (creation) into each side, and then tosses it into the air above her phantasm. As it falls, she channels dark power into it, empowering it to show the side she desires. When it finally lands, it strikes the head of the phantasm in the place of its third eye, and sinks in. This results of this ritual are permanent and apply to every phantasm that the Fantacist controls. At 4th level and every 4 levels thereafter, the Fantacist casts an additional coin. She must choose a different coin each time.

    The casting of each coin has two possible outcomes. A Yang coin results in stronger phantasms who have had some aspect of their being enhanced by the dark power of the coin. They gain a +1 inherent bonus to the attribute associated with the coin for each coin that has been cast - this bonus increases with each coin that's been cast. They also gain 2 additional build points.

    A Yin coin results in more numerous but weakened phantasms who have had some aspect of themselves stripped away - a portion of their reality and existence that is withheld so that the Fantacist can control them more easily. Each Yin coin used causes the phantasms to lose the attribute associated withe the coin (see Creating Phantasms below for full details). However, each time the Fantacist casts a Yin coin, she gains the ability to control an additional phantasm - thus giving her a pool of phantasms she can create equal to one plus the number of Yin coins she's cast.

    The Coin of Body: This represents the physical body of the phantasm, and is associated with strength. Strengthening the body makes the phantasm a better warrior, allowing for build options that enhance its ability to attack and kill. Removing the body causes the phantasm to become ghostly and incorporeal - a literal shadow of its former self.

    The Coin of Motion: This represents the physical flexibility of the phantasm, and is associated with dexterity. Strengthening motion makes the phantasm more difficult to hit and gives benefits to ranged attacks. Removing motion makes them still and hard as statues, unable to move or dodge but with greater resiliency.

    The Coin of Life: This represents the life force of the phantasm, and is associated with constitution. Strengthening life makes the phantasm harder to kill and opens up options for faster healing. Removing life makes the phantasm into even more of a tool for the Fantacist, removing everything that makes it a living creature.

    The Coin of Mind: This represents the ability of the phantasm to think for itself, and is associated with intelligence. Strengthening mind offers a more skillful phantasm and one that is capable of acting independently. Removing mind renders the phantasm incapable of action without the direct command of its master.

    The Coin of Will: This represents the internal order and sanity of the phantasm, and is associated with wisdom. Strengthening will offers a resolute and capable phantasm, making it perceptive and capable of subtlety. Removing will renders the phantasm insane and eternally confused.

    The Coin of Identity: This represents the desire and sense of self of the phantasm, and is associated with charisma. Strengthening identity yields a more loyal and eager servant, also enhancing many invocations. Removing identity makes the phantasm more maleable to the Fantacist's desires.

    Servant's Raiment (Su): The Fantacist's phantasms gain the Dark Raiment class feature. Each phantasm has a unique set of raiment, and a single Shadow effect. Phantasms never gain additional shadow effects, but the Fantacist may loan any number of her own to any of her phantasms as a standard action requiring a touch. Taking them back can be done at any time as a free action.

    First Trigram (Su): At tenth level, the Fantacist has cast three coins, completing half of her Hexagram. This milestone provides her with a powerful boon depending upon the choices she made. Each Trigram is associated with a spell-like-ability which the Fantacist may cast once per day per coin she as cast, either in person or through any of her phantasms. The caster level is equal to the Fantacists invoker level. At 20th level, she gains a second trigram based on her 12th, 16th and 20th level castings.
    Spells that would require an expensive focus use one of the Fantacist's phantasms as the focus instead. In the case of Magic Jar, the victim of the spell gains no control over the phantasm.
    {table=head]First Coin|Second Coin|Third Coin|Trigram|Effect
    Yang|Yang|Yang|Sky|Overland Flight
    Yin|Yang|Yang|Lake|Secret Chest
    Yang|Yin|Yang|Fire|Shadow Evocation
    Yin|Yin|Yang|Thunder|Teleport
    Yang|Yang|Yin|Wind|Magic Jar
    Yin|Yang|Yin|Water|Baleful Polymorph
    Yang|Yin|Yin|Mountain|Stone Shape
    Yin|Yin|Yin|Earth|Wall of Stone[/table]

    The Yarrow Root (Su): A 14th level Fantacist has mastered her dark powers enough that she no longer needs a prolonged ritual to create her phantasms. Once per day, she may make a touch attack to deliver a seed of darkness into a target. They get both a fortitude and a will saving throw immediately, with a DC equal to (10 + 1/2 Fantacists level + charisma modifier). If the target succeeds on either saving throw, there is no effect. If they fail, they take two points of ability burn to each attribute. This ability burn can be healed naturally at the rate of one per day per attribute. However, every 24 hours the target must make both a will and a fortitude saving throw against the original save DC, and if they fail either, they take two additional points of ability burn to each attribute. If they ever manage to heall all of their ability burn, the effect ends. If any attribute drops to 0 or less, they immediately become a phantasm under the control of the Fantacist.

    Using this ability costs the Fantacist a single blot, which is invested into the target until they become a full phantasm or shrug off the change. If the Fantacist is killed before the change has been completed, or if she chooses to uninvest the blot (a swift action which requires only that the target be on the same plane), the effect ends. If the Fantacist so chooses, she may suspend the effect without removing the blot- stopping the target from taking additional ability burn on that day. A Fantacist may use this to blackmail someone into following their orders, acting as an undetectable sleeper agent with their very soul held for ransome against their good behaviour.

    Fantasy of the Self (Ex): An 18th level Fantacist finally realzes the truth about themselves: they are not special. Nothing makes them inherently different from the ones they've been making into phantasms all this time. This realization forces them over the edge and they channel dark energy into themselves in a process similar to but not quite the same as what they use to create a phantasm.

    They retain their identity and appearance, but they become a Native Outsider with the Augmented subtype. They gain 2 build points, and are treated as having all of the Yang coins for the purpose of spending them. They also gain a +2 inherent bonus to all attributes. This bonus stacks with other bonuses of the same type, up to +5.

    Hexagram Complete (Su): You have cast your dreams upon the world and made them into truth. What you have created in the world becomes more difficult to destroy. At 20th level, the Fantacist and their Phantasms each gain spell resistence equal to 10 plus their hit dice. If they already have spell resistence that would be the same or higher, increase it by 5. They also each gain fast healing 1.

    If the Fantacist is about to be reduced to 0 hit points or less, she may instead sacrifice a Phantasm that is within 5' to prevent all damage from one attack.

    Creating Phantasms:
    Spoiler
    Show


    Description: The phantasm is the unique creation of a Fantacist. It is a being who has been saturated with and fundamentally altered by the powers of darkness that the Invokers command. Not merely their body, but also their mind and very soul has been changed into a twisted thing, unrecognizable from the original. It is at once both a pitiable and horrifying thing to those who know what they are.

    Appearance: Each phantasm is unique in form and appearance. Their features are a dark mockery of who they were before they were changed, always bearing some vague resemblance if looked for, but it is nearly impossible to discern who a person was before they were transformed (DC 25 spot check). This becomes completely impossible if they are under the effects of a Yin Identity coin. The gross physical appearance of a phantasm, as well as the Dark Raiment they use, is entirely up to the whim of the Fantacist who forms them. They may look like a scaly lizard-monkey monster or a petite elven serving girl, even if they started out as a lap dog and an orcish barbarian respectively.

    A basic phantasm comes in one or two types: Man or Beast. A Man phantasm is created when a living humanoid is used as the subject of the creation ritual. A Beast is phantasm is created when anything else is used. Only living creatures can be made into phantasms - undead, constructs, elementals and outsiders without the native subtype lack the certain fundamental elements necessary.

    A phantasm's base size is always medium, regardless of the original creature. It has a number of hit dice based on the Fantacist's class level (see chart below). These hit dice are based on the phantasm's creature type - Monstrous Humanoid for Man and Magical Beast for Beast. Each Phantasm also has 2 build points as a base, plus two more for every Yang coin. Each Yang coin also provides an insight bonus to its associated attribute equal to the total number of Yang coins.

    Each Yin coin removes one of the phantasm's attributes. If an attribute is lost, skill checks and attacks based on that attribute can no longer be made unless otherwise noted, and there are additional effects as follows:

    Strength - Phantasms with no strengh score have the Incorporeal subtype and gain weapon finesse as a bonus feat. Raiment weapons must be ranged or light weapons. Raiment weapons and Invocations that do not have the Force descriptor have a 50% miss chance.

    Dexterity - Phantasms with no dexterity are permanently immobilized. All of their movement speeds are reduced to 0'. If they have a fly speed from a supernatural source with perfect maneuverability, they may choose to hover. Their touch AC becomes 10 + size modifier + any magical enhancements, while their normal AC is permanently set to flat-footed AC. They are rendered immune to criticals and precision damage. They gain hardness equal to their hit dice. Reflex saves automatically fail, and ranged attack rolls that do not use strength automatically miss. Other weapons or items that require dexterity to use, including any wand or staff that can make a ranged attack, cannot be wielded. As a full round action, the Phantasm may take a 5' step.

    Constitution - The phantasm's type becomes construct. This affects their base attack bonus, saves, hit points and other attributes as though they have always been constructs. Class skills remain unchanged.

    Intelligence - Phantasms with no intelligence are mindless. They lose all skill ranks, though they may still use skills untrained. They are immune to mind-affecting abilities and morale effects. They also lose the ability to act independently and can only follow simple commands, as a golem.

    Wisdom - Phantasms with no wisdom have a permanent confusion effect. Each round they wish to act, roll 1d20:
    {table=head]Result|Effect|Action
    1|Attack any creature within reach (including with invocation), except master or phantasm|standard
    2-5|Move in random direction (d8, clockwise from north)|move
    6-10|babble incoherently but otherwise act normally (-10 on stealth checks, cannot use any item or ability requiring speech)|none
    11-15|cannot attack (any action that would break invis)|none
    16+|act normally|none[/table]
    The action type listed in the table is considdered spent, but all other actions can be used normally. The phantasm is also Immune to effects that require a will save.

    Charisma - A phantasm without a charisma score has a -5 attribute penalty to the save DCs of his invocations. He may also use the Disguise skill, with an attribute penalty of -5, though if the disguise is of a specific individual, any personal interaction beyond a physical inspection immediately reveals the deception. They gain the Shapechanger subtype and the following racial ability:
    Minor Change Shape (Su): They have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of their facial features, skin color and texture, and size, within the limits described for the spell. The phantasm can use this ability at will, and the alteration lasts until he changes shape again. The phantasm has no natural form, so will retain whatever shape he is in when killed. A true seeing spell reveals the phantasm to be a formless being of pure darkness. When using this ability to create a disguise, the phantasm receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

    Phantasm abilities by Fantacist level:
    {table=head]Level|HD|BAB|Bad Save|Good Save|Feats|Nat. Armor|Att. Points|Special
    1|1|+1|+0|+2|1|+1|10|Cistern of Darkness, Borrowed Invocation
    2|1|+1|+0|+2|1|+1|10|Devotion
    3|2|+2|+0|+3|1|+1|10|
    4|3|+3|+1|+3|2|+1|11|
    5|4|+4|+1|+4|2|+1|11|Ability Score Increase
    6|4|+4|+1|+4|2|+1|11|Evasion
    7|5|+5|+1|+4|2|+1|13|
    8|6|+6|+2|+5|3|+1|13|
    9|7|+7|+2|+5|3|+1|13|
    10|7|+7|+2|+5|3|+1|16|Second Invocation
    11|8|+8|+2|+6|3|+1|16|Ability Score Increase
    12|9|+9|+3|+6|4|+1|16|
    13|10|+10|+3|+7|4|+1|20|
    14|10|+10|+3|+7|4|+1|20|Improved Evasion
    15|11|+11|+3|+7|4|+1|20|
    16|12|+12|+4|+8|5|+1|24|Ability Score Increase
    17|13|+13|+4|+8|5|+1|24|
    18|13|+13|+4|+8|5|+1|26|Servant Unbound
    19|14|+14|+4|+9|5|+1|28|
    20|15|+15|+5|+9|6|+1|30|[/table]

    Hit Dice: By type (d8 for Monstrous Humanoid, d10 for Magical Beast or Construct). Hit points for a phantasm are always average of the hit dice plus modifiers (round up).

    Base attack bonus: By type (equal to HD for Monstrous Humanoid or Magical Beast, as Cleric for Construct).

    Saves: By type (good ref and will for Monstrous Humanoid, good for and ref for Magical Beast, no good saves for Construct).

    Skills: (2+int)*(3+HD). Class skills are: Balance, Concentration, Hide, Intimidate, Jump, Listen, Spot, Swim, and any one other skill of the Fantacist's choice when constructing this phantasm. Minimum of 1 skill rank per HD, unless mindless.

    Feats: Number of feats (based on HD, must be from list below or approved by GM).

    Natural Armor: The number noted is the Phantasm's natural armor bonus.

    Attribute Points: When constructed, the phantasm has a number of points that can be spent on starting ability scores. Point costs are listed on the table below. Subtract 15% (round up) from the available points for each ability score lost.
    {table=head]Point cost|Ability score|Point cost|Ability score
    -4|7|-2|8
    -1|9|0|10
    1|11|2|12
    3|13|5|14
    7|15|10|16
    13|17|17|18[/table]

    Cistern of Darkness(Ex): Master may invest blots into a phantasm as a swift action. Requires line of sight. Phantasm may spend or invest these blots as normal, and they refresh within the Phantasm's pool until master revokes them.

    Borrowed Invocation(Su): As a full round action that requires physical contact, the phantasm learns a single invocation that its master is capable of. For as long as it knows this invocation, it may use it freely, but the master is no longer considdered to know this invocation. The master may revoke this invocation at any time as a swift action. Ongoing effects from the invocation for CL hours or listed duration, whichever is less. Each phantasm may only borrow one invocation at a time.

    Devotion (Ex): The phantasm gains a +4 morale bonus on Will saves against enchantment spells and effects.

    Evasion (Ex): As normal.

    Second Invocation(Su): The phantasm may now borrow two invocations at a time.

    Improved Evasion (Ex): As normal.

    Servant Unbound(Su): Borrowing an invocation no longer requires contact or line of sight and has no range limit as long as master and phantasm are on the same plane.

    Build Points:

    Each phantasm is created with at least a few unique traits and abilities. These abilities cost build points. A basic phantasm has two build points, plus an additional two for each Yang coin. Some abilities require specific Yin or Yang coins to take, and some require that a certain number of coins have been cast. Effects that are dependent on the number of coins cast are re-calculated when a coin is cast.

    Flaws: Some fantacists deliberately add flaws to their creations, ensuring their own ability to control them better. Doing so allows them to make slightly more powerful phantasms. Each phantasm may have no more than one vulnerability and one weakness.

    Vulnerability: Choose one of the following elements - fire, cold, acid, electricity, sonic. The phantasm is vulnerable to this element and takes 50% more damage when it has this type (before applying resistances if any). The phantasm cannot gain resistance or immunity to this type of damage through build points. If the phantasm has regeneration, this element still deals lethal damage. A vulnerability is worth 1 build point.

    Weakness: A weakness is any situation or external condition that causes a status condition (such as blindness or shaken) when present. For example, light blindness (blindness caused by strong light sources) is a weakness. Weaknesses come in a variety of strengths and can generate between 1 and 3 additional build points. Each weakness has two parts, the effect that causes the weakness to manifest and the status condition that it applies. The point value of the source is determined by how common or readily available such a thing would be to a group of adventurers (so, the blood of an accountant, while common, would be considdered a rare and not particularly onerous weakness). The point value of the condition is based on its severity. The total point value of the weakness is the summed point values of the two parts. If the phantasm is immune to part of a condition (such as through not having an attribute that the condition penalizes), reduce its value by one. If the phantasm is completely immune to a condition, it is not a valid option.
    Source: Light (1), Darkness (1), Fire (1), Cold (1), Electricity (1), Acid (1), Sonic (1), Blood (1), all others (0) except by GM decision.
    Condition: Bleed 1 (1), Dazzled (1), Deafened (1), Entangled (1), Fatigued (1), Flat-Footed (1), Shaken (1), Sickened (1), Staggered (1), Blinded (2), Confused (2), Dazed (2), Exhausted (2), Frightened (2), Nauseated (2), Stunned (2)


    List of Phantasm Abilities:

    Amphibious - Cost: 1 - Requirements: None
    Gains the aquatic subype, with a swim speed equal to base land speed. They may still breathe air and take no penalties for being on land.

    Aura of Despair - Cost: 1 - Requirements: Identity Yin Coin
    The phantasm projects an aura that saps the charisma of its enemies. This aura extends 30' from the phantasm. Any creature other than a phantasm that enters this aura takes a penalty to their charisma score equal to the number of Yin coins that the Phantasm has, unless they succeed at a Will saving throw, with a DC equal to 10 + 1/2 Master's Level + Master's charisma modifier. A creature makes only one save, and takes the pass/fail result of that save against all effects of the aura for the next 24 hours. Any creature whose charisma score is reduced to 0 in this manner fall unconscious until they leave the aura.
    Special: A phantasm may have only one aura. The effects of multiple phantasm auras from different sources do not stack - instead, only the highest penalty to each attribute is in effect. A creature must still save against the effects of each aura seperately.

    Aura of Idiocy - Cost: 1 - Requirements: Mind Yin Coin
    The phantasm projects an aura that saps the intelligence of its enemies. This aura extends 30' from the phantasm. Any creature other than a phantasm that enters this aura takes a penalty to their intelligence score equal to the number of Yin coins that the Phantasm has, unless they succeed at a Will saving throw, with a DC equal to 10 + 1/2 Master's Level + Master's charisma modifier. A creature makes only one save, and takes the pass/fail result of that save against all effects of the aura for the next 24 hours. Any creature whose intelligence score is reduced to 0 in this manner fall unconscious until they leave the aura. Mindless creatures are immune to this effect.
    Special: A phantasm may have only one aura. The effects of multiple phantasm auras from different sources do not stack - instead, only the highest penalty to each attribute is in effect. A creature must still save against the effects of each aura seperately.

    Aura of Insanity - Cost: 1 - Requirements: Will Yin Coin
    The phantasm projects an aura that saps the wisdom of its enemies. This aura extends 30' from the phantasm. Any creature other than a phantasm that enters this aura takes a penalty to their wisdom score equal to the number of Yin coins that the Phantasm has, unless they succeed at a Will saving throw, with a DC equal to 10 + 1/2 Master's Level + Master's charisma modifier. A creature makes only one save, and takes the pass/fail result of that save against all effects of the aura for the next 24 hours. Any creature whose wisdom score is reduced to 0 in this manner fall unconscious until they leave the aura.
    Special: A phantasm may have only one aura. The effects of multiple phantasm auras from different sources do not stack - instead, only the highest penalty to each attribute is in effect. A creature must still save against the effects of each aura seperately.

    Aura of Lethargy - Cost: 1 - Requirements: Motion Yin Coin
    The phantasm projects an aura that saps the dexterity of its enemies. This aura extends 30' from the phantasm. Any creature other than a phantasm that enters this aura takes a penalty to their dexterity score equal to the number of Yin coins that the Phantasm has, unless they succeed at a Fortitude saving throw, with a DC equal to 10 + 1/2 Master's Level + Master's charisma modifier. A creature makes only one save, and takes the pass/fail result of that save against all effects of the aura for the next 24 hours. Any creature whose dexterity score is reduced to 0 in this manner are treated as immobilized, even if they are immune to immobilization.
    Special: A phantasm may have only one aura. The effects of multiple phantasm auras from different sources do not stack - instead, only the highest penalty to each attribute is in effect. A creature must still save against the effects of each aura seperately.

    Aura of Suffering - Cost: 1 - Requirements: Life Yin Coin
    The phantasm projects an aura that saps the constitution of its enemies. This aura extends 30' from the phantasm. Any creature other than a phantasm that enters this aura takes a penalty to their constitution score equal to the number of Yin coins that the Phantasm has, unless they succeed at a Fortitude saving throw, with a DC equal to 10 + 1/2 Master's Level + Master's charisma modifier. A creature makes only one save, and takes the pass/fail result of that save against all effects of the aura for the next 24 hours. Any creature whose constitution score is reduced to 0 in this manner die immediately. Creatures with no constitution score are immune to this effect.
    Special: A phantasm may have only one aura. The effects of multiple phantasm auras from different sources do not stack - instead, only the highest penalty to each attribute is in effect. A creature must still save against the effects of each aura seperately.

    Aura of Weakness - Cost: 1 - Requirements: Body Yin Coin
    The phantasm projects an aura that saps the strength of its enemies. This aura extends 30' from the phantasm. Any creature other than a phantasm that enters this aura takes a penalty to their strength score equal to the number of Yin coins that the Phantasm has, unless they succeed at a Fortitude saving throw, with a DC equal to 10 + 1/2 Master's Level + Master's charisma modifier. A creature makes only one save, and takes the pass/fail result of that save against all effects of the aura for the next 24 hours. Any creature whose strength score is reduced to 0 in this manner are treated paralyzed, even if they are immune to paralysis. Creatures with no strength score are immune to this effect.
    Special: A phantasm may have only one aura. The effects of multiple phantasm auras from different sources do not stack - instead, only the highest penalty to each attribute is in effect. A creature must still save against the effects of each aura seperately.

    Blindsense - Cost: 1 - Requirements: Yin Will Coin
    The Phantasm gains Blindsense, with a range equal to 10' per Yin coin.

    Bonus Feat - Cost: 1 - Requirements: None
    Phantasm gets a bonus feat that they qualify for.
    Special: This may be taken more than once.

    Burrow - Cost: 1 - Requirements: Motion Yang Coin, Third Coin
    Gain a burrow speed of 10' plus 10' per Yang Coin. This is a SU ability.

    Climb - Cost: 1 - Requirements: Motion Yang Coin
    Gain a climbs speed equal to 1/2 base land speed.

    Combat Maneuver Specialist - Cost: 1 - Requirements: Any two Yang coins
    Choose a combat maneuver (Trip, Bull Rush, Disarm, Dirty Trick, etc.). Gain Improved X feat for that combat maneuver as a bonus feat without needing to meet the requirements, and may attempt that combat manevuer as a free attack after making a successful natural attack once per turn.
    Special: This may be taken more than once. Each time, choose a different combat maneuver.

    Empowered - Cost: 2 - Requirements: None
    The Phantasm gains a Well of Darkness of their own, in addition to the pool granted by their master. The pool contains one blot for each time Empowered is taken.
    Special: This may be taken more than once.

    Enhanced - Cost: 2 - Requirements: None
    Gain +2 to any non-zero ability score.
    Special: This may be taken more than once. Each time, apply it to a different ability score.

    Eternal Flesh - Cost: 1 - Requirements: Yin Life Coin, Second Coin
    Phantasm gains DR 1/Adamantine. This increases by 1 for each 3 HD the phantasm has above 3, to a maximum of DR 5/Adamantine at 15 HD.

    Extra Invocation - Cost: 2 - Requirements: Second Coin, Empowered
    The Phantasm gains access to an invocation whose level cannot be greater than 1/2 it's hit dice (round down). This invocation need not be one available to its master, and does not count against the invocation(s) which the master can bestow on it.

    Extra Limbs - Cost: 1 - Requirements: First Coin
    Gain an extra pair of arms, legs, tentacles, a single tail or an extra head. Additional legs grant +10' to base land speed, tentacles may not wield weapons or items but have an additional 5' reach, each tail grants a +5 circumstance bonus on balance checks and may be used to wield weapons or carry items, and an extra head grants a +1 inherent bonus to intelligence, unless the Phantasm is mindless.
    Special: This may be taken more than once, but each type of limb is limited to an additional purchase per two coins thrown beyond the first - so additional arms may be taken once at 2nd level, an additional time at 8th level, and third time at 16th level.

    Extra Natural Attacks - Cost: 1 - Requirements: None
    Gain 2 additional natural attacks. These may be claw, bite, slam, tentacle or hoof attacks, and the phantasm must have the appropriate type of limb to perform the attack.
    Special: This may be taken more than once, but is limited to an additional purchase per two coins thrown - so once at 1st level, an additional time at 4th level, a third time at 12th level and a fourth and final time at 20th level.

    Extra Shadow Effect - Cost: 2 - Requirements: Second Coin
    The Phantasm gains an additional Shadow effect.

    Flight - Cost: 2 - Requirements: Second Coin
    Gain a fly speed equal to base land speed, and poor maneuverability. Every two Yang coins increases fly speed by 20' and maneuverability by one category.

    Font of Life - Cost: 1 - Requirements: Yang Life Coin
    Phantasm gains an additional 3 hp for each two hit dice they have.

    Freeze - Cost: 1 - Requirements: Motion Yin Coin
    Gain the Freeze special ability

    Ghost Touch - Cost: 2 - Requirements: Yin Body Coin
    Natural attacks and touch attacks are considdered to have the force descriptor and will not miss corporeal creatures due to incorporeality. Natural attacks are made using dexterity in place of strength, or at a -5 attribute penalty to hit if made without a dexterity score.

    Grab - Cost: 1 - Requirements: Yang Body Coin
    Gain the Grab special ability.

    Grand Magic - Cost: 2 - Requirements: Greater Magic, Fifth Coin
    The Phantasm gains a single 5th or 6th level spell off of the Wizard/Soceror spell list. It may use this once per day, with a caster level equal to its HD. It uses its highest mental attribute as its casting attribute. If all mental attributes are 0, it loses this ability.
    Special: This ability may be taken more than once. Each time, choose a new spell.

    Greater Magic - Cost: 2 - Requirements: Moderate Magic, Third Coin
    The Phantasm gains a single 3rd or 4th level spell off of the Wizard/Soceror spell list. It may use this once per day, with a caster level equal to its HD. It uses its highest mental attribute as its casting attribute. If all mental attributes are 0, it loses this ability.
    Special: This ability may be taken more than once. Each time, choose a new spell.

    Hungry Mist - Cost: 0 - Requirements: Body Yin Coin, Motion Yin Coin
    The Phantasm has lost much of its physicality, becoming little more than mist. It is still dangerous, despite this. The phantasm chooses a single touch attack or natural attack. Instead of rolling to hit, treat the phantasm as a swarm, with the touch or natural attack as the swarm attack. Natural attacks delivered this way have a +0 attribute modifier to damage.

    Identity Theft - Cost: 1 - Requirements: Yin Identity Coin
    The Phantasm may make a melee touch attack which deals 1 charisma damage on a hit. Any creature whose charisma is drained to 0 by this attack falls unconscious and grants its identity o the Phantasm temporarily. The Phantasm takes on the appearance of the target, as though under an Alter Self spell (this effect fails if the target is not a small or medium humanoid). The Phantasm also gains a temporary charisma score equal to 1/2 the target's normal charisma score (round down). This effect lasts for 10 minutes per HD of the Phantasm. This touch attack cannot be used on a target with a charisma score of 0.

    Least Magic - Cost: 1 - Requirements: None
    The Phantasm gains a single Cantrip off of the Wizard/Soceror spell list. It may use this at will, with a caster level equal to its HD. It uses its highest mental attribute as its casting attribute. If all mental attributes are 0, it loses this ability.
    Special: This ability may be taken more than once. Each time, choose a new spell.

    Lesser Magic - Cost: 1 - Requirements: Yang Will Coin, Least Magic, First Coin
    The Phantasm gains a single 1st level spell off of the Wizard/Soceror spell list. It may use this once per day per 5 HD (minimum 1/day), with a caster level equal to its HD. It uses its highest mental attribute as its casting attribute. If all mental attributes are 0, it loses this ability.
    Special: This ability may be taken more than once. Each time, choose a new spell.

    Master's Bond - Cost: 1 - Requirements: Yin Mind Coin
    The Phantasm gains a mindlink to its master, with a range equal to 10' per HD. This link is always active so long as the Phantasm is within range, and it will accept mental commands from its master as easily as verbal ones.

    Mindless Eternity - Cost: 0 - Requirements: Life Yin Coin, Mind Yin Coin
    The Phantasm has become a mindless corpse, animated by the will of it's master. Treat it as undead when it would be preferable to do so. If the Phantasm's master did not previously have a pool of controlled undead, it gains one. This phantasm may be turned into a simple skeleton of its original creature type, losing all traits of being a phantasm and joining the master's pool of controlled undead (as the Animate Dead spell). This counts as the phantasm being destroyed, and the phantasm's master may create a new phantasm as normal.

    Moderate Magic - Cost: 1 - Requirements: Lesser Magic, Second Coin
    The Phantasm gains a single 2nd level spell off of the Wizard/Soceror spell list. It may use this once per day, with a caster level equal to its HD. It uses its highest mental attribute as its casting attribute. If all mental attributes are 0, it loses this ability.
    Special: This ability may be taken more than once. Each time, choose a new spell.

    Monstrous Growth - Cost: 1 - Requirements: Body Yang Coin or Identity Yin Coin, Second Coin
    Once per day, the Phantasm may grow by one size category per two Coins. It gains a +2 size bonus to strength and constitution per size category gained, and a -2 size penalty to dexterity (these do not affect an attribute which is zero). This effect lasts for the Phantasm's HD in rounds.

    Movement without Motion - Cost: 2 - Requirements: Motion Yin Coin
    As a move action, the phantasm may teleport up to 10' per yin coin. It loses this ability if it is carrying more than a heavy load.

    Natural Invisibility - Cost: 2 - Requirements: Identity Yin Coin and Third Coin
    Gain Natural Invisibility

    Negative Energy Affinity - Cost: 1 - Requirements: Life Yin Coin
    Treat the Phantasm as undead for the purpose of determining the effects of positive and negative energy. The Phantasm is immune to ability drain and negative levels.

    Perceptive - Cost: 1 - Requirements: None
    Gains low-light vision. If at least 2 coins have been cast, gains Darkvision equal to 15' * coins cast. Gain a +2 circumstance bonus to perception checks per Yang coin.

    Pounce - Cost: 1 - Requirements: Yang Motion Coin, Third Coin
    Gain the Pounce special ability.

    Resilience - Cost: 1 - Requirements: Any Yang Coin
    Choose an energy type (fire, cold, sonic, etc.). The Phantasm gains a resistence to that element of five per yang coin.

    Resize - Cost: 2 - Requirements: Identity Yin Coin
    Phantasm becomes one size category larger or smaller permanently. Attributes are changed as appropriate.
    Special: This may be taken a second time, requireing the Fourth Coin

    Selflessness - Cost: 0 - Requirements: Will Yin Coin, Identity Yin Coin
    The Phantasm has lost all connection to the being it was before. It has become a formless creature of pure instinct - in essence no different from the beings of the Far Realms. The phantasm gains the Pseudonatural template, except it's minimum intelligence does not change.

    Servant of Flawless Form - Cost: 4 - Requirements: Body Yang Coin, Motion Yang Coin, Life Yang Coin
    The Phantasm becomes a beast of awesome physical capability. While at less than 1/2 hit points, it gains fast healing equal to 1/2 Yang coins (round down), and becomes enraged. While enraged, it gains a bonus to its strength, dexterity and constitution scores equal to Yang Coins, and during a full attack it may make an additional attack at it's highest attack bonus.

    Servant of Peerless Mentality - Cost: 4 - Requirements: Mind Yang Coin, Will Yang Coin, Identity Yang Coin
    The Phantasm becomes a font of wondrous knowledge and insight. The Phantasm gains the ability to cast spells as spell-like abilities, as though it were a Factotum, and may memorize a number of spells each day equal to 1/2 its HD. The highest level spell it is allowed to memorize is 1/2 its HD, round down, and it may only memorize one spell of that level each day. It may not memorize the same spell more than once. During each encounter, it may cast any spell it has memorized, but it may only cast one spell per encounter. It may cast these spells without verbal or somatic components if it incapable of making them, otherwise it has normal arcane spell failure chances. The Phantasm uses it's highest mental attribute as its casting attribute, but gains no bonus spells.

    Servant's Fervor - Cost: 1 - Requirements: Yang Identity Coin
    The Phantasm gains a bonus to the Save DCs of its invocations equal to 1/2 the Charisma modifier of it's master (round down).

    Shared Loss - Cost: 1 - Requirements: Any Yin Coin
    Choose an attribute which has been lost to a Yin coin. The Phantasm gains a melee touch attack which deals 1d2 points of attribute damage to the chosen attribute. This damage is increased by +1 for every two yin coins beyond the first, to a maximum of 1d2+3 for 6 yin coins.
    For an additional build point, make this Ability Drain instead of Ability Damage, but the target gets a fortitude save with a DC equal to 10+1/2 Master's Level+Master's Cha mod to prevent 1/2 the drain.

    Skillful - Cost: 1 - Requirements: Yang Mind Coin
    Choose two skills. The Phantasm gains those skill as class skills, and gets a racial bonus to those skills equal to +1 per two HD.

    Still as Stone - Cost: 1 - Requirements: Yin Motion Coin
    Gain +4 natural armor.
    Special: This may be taken more than once, but is limited to an additional purchase per two coins thrown - so once at 1st level, an additional time at 4th level, a third time at 12th level and a fourth and final time at 20th level.

    Tremorsense - Cost: 1 - Requirements: Second Coin
    Gain tremorsense out to 30', with an additional 15' range per yang coin.

    Ultimate Form - Cost: 4 - Requirements: Six Yang Coins
    The phantasm attains its perfect form. It gains a Well of Shadows with blots equal to its hit dice.

    Umbral Balance - Cost: 3 - Requirements: Three Yang Coins, Three Yin Coins
    The phantasm is half real, and half unreal. It treads the fine line between truth and dream. It uses this balance to better serve its master. It becomes native to the plane of Shadow, and gains the ability to percieve the material plane from that realm as though it were on the Ethereal plane. It gains the ability to plane shift itself and its equipment to or from that plane once every 5 minutes, and when plane shifting it always moves to precisely the location it wants. The Phantasm also no longer suffers any miss chance due to concealment, as though under the effects of True Strike. Finally, it is healed by both positive and negative energy.

    Unreal Horde - Cost: 0 - Requirements: Six Yin Coins
    The phantasm has become nothing but shadow and vapor, a threadbare tatter of its former reality. Yet in this state of near-nothingness, it has learned to be far more dangerous and has become even more eager to serve its master.
    The Phantasm gains the Spawn ability. Any creature which is killed after the phantasm has reduced one of its attributes to 0 is immediately turned into a phantasm identical to the one that killed it. The phantasm's master may control up to their charisma modifier spawned phantasms in addition to the seven they are normally able to create. Any phantasms beyond that number lose cohesion and dissipate into unreality.
    Last edited by kestrel404; 2013-03-22 at 03:08 PM.

  5. - Top - End - #5
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    Default Re: The Book of Shadows (3.5, PEACH)

    Invocations


    Invocations, by their very nature, call upon forces beyond the full understanding of those that call upon them. Their power is not limited by the invoker, but by the source the invoker taps. Thus, most invokers have access to an unlimited well of power, though since it is not their own power, their ability to shape and use that power is itself limited.

    The most well known example of the Invoker is the Warlock. These hedge-mages have little real understanding of the powers that they draw upon. They have theories and ideas, claiming that their source is some group of fairies or demons or other immortal being. But they are mistaken. The closest that they have come to the understanding of this power is in their classification system for these invocations - the least powerful, the lesser powers, the greater powers, and then, at it's most potent, the dark powers.

    The Mechanics of Invokers:

    The Invocations listed below are listed under the same categories, and in addition each lists a 'cost' or 'cost increase' as well as a spell level or modifier. In order for an invoker to invoke an effect, they must do three things:
    First, the invoker must ready the invocation from the list of invocations that they know. The Warlock has the same number of known and readied invocations and thus does not need to worry about this step, but most other Invocation wielders have a limited number of Invocations that they can use at any time.
    Second, the invoker takes an action based on the Type of the Invocation. Invocations come in four types - Reactions which require an immediate action, Bursts which require a swift action, Fields which require a move action and Occlusions which require a standard action.
    Third, the invoker expends blots equal to the total cost of the Invocation (or more).

    All Invokers have an Invoker level. This is equivalent to a spellcaster level for spellcasting classes, and may be treated interchangeably as having a spellcaster level just as a Warlock. Thus, Invocation using classes may qualify for prestige classes that require and advance spellcasting, so long as that requirement specifies a spellcaster level rather than the ability to cast spells of a specific level, and their Invocation using ability is enhanced as long as the type of spellcasting (Arcane or Divine) is not specified by the advancing class.

    All Invocation users gain an internal Well of Darkness, which contains a number of blots equal to twice their Invoker level. The maximum number of blots an Invoker can expend on a single action, or invest into a specific feat or effect (such as Raiment effects) is equal to their Invoker level - with the exception of Warlocks, who may always spend at least enough to invoke any base invocation they know, regardless of cost. At the beginning of the Invoker's turn, their Well of Darkness refills to its maximum capacity, less any blots the invoker currently has invested.

    The Invocations:

    There are two general types of invocations listed below. The first are base invocations, and each time an invoker chooses the activate an invocation they must choose one of these base invocations. The power, starting spell level and its normal effects are primarily determined by the base invocation. The description of a base invocation appears as follows:
    Name - (Classes) - Keywords The name of the invocation, followed by the classes which have access to it and the keywords (such as Blast or Mind Affecting or Teleportation) that apply to this invocation.
    Type: The type of invocation, determining the action required to use it.
    Level: Spell Level of the invocation.
    Cost: Spell Level of the invocation.
    Duration: The base duration of the effect
    Target: The base area of effect, range, etc. Includes any limitations on who or what it can target.
    Spell resistance: Yes/No/NA as to whether spell resistance applies
    Saving throw: Indicates if a saving throw is allowed, and what type of save
    Effect: The effect of the invocation
    Enhancements: Any modifiers to the effect if more than the minimum mote cost is spent when invoking it.

    However, there are also invocation modifiers. These invocations change the attributes of a base invocation, but they may not be used by themselves. There are three types of invocation modifier: The Blast Shape, the Eldritch Essence and the Metainvocation. A Metainvocation can be applied to any invocation except a Reaction, but changes the type of action used - Bursts require move actions, Fields require standard actions and Occlusions require full-round actions. Blast Shapes may only be applied to Blast invocations (or the Blast weapon from Dark Raiment) and only one may be applied to an invocation. Eldritch Essences may only be applied to Attack invocations (or the Blast weapon from Dark Raiment) and only one may be applied to an invocation. Invocation modifiers are described as follows:
    Name - (Classes) The name of the invocation, followed by the classes which have access to it.
    Type: Blast Shape, Eldritch Essence or Metainvocation
    Level Modification: The increase to effective spell level (this affects save DCs)
    Cost Increase: The increase to the base blot cost of the ability - this extra cost does not count towards 'enhancement' effects.
    Effect: The effect this modifier has on an invocation

    Keywords:
    Treat all keywords on the following attacks as though they were keywords on spells. In addition, some keywords have specific effects for invokers, as follows:
    Attack - attack powers may be modified by one Eldritch Essense.
    Blast - blast powers may be modified by one Blast Shape.
    Investing - Investing powers absorb blots, and do not release them until the effect ends. Blots spent on an investing power are treated as though they are invested in a Shadow Effect until the Invocation's duration is over. For timing purposes, such invocations normally end immediately before the start of the Invoker's turn. So a 1 round invocation would last for the rest of their action, and up until just before their next turn, while a 2 round invocation would last through their next turn and end just before their 3rd turn. An Investing invocation may be ended early by using a swift action to change blot allocations and removing any invested blots - this returns all invested blots to the invoker's well of darkness.

    Note on Converting Invocations:
    The majority of invocations available to the Warlock and Dragonfire Adept are also available to the other Invocation using classes. The text of those invocations can remain relatively unchanged. To convert invocations from Complete Arcane or Dragon Magic to this format use the following rules of thumb:
    For Blast Shapes, they become Invocation Modifiers with a level modifier of one less than their listed caster level (with a max level of 9) and no cost modifier. Eldritch essences are the same. References to Eldritch Blast are replaced with Balsts (as the keyword) for Blast Shapes and Attacks (as the keyword) for Eldritch Essences.
    All other invocations have a base level which is the listed base level, and a base cost equal to twice the base level minus one. Unless specified below, these invocations are considered Occlusions. If no Enhancement is listed below, then spending additional blots on the invocation has no additional effect. References to caster level are replaced with 'blots expended'.
    All invocations from Complete Arcane and Dragon Magic are listed below with both Keywords and Class availabilities filled out. Deviations from the above modifications are listed below, and several examples for conversions are included as well.

    Available Invocations:

    Least:
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    Aquatic Adaptation - (Dragonfire Adept, Nihilist, Pragmatist, Fantacist) - Investing
    Enhancements: For every 1b extra invested, add 5' to swim speed.

    Baleful Utterance - (Warlock, Nihilist) - Blast
    Enhancements: For every 3b over the base cost, deal 1d6 sonic damage to each creature that needs to make a saving throw against the deafening effect. If they save against deafening, they take only 1/2 damage.

    Beguiling Influence - (Any) - Investing
    Enhancements: For every 2b invested beyond the base cost, increase the bonus by +1.

    Breath of the Night - (Warlock, Pragmatist)
    Enhancements: For every 1b beyond the base cost, increase the radius by 5 feet. If at least 5m extra is spent, the fog cloud blocks line of sight and creatures behind or inside it gain total concealment. If at least 10b extra is spent, treat the fog cloud as Solid Fog, except the Invoker may move freely through the cloud.

    Dark One’s Own Luck - (Any) - Investing
    Effect: Replace Charisma with Invoking attribute.
    Enhancements: For each 8b above the base cost, choose an additional saving throw an apply the luck bonus to that as well.

    Darkness - (Any)
    Enhancements: If at least 4b is spent above the base cost, cast Deeper Darkness instead.

    Deafening Roar - (Dragonfire Adept, Fantacist) - Attack
    Enhancements: For each 2b extra spent, deal 1d6 sonic damage. Creatures that make their fortitude saves take half damage.

    Devil’s Sight - (Warlock, Fantacist)
    Enhancements: For each 3b spent beyond the base cost, increase the distance by 30'. If at least 12b is spent above the base cost, gain Blind Sight out to 30' as well.

    Earthen Grasp - (Any)
    Enhancements: If at least 2b above the base cost is spent, the arm gains the Improved Grapple feat. For each 2b above the base cost, the grasping arm gains an additional 5' of reach. If at least 5b extra is spent, the arm may be formed from any material (though its attributes are unchanged).

    Eldritch Glaive - (Warlock, Nihilist, Pragmatist) - Attack, Investing
    Type: Burst
    Level: 1st
    Cost: 1b
    Duration: 1 round
    Target: Self
    Spell resistance: NA
    Saving throw: None
    Effect: Create a glaive of glowing energy. If holding a weapon, that weapon is instead imbued with the dark power and temporarily transformed into an Eldritch Glaive. The Eldritch Glaive is a reach weapon which the invoker is automatically proficient in using. Attacks with the Glaive are made as touch attacks. It deals 1d6 damage, and if created from a transformed Dark Raiment weapon, has all of the Shadow Effects of that weapon, including any motes invested in those shadow effects.
    Enhancements: For each 2b spent beyond the basic cost, the Eldritch Glaive deals an additional 1d6 damage.

    Eldritch Spear - (Any)
    Type: Blast Shape
    Level Modification: +1 (max 9)
    Cost Increase: +0
    Effect: The range for this blast becomes 250' with no range increment.

    Entropic Warding - (Warlock, Pragmatist) - Investing
    Enhancements: For each 2b invested above the base cost, increase the miss chance from Entropic Warding by 5%. If at least 10b extra is invested, gain DR 10/magic against ranged attacks.

    Extend Invocation - (Any)
    Type: Metainvocation
    Level Modification: +0
    Cost Increase: +2
    Effect: Double the duration of the base invocation.

    Frightful Blast - (Any)

    Hideous Blow - (Warlock, Nihilist, Pragmatist) - Attack, Investing
    Type: Surge
    Duration: 1 Round
    Effect: Envelop whatever weapon the Invoker is wielding (or their fists) in eldritch energies. It deals an additiona 1d6 damage.
    Enhancements: For each additional 2b invested, increase damage bonus by 1d6.

    Leaps and Bounds - (Warlock, Nihilist) - Investing
    Enhancements: For every 2b invested beyond the base cost, increase the bonus by +1.

    Magic Insight - (Dragonfire Adept, Pragmatist) - Investing
    Enhancements: For every 2b extra invested, gain a +1 insight bonus to spellcraft checks. If at least 6b extra is invested, gain Arcane Sight instead. For 10b extra, gain Greater Arcane Sight.

    Miasmic Cloud - (Warlock, Pragmatist, Fantacist)
    Enhancements: For every 2b additional spent, increase the radius by 5 feet. If at least 6b extra is spent, creatures who fail their fort save are exhausted instead of fatigued. If at least 10b extra is spent, creatures are fatigued even if they succeed on their fort save. If at least 14b extra is spent, creatures with fewer HD than the blots expended are rendered unconscious if they fail their fort save.

    See the Unseen - (Any)

    Shadow Bolt - (Warlock, Pragmatist, Fantacist) - Blast, Attack
    Type: Occlusion
    Level: 1st
    Cost: 1b
    Duration: Instantaneous
    Target: One (or more*) target(s) within 60'
    Spell resistance: No
    Saving throw: None
    Effect: A flickering bolt of dark energy flies from the Invoker to their target. Make a ranged touch attack against the target. On a hit, deal 1d6 damage.
    Enhancements: For each 2b spent beyond the basic cost, shadow bolt deals an additional 1d6 damage. For each 5b spent beyond the basic cost, create an additional bolt. Each bolt is targetted seperately and requires its own attack roll, and there is a cumulative -2 penalty to hit for each attack beyond the first. (i.e. The first bolt is fired at full attack bonus, the second at -2, the third at -4, etc.)

    Sickening Blast - (Any)
    Type: Eldritch Essence
    Level Modification: +1 (max 9)
    Cost Increase: +0
    Effect: If target is a living creature, it must make a fort save or be sickened for 1 minute.

    Scalding Gust - (Dragonfire Adept, Fantacist) - Blast
    Enhancements: For every 2b extra spent, deal an addition +1d6 fire damage. For every 5b extra spent, increase the size categories mentioned in the spell by one (so at 5b extra, small creatures are treated as tiny for the gust of wind effects).

    Spiderwalk - (Any) - Investing
    Enhancements: For every 1b invested beyond the basic cost, increase climb speed by 5'.

    Summon Swarm - (Warlock, Fantacist) - Investing
    Enhancements: If 2b extra is invested, invoker may choose to summon a Locust swarm. If 4b extra is invested, invoker may choose to summon a Centipede swarm. If 6b extra is invested, invoker may choose to summon a hellwasp swarm.


    Lesser:
    Spoiler
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    Beshadowed Blast - (Any)
    Type: Eldritch Essence
    Level Modification: +3 (max 9)
    Cost Increase: +0
    Effect: If target is a living creature, it must make a fort save or be blinded for 1 minute.

    Brimstone Blast - (Any)

    Charm - (Warlock, Pragmatist, Fantacist) - Mind affecting
    Enhancements: For every 2b spent above the base cost, increase the saving throw DC by +1. If at least 6b above the base cost is spent, ignore all race or type based immunities to charm, or mind affecting. If at least 12b above the base cost is spent, each time this power is used, it targets up to Invoker level creatures at once - when used again, the effect ends on the previous group.

    Curse of Despair - (Warlock, Pragmatist, Fantacist)
    Enhancements: For every 2b spent above the base cost, increase the penalty to attack rolls by -1. If at least 3b extra is spent and for every 3b above the base cost, apply a cumulative -1 penalty to saving throws as well, even if the targe succeeds on their saving throw. Multiple uses of this power do not stack penalties - only the highest penalty applies.

    The Dead Walk - (Warlock, Fantacist)
    Enhancements: If at least 4b extra is spent, you may use Create Undead instead (material component changes as appropriate). If at least 8b extra is spent, you may use Create Greater Undead.
    Special: You may choose to invest motes into this power instead of spending them. In this case, the undead remain even if you do not pay the material component cost for as long as the motes remain invested. You may only have one invested invocation of this power at a time. As soon as you uninvest the motes or invest motes into this power again, the previously created undead crumble to dust as though the duration ran out on the previous use, regardless of the actual duration.

    Deteriorating Blast - (Any)

    Dread Seizure - (Warlock, Pragmatist, Fantacist)
    Enhancements: For each 1b spent above the base cost, increase the duration by 1 round. At 4b above base cost, the target is immobilized if they fail their save, and even if they succeed, they are still slowed stated. At 8b above base cost, the target is struck by a Power Word Stun affect as well.

    Eldritch Chain - (Any)
    Type: Blast Shape
    Level Modification: +3 (max 9)
    Cost Increase: +0
    Effect: This blast shape invocation allows you to improve your blasts by turning it into an arc of energy that “jumps” from the first target to others. An eldritch chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit.
    You can “jump” the chain to one secondary target per five blots spent on the blast, regardless of base cost, so you can strike two additional targets at 10b, three additional targets at 15b, and four additional targets at 20b. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the eldritch chain.
    If you miss any target in the chain, the eldritch chain attack ends there. Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast). You must make a separate spell penetration check for each target, if applicable.
    A blast which initially targets more than one creature with its effect only chains off of one of those targets, and only if it hits. The chain target must be selected before the attack is rolled. A blast that has an area of effect cannot be chained unless that area is centered on the target.

    Empower Invocation - (Any)
    Type: Metainvocation
    Level Modification: +0
    Cost Increase: +4
    Effect: All random (dice based) numerical effects of the invocation are increase by 50%.

    Fell Flight - (Any) - Investing
    Type: Occlusion
    Level: 3rd
    Cost: 5b
    Duration: 24 hours
    Target: Self
    Spell resistance: NA
    Saving throw: None
    Effect: When you use this invocation, the powers of darkness bear you aloft as you sprout a streaming, winglike cape
    of shadows. You can fly at a speed equal to your land speed with poor maneuverability for 24 hours.
    Enhancements: For every 1b spent beyond the basic cost, increase fly speed by 5'. For every 3m spent beyond the basic cost, increase maneuverability by one level (up to perfect at 9m). If 15m above base cost is spent, double fly speed.

    Flee the Scene - (Warlock, Pragmatist, Fantacist) - Investing
    Enhancements: For every 2b spent above base cost, the Major Image lasts another round and the range on the dimension door is increased by 25 feet. If at least 6b is spent above base cost, base range becomes medium. if at least 10b is spent above base cost, the base range becomes long.

    Hellrime Blast - (Warlock, Nihilist)

    Hungry Darkness - (Warlock, Nihilist)
    Enhancements: For every 1b spent above the base cost, increase the save DC of the distracting ability of the bat swarm by +1, and add 1HD to each bat swarm. For every 2b, increase the radius of the darkness by 5' and the bleed damage by +1. For every 3b spent, increase the swarm's damage by +1d6.

    Ignore the Pyre - (Warlock, Nihilist, Fantacist)
    Spell level: 3rd
    Enhancements: For every 2b above base cost, you may apply the same effect to one ally within close range. When you use this ability again, the effect ends on all allies. If 4b above base cost is spent, you may also choose Force, Illumination or Untyped Magic - Illumination only applies to untyped damage caused by illuminations, and Untyped Magic only applies to untyped damage from spells or spell-like abilities.

    Stony Grasp - (Warlock, Fantacist)
    Enhancements: See Earthen Grasp.

    Voidsense - (Warlock, Nihilist) - Investing
    Enhancements: For every 2b invested beyond the base cost, increase the range by 10 feet. If at least 10b beyond base cost is invested, gain Blindsight at 1/2 range.

    Voracious Dispelling - (Warlock, Nihilist, Pragmatist) - Investing
    Enhancements: For every 2b spent beyond the base cost, increase the caster level check by +1.

    Walk Unseen - (Any) - Investing
    Spell Level 3rd
    Enhancements: If at least 2b is invested beyond the base cost, you may make an attack action without becoming visible. Each time you do so, reduce the number of motes invested by 2 (this does not end the effect unless number of motes invested drops to 0).

    Wall of Gloom - (Any)
    Enhancements: Every 1b spent above the base cost increases the HD of the creatures stopped by the wall by 1. If 2b is spent above the base cost, the concealment effects are not considdered 'Fear' or 'Mind affecting'. If 4b is spent above the base cost, the wall will dispel light effects up to 4th level and will not be dispelled by light effects lower than 5th level. If 6b is spent above the base cost, the spell loses the 'Fear' descriptor. If 8b is spent above the base cost, the wall will dispel light effects up to 6th level and will not be dispelled by light effects lower than 7th level.

    Weighty Utterance - (Any)
    Spell Level 3rd
    Enhancements: For each 1b above base cost, increase range by 10'. For each 2b above base cost, increase save DC by +1 and falling distance by 10'. For each 4b spent above base cost, invoker may target 1 additional flying creature. If at least 6b is spent above base cost, increase falling damage to 1d8 per 10' (max 20d8). If at least 8b is spent, increase falling damage to 1d10 per 10' (max 20d10).


    Greater:
    Spoiler
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    Bewitching Blast - (Warlock, Pragmatist, Fantacist)
    Type: Eldritch Essence
    Level Modification: +3
    Cost Increase: +6
    Effect: Deal +3d6 damage, if target is a living creature, it must make a fort save or be confused for 1 round.

    Chilling Tentacles - (Any)
    Enhancements: Add enhancement bonus to grapple checks equal to extra motes spent. For each 2b extra spent, deal an additional 1d6 cold damage.

    Devour Magic - (Any)
    Type: Occlusion
    Level: 6th
    Cost: 11b
    Duration: Instantaneous
    Target: As Dispel Magic
    Spell resistance: NA
    Saving throw: None
    Effect: This invocation allows you to deliver a targeted greater dispel magic with your touch. You gain 5 temporary hit points for each spell level dispelled by this touch. For example, if you successfully dispel a wall of ice, you gain 20
    temporary hit points. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you devour a new spell, you can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration. You cannot devour your own invocations.
    Enhancements: For every 1b spent beyond the basic cost, increase your bonus on the dispell check by 1.

    Eldritch Cone - (Warlock, Pragmatist, Fantacist)
    Type: Blast Shape
    Level Modification: +4 (max 9)
    Cost Increase: +0
    Effect: This blast shape invocation allows you to invoke your blast as a 30-foot cone. The eldritch cone deals the normal blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage.
    A blast effect that can attack more than one target or already has an area of affect is converted entirely into a single cone-shaped attack.

    Enervating Shadow - (Warlock, Nihilist, Pragmatist)
    Enhancements: For every 1b spent over the base cost, increase the strength penalty and duration of the effect by 1 round. For every 2b extra spent, increase the save DC by +1, and the range of the aura extends an extra 5 feet. If at least 4b more than the base cost is spent, the power works in any illumination and cannot be countered by light effects.

    Maximize Invocation - (Nihilist, Pragmatist, Fantacist)
    Type: Metainvocation
    Level Modification: +0
    Cost Increase: +6
    Effect: Double the duration of the base invocation.

    Noxious Blast - (Any)

    Repelling Blast - (Any)

    Tenacious Plague - (Warlock, Fantacist)
    Effect: Replace Charisma with Invocation attribute modifier in the text.
    Enhancements: For every 2b spent over the base cost, increase the fortitude save DC by 1, and increase the base damage of the swarm by 1d6.

    Vitriolic Blast - (Any)

    Wall of Perilous Flame - (Any)
    Enhancements: For every 2b above the base cost, increase the save DC by +1 and the damage by +1d6. For every 4b above the base cost, double the height of the wall sections.

    Warlock’s Call - (Any)
    Enhancements: For every 2b above the base cost, increase the save DC of the will save by +1, and the damage dealt by 1d10. If 4b above the base cost is spent, then the target takes the damage on a failed will save. If 8b is spent above the base cost, the target takes half damage on a successful will save. This ability may only be used on a single target once per day with greater than 3b of enhancement.


    Dark:
    Spoiler
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    Dark Discorporation - (Warlock, Pragmatist, Fantacist)
    Enhancements: Each 2b extra increases the save DC and effective level by +1.

    Dark Foresight - (Warlock, Pragmatist, Fantacist)
    Type: Occlusion
    Level: 9th
    Cost: 17b
    Duration: See text
    Target: Self/See text
    Spell resistance: NA
    Saving throw: None
    Effect: You can use foresight as the spell with this invocation. If you are within 100
    feet of and have line of sight to the target of the ability, you can communicate telepathically with the target.
    Enhancements: If at least 1b is spent to enhance this, you no longer need line of sight to initiate telepathic contact or to maintain the telepathic link. For every 1b spent beyond the basic cost, increase the range of the telepathy by 50 feet.

    Eldritch Doom - (Warlock, Pragmatist, Nihilist)
    Type: Blast Shape
    Level Modification: +7 (max 9)
    Cost Increase: +0
    Effect: This blast shape invocation allows you to invoke your blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage nearby targets. An eldritch doom deals blast damage to any number of targets designated by you and within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.
    A blast effect that can attack more than one target or already has an area of affect is converted entirely into this single attack.

    Path of Shadow - (Any)
    Spell Level: 7th
    Enhancements: If at least 2b above base cost is spent, allies also regain HP. If 4b spent above base cost, you may percieve the material plane while travelling, allowing you to scout and arrive exactly at your desired end point.

    Retributive Invisibility - (Any)
    Spell Level: 7th
    Enhancements: For each 2b, increase the save DC by +1, the radius by 5' and increase the damage by +1d6. If 4b extra is spent, you may apply this ability to a single ally. If you do, then the next time you use this power the effect on the ally ends.

    Quicken Invocation - (Pragmatist)
    Type: Metainvocation
    Level Modification: +0
    Cost Increase: +8
    Effect: No matter the type of invocation, it now only requires a swift action to activate. This supercedes the normal change in casting for for an Invocation modified by a Metainvocation.

    Utterdark Blast - (Any)
    Type: Eldritch Essence
    Level Modification: +7 (max 9)
    Cost Increase: +0
    Effect: This eldritch essence invocation allows you to change your blast into an utterdark blast. An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies.

    Word of Changing - (Any)
    Spell Level: 7th
    Enhancements: For each 2b, increase the save DC by +1 and the duration before they get their second saving throw by 24 horus.
    Last edited by kestrel404; 2013-02-23 at 07:28 PM.

  6. - Top - End - #6
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    Jul 2009

    Default Re: The Book of Shadows (3.5, PEACH)

    Dark Raiment


    It isn't enough to simply be a servant of incromprehensible darkness and evil - you have to look good while you do it. An Invoker's Dark Raiment is very nearly a part of themselves, unique and suited in both utility and style to what they need. Whether it is purchased or crafted or found, the Invoker uses their power to reshape and empower it to suit themselves. Whatever form the Raiment takes, it bears the particular style and appearance that the Invoker chooses for it, however outlandish that may be.

    Upon gaining the Dark Raiment class feature, the Invoker selects the features of their Armor and Device. They then acquire through whatever means a set of masterwork armor and a masterwork weapon of the correct approximate type (a starting character does not have to pay for this equipment) and spend a week imbuing the items with dark power. This process re-shapes the Raiment to the form and appearance they desire. Should the Invoker's Raiment ever be permanently lost or destoyed, they may re-create it with no cost beyond that of the base materials. If the Invoker wants to replace or upgrade their Raiment, they may also do so by simply imbuing a new set of equipment. This method can be used to get Raiment made of special materials like mithril, or with inherent magical bonuses. They may also have their Raiment enchanted as normal, but they must be present for the entire enchanting process.

    While their Raiment may bear superficial resemblance to mortal weapons and armor, the equipment of an Invoker contains within it strong remnants of the power used in their construction. Upon gaining the Radiant Armaments class feature, the magical girl selects device and armor archetypes, using their stats regardless of what his actual outfit consists of. The evoker may apply a single Enhanced Raiment effect to either his device or armor upon gaining the Dark Raiment class feature. His class may grant her additional Enhanced Raiment effects as he gains levels. An invoker is always proficient with the weapons and armor that form his Raiment. Some device archetypes are limited in accessibility, available only to certain invoker classes.

    A servant of darkness is nevery fully without their Dark Raiment. It is simultaneously a badge of office and a mark of their service to the darkness. The invoker's Dark Raiment is always comfortable to wear, never becoming soiled (or at least, no moreso than its default) and always allowing the invoker to rest comfortably without removing it.
    Dark Raiment always count as Masterwork, gaining all the benefits of such. Masterwork benefits have been accounted for in the following tables. Dark Raiment brought into an antimagic field or similar effect will continue functioning normally, but any Shadow Effects applied to them will be suppressed until exiting the field.

    Armor Archetypes
    {table=head]Armor | Armor Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed (30ft.) | Speed (20ft.) | Weight
    Light |
    +4
    |
    +7
    |
    -1
    |
    0%
    |
    30 ft.
    |
    20 ft.
    |
    10 lbs.

    Medium |
    +6
    |
    +5
    |
    -2
    |
    15%
    |
    20 ft.
    |
    15 ft.
    |
    15 lbs.

    Heavy |
    +8
    |
    +3
    |
    -3
    |
    25%
    |
    20 ft.
    |
    15 ft.
    |
    25 lbs.
    [/table]

    Light: Light armor provides great resilience while hindering its wearer little, if at all. The most common form of armor across the different varieties of Invoker, light armor frequently take the form of gowns, suits, dresses, or other unarmored clothing, revealing its protective prowess only when struck.

    Medium: Though such generalist armor is generally eschewed by common adventurers in favor of more extreme equipment, there are many invokers who find a middle-of-the-road approach rewarding to their unique combat style. Medium armor is very clearly protective in nature, but generally not as clearly threatening as heavy armor.

    Heavy: Heavy armor burdens its wearer and makes using invocations difficult, but offers greater protection. Perhaps due to this protective nature, heavy armor generally takes a form that completely covers and obscures the Invoker, often giving the impression of a suit of armor filled with shadows and come to life. Even when the invoker who wears this armor has their head or arms exposed, the armor itself tends to be ominous, with many spikes or a skull motif.

    Enhanced Raiment
    When an invoker gains his Dark Raiment and again when they gain additional Enhanced Raiments from class features or feats, he may choose from the following effects. Unless otherwise noted, a single enhancement can be taken multiple times.
    Spoiler
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    Durable: The armor bonus granted by the invoker’s armor increases by +2.
    Flexible: The armor check penalty decreases by –2, and the invoker's speed while wearing it increases by 5', up to a maximum of his unencumbered base speed.
    Agile: The maximum Dexterity bonus to AC allowed by the invoker's armor increases by +3.
    Conductive: The Arcane Spell Failure chance of the costume is reduced by 10%.


    Device Archetypes
    {table=head]Weapon | Damage (S) | Damage (M) | Critical | Range Increment | Weight | Type
    Versatile |
    1d6
    |
    1d8
    |
    19-20/x2
    |
    -
    |
    3 lbs.
    |
    Special*

    Mighty |
    1d10
    |
    1d12
    |
    x3
    |
    -
    |
    8 lbs.
    |
    Special*

    Transformation |
    1d4
    |
    1d6
    |
    x2
    |
    -
    |
    -
    |
    Special*

    Implement |
    1d4
    |
    1d6
    |
    x2
    |
    -
    |
    3 lbs.
    |
    Special*

    Bolt |
    1d8
    |
    1d10
    |
    19-20/x2
    |
    110 ft.
    |
    6 lbs.
    |
    Special*

    Blast
    |
    1d6
    |
    1d6
    |
    x2
    |
    60 ft.
    |
    -
    |
    Untyped
    [/table]
    *: At the same time he selects his device's archetype, an invoker may select its damage type (Piercing, Slashing, or Bludgeoning).

    Versatile: A versatile device may be wielded as a one-handed or two-handed weapon. Most commonly, weapons of the versatile archetype are modeled after swords, axes, or maces, but such unusual choices as a musical instrument or severed limb are not entirely unheard of, and even the most mundane weapons are usually given a personal flair. Only a Nihilist or Pragmatist may choose a versatile weapon as their weapon.

    Mighty: A mighty device is wielded as a two-handed weapon. Mighty weapons are often exaggerated by their wielders, made to look far heavier and more powerful than they actually are. Upscaled weapons of almost any type may be wielded as a mighty weapon, and some eccentric invokers go so far as to model their armament after something that, while heavy and large, is not a weapon at all. Only a Nihilist may choose a mighty weapon as their weapon.

    Transformation: A transformation is somewhat different from most other devices becaue it causes the invokers weapons to grow from their own body. Taking the form of claws, protruding spikes, huge fangs or just bulging muscles, the transformation grants a single untyped natural attack to the invoker that counts as both a natural weapon and an unarmed strike (allowing for iterative attacks). Activating or deactivating his transformation is an action equivalent to drawing or sheathing a weapon. An invoker's Dark Raiment armor will automatically modify itself to accommodate this transformation if necessary. An invoker with a transformation weapon qualifies for feats as if he possessed the Improved Unarmed Strike feat, though he only gains their benefits while his transformation is active unless he acquires Improved Unarmed Strike on his own. Because the Transformation weapon has no physical form, it cannot be enchanted directly. However, the effect of an Amulet of Mighty Fists will apply to attacks made by the Transformation weapon. Only a Nihilist or Pragmatist may choose a transformation as their weapon.

    Implement: An implement is wielded as a one-handed weapon. Implements are not generally intended to see heavy combat, serving purely as a focus for channeled power and little beyond that. As such, they tend to take inoffensive forms such as rods, orbs, or scepters. Only a Pragmatist or Fantacist may choose an implement weapon as their weapon.

    Bolt: A bolt device is a ranged weapon, and requires two hands to fire. Bolt devices reload automatically, provide their own ammunition, and are incompatible with ammunition for other weapons. Most commonly, these devices take the form of bow, guns, or heavy crossbows, but it is not unheard of for them to be formed in more exotic shapes – such as a pair of gloves that hurl and subsequently regenerate shards of razor-sharp crystal. Only a Nihilist or Pragmatist may choose the bolt archetype bolt for their weapon.

    Blast: A blast weapon is a ranged weapon, and requires only one hand. Blast weapons are not true weapons, but rather a form of repetitive spell effect that acts in much the same way as a weapon. The blast has no physical form, but is generally portrayed as an aura or flickering shadow around the invoker's hand. It requires the same action to ready a blast as it would to draw a weapon, though an Invoker with a ready blast is still considdered unarmed. Invokers armed with a Blast may choose to apply Blast shape to their attacks, though doing so requires the normal expenditure of blots for the attack and is a standard action instead of an attack action. They may also add an Eldritch Essense to any attack they make - this is a free action, but only one such essence may be applied to any attack. If you can attack more than once, the same Eldritch Essence is applied to each of these attacks, but any effect that requires a saving throw that hits the same target more than once in a round only needs to be saved against once. Because the Blast weapon has no physical form, it cannot be enchanted, but it can still have weapon Shadow Effects applied to it. Any invoker may choose a Blast as their weapon.

    Enhanced Raiment
    When an invoker gains his Dark Raiment and again when they gain additional Enhanced Raiments from class features or feats, he may choose from the following effects. Unless otherwise noted, a single enhancement can be taken multiple times.
    Spoiler
    Show
    Oversized: The damage die of the invoker’s device increases by one size category.

    Precise: The critical range of the invoker’s device expands by one (for example, from 19-20 to 18-20). This improvement stacks with, and is applied after the effects of, the Keen enchantment or the Improved Critical feat.

    Brutal: The critical multiplier of the invoker’s device increases by one.

    Horizon: The range increment of the evoker’s device increases by 50%. This enhancement may only be applied to a blast or bolt device.

    Blazing: As long as the invoker is holding their weapon, the he increases the save DCs of his invocations by 1.

    Reach: The invoker’s device gains reach. He may alter his grip on the weapon to shift its functionality and threatened area between that of a reach and that of a standard weapon as a swift action. This enhancement may only be applied to a mighty or versatile weapon, and may only be applied once.

    Empowered: When active, the invoker may add her Intelligence or Wisdom modifier (whichever is higher) to her weapon damage rolls. This enhancement may only be applied to a transformation, and may only be applied once.

    Effortless: The device counts as a light weapon, rather than as a one-handed weapon, for all purposes. This enhancement may only be applied to an implement, or versatile device, and may only be applied once.

    Technical: The device can be used to trip enemies, and grants a +2 bonus on Disarm and Sunder attempts made with it. This enhancement may only be applied to a mighty, implement, transformation, or versatile device, and may only be applied once.


    Shadow Effects


    Evokers are capable of infusing their costumes with powerful effects, saturating their equipment with radiant powers that take hold when worn. An evoker has access to all costume effects that are compatible with her device and costume archetypes, and may imbue her costume with any combination of them as part of the same ritual she uses to prepare illuminations. An evoker may only infuse her costume with a limited number of effects at any given time, as shown on the table below.

    Shadow Effects
    {table=head]Level | Nihilist | Pragmatist | Fantacist

    1st
    |
    1
    |
    1
    |
    1

    2nd
    |
    1
    |
    1
    |
    1

    3rd
    |
    1
    |
    1
    |
    1

    4th
    |
    1
    |
    1
    |
    1

    5th
    |
    2
    |
    1
    |
    1

    6th
    |
    2
    |
    2
    |
    1

    7th
    |
    2
    |
    2
    |
    1

    8th
    |
    2
    |
    2
    |
    2

    9th
    |
    2
    |
    2
    |
    2

    10th
    |
    3
    |
    2
    |
    2

    11th
    |
    3
    |
    2
    |
    2

    12th
    |
    3
    |
    3
    |
    2

    13th
    |
    3
    |
    3
    |
    2

    14th
    |
    3
    |
    3
    |
    2

    15th
    |
    4
    |
    3
    |
    2

    16th
    |
    4
    |
    3
    |
    3

    17th
    |
    4
    |
    3
    |
    3

    18th
    |
    4
    |
    4
    |
    3

    19th
    |
    5
    |
    4
    |
    3

    20th
    |
    5
    |
    4
    |
    3
    [/table]

    An invoker may further enhance his Dark Raiment by investing blots in his shadow effects. As a swift action, he may allocate blots freely in any number of his shadow effects, up to a maximum of [Invoker level] motes in any single shadow effect. Blots invested in shadow effects are removed from the invoker’s well of darkness, and do not return when his well refills. If points are removed from his shadow effects, the invoker regenerates them as normal when his well next refills.

    Weapon Effects
    Spoiler
    Show
    Enhanced [All Types]
    Indisputably the oldest of all shadow effects, this simple infusion was born at the dawn of time itself. It has existed, in countless different forms, from the very first time a mortal opened her heart to the darkness and let it flow through her to shape the world. As such, there is no easily defined ‘default’ manifestation for this effect. It is unique to each individual invoker, bringing her weapon closer to her personal vision of an ideal tool. Blades sharpen, grips tighten, and balance perfects itself until the weapon feels like nothing so much as a flawless extension of its wielder’s own body.
    Effect: The invoker’s weapon gains a +1 enhancement bonus, or increases any existing enhancement bonus by +1. This increase is not subject to the normal limit of a +5 enhancement bonus on a magic weapon.
    Essence Boost: For every 3b invested in this shadow element, the enhancement bonus increases by +1.

    Vicious[Versatile, Mighty, Transformation]
    The disciples of darkness try their best to ensure that they never fight on even terms, seeking every opportunity to strike out at their enemies. Their weapons are similarly crafted to seek out weaknesses and make opportune strikes at their enemies.
    Effect: The invoker gains a +2 bonus to attack rolls on attacks of opportunity, and the DC for enemies to tumble through spaces he threatens is increased by +3.
    Essence Boost: For every 2b invested in this costume element, the bonus to attacks of opportunity increases by +1, and the bonus to Tumble DCs increases by +2. If at least 8b are invested in this effect, any enemy who leaves a square he threatens provokes an attack of opportunity from the invoker, even if they are taking a 5’ step or other form of movement that does not normally provoke attacks of opportunity.

    Fated [Bolt, Versatile, Implement]
    The darkness holds within itself the mysteries of time and space. Those who are in tune with it can twist probabilities to their own desires, bringing about the results they wish more often. The Fated blade is surer and more deadly, often gaining impressive etchings or glowing sigils that flicker or flare when used.
    Effect: The invoker may, once per encounter, reroll a single attack roll, damage roll, or opposed skill check. He must accept the result of this new roll, even if it is worse than the original. If he has an invoker level of at least 8, he may use this ability twice per encounter. If he has an evoker level of at least 16, she may use it three times per encounter. If used out of combat, one use of this effect is exhausted until the beginning of the next combat.
    Essence Boost: For every 3b invested in this effect when its reroll is expended, the invoker may roll the results an additional time if the initial reroll gives unsatisfactory results. The invoker is not obliged to use all the rerolls available to him, and may accept her roll at any point in the process.

    Ominous [Implement, Blast, Transformation]
    Darkness, and those who wield it, are quite often the center of attention, like it or not. Their powers are spooky, impressive, and often relatively unknown to those unfamiliar with the various branches of magic. Some invokers shy from such a role, but many embrace it wholeheartedly, making the battlefield their stage and their powers a personal stage. First crafted by such enthusiasts, this gaudy but undeniably effective shadow element allows an invoker to house a measure of her personal darkness in her weapon for later use. This shadow effect most commonly manifests by coating a weapon with flickering darkness. When infused with blots, dark energy seeps from the weapon itself, leaving a fading trail of darkness whenever it is swung.
    Effect: The save DC of any invocations used by the invoker increases by +1.
    Essence Boost: By investing blots into this effect, an invoker can store invocations for later use. Doing so requires a number of blots be invested at least equal to the caster level of the stored invocation. This invocation may be used at any time as a free action. Instead of expending blots, using a stored invocation causes all blots to immediately uninvest from this effect, returning to the invoker’s well of darkness (despite uninvested blots not normally returning to the well until it refreshes). Unlike with most shadow effects, placing blots into this effect requires a full-round action, rather than as part of the swift action that usually allows reallocation of blots into a shadow effect.

    Destructive [Bolt, Blast, Mighty]
    The darkness is capable of many things, but one of the things it is best at is entropy. Breaking down and destroying the defenses and protections on things is childs play for a servant of darkness. This effect most often shows up as crackling black lightning covering the weapon, becoming more intense and potent as blots are invested into it.
    Effect: The attacks of the invoker ignore 3 points of damage resistance or hardness, and she gains a +1 bonus on rolls made to confirm critical hits.
    Essence Boost: For every 1b invested in this effect, the invoker's attacks bypass an addition point of DR or hardness. For every 2b invested in this effect, he gains an additional +1 on rolls to confirm critical hits. If at least 6b is invested in this effect, any creature dealt damage by the invoker's weapon loses any fast healing or regeneration it might possess for one round.


    Eldritch [Blast]
    Effect: Eldritch causes the Blast to resolve as a ranged touch attack.
    Essence Boost: For every 2b invested in this shadow element, increase the damage by 1d6.


    Armor Effects
    Spoiler
    Show

    Defiant [Heavy armor]

    Effect: The invoker gains DR 1/Magic. Additionally, he gains 25% fortification, giving his a chance to negate any sneak attack or critical hit and cause damage to be rolled normally. This stacks with any other fortification the invoker may have.
    Essence Boost: Every 1b invested in this effect increases the granted fortification by 5%. Every 3b invested in this effect increases the granted DR by 2. If at least 12b have been invested in this effect, the damage reduction requires an adamantine weapon to bypass, as well as a magical one.

    Nimble [Light, Medium]

    Effect: The invoker gains a +5 bonus to Jump, Swim, Climb, Tumble, and Balance checks. Additionally, he does not suffer any reduction to speed from wearing armor or carrying a medium or heavy load. All other penalties of being overburdened still apply, and he is still incapable of carrying more than his maximum load.
    Essence Boost: For every 3b invested in this effect, the invoker’s base land speed increases by 10 feet.

    Primal [Light, Medium, Heavy]

    Effect: Upon manifesting this armor element, the invoker must choose an energy type (Acid, Cold, Electricity, Fire, or Sonic). He gains Resist 5 to that energy type. Additionally, whenever he deals damage of that type using an invocation or blast, he deals an additional +1 damage per die.
    Essence Boost: For every 2b invested in this effect, the resistance to the chosen energy increases by 5. For every 6b invested in this effect, the boost to dealing damage of the chosen element increases by +1.

    Subtle [Light armor]

    Effect: The invoker gains a +3 bonus to Hide and Move Silently checks as well as the Darkstalker feat.
    Essence Boost: For every 3b invested in this effect, the bonus to Hide and Move Silently checks increases by +2. If at least 9b is invested in this effect, the invoker may move up to his normal speed without incurring penalties on hide or move silently checks. If at least 15b have been invested in this effect, he may attempt to hide even while being observed.

    Warded [Light, Medium, Heavy]

    Effect: The invoker gains Spell Resistance 10 and Power Resistance 10.
    Essence Boost: For every 4b invested in this effect, the SR and PR each increase by 5.

    Weightless [Light, Medium, Heavy]

    Effect: The invoker gains a fly speed equal to his base land speed, with clumsy maneuverability. However, this flight is exceedingly short-lived, and the invoker must end any movement on solid ground or fall immediately.
    Essence Boost: For every 2b invested in this effect, the maneuverability of the invoker increases by one step, to a maximum of Perfect. If at least 6b are invested in this effect, the invoker no longer needs to end his turn on solid ground, and may fly and hover freely (even if his maneuverability is not good enough to hover under normal circumstances). If at least 12b have been invested in this effect, the invoker’s flight speed doubles.
    Last edited by kestrel404; 2013-02-24 at 01:25 PM.

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    Default Re: The Book of Shadows (3.5, PEACH)

    Feats:

    Extra Invocation
    Prerequisites: Well of Darkness
    Benefit: Gain a new Invocation of any rank you have access to. This invocation does not have to be one normally accessible to your class.
    Special: You may take this feat more than once. Each time, choose a new invocation.

    Extra Shadow Effect
    Prerequisites: Dark Raiment class feature, Intimidation 6 ranks
    Benefit: You may apply one additional shadow effect to your Dark Raiment

    Enhanced Raiment
    Prerequisites: Dark Raiment class feature
    Benefit: Apply a new Raiment Enhancement to your weapon or armor
    Special: You may take this feat more than once.

    Practiced Invoker
    Prerequisites: Spellcraft 4 ranks, Well of Darkness
    Benefit: Increase your effective invoker level by 4, up to a maximum of your hit dice. This does not increase your Well of Darkness, but it will allow you to spend or invest more blots on invocations.

    A Deeper Well
    Prerequisites: Well of Darkness, may only be taken at level 1.
    Benefit: You gain a bonus to your maximum blots equal to your Invocation using attribute modifier.

    Shadow Arsenal
    Prerequisites: Dark Raiment class feature
    Benefit: Select a second weapon from the list of Dark Raiment weapons you have access to. This may be the same as your original weapon. You my imbue this new weapon type as an additional Dark Raiment weapon, applying Shadow Effects and Raiment Enhancements to it as normal. If it is the same type as your original weapon, you may choose to have all Shadow Effects and Raiment Enhancements on your first weapon be mirrored on this new weapon (thus counting as a single Shadow Effect or Raiment Enhancement for the total number you can have at once) - however, Shadow Effects on the two are seperate and blots imbued into them must be spent seperately.
    Special: You may take this feat more than once. Each time you may choose a new weapon type.

    Dark Proficiency
    Prerequisites: Dark Raiment class feature
    Benefit: You may select any weapon type from the Dark Raiment weapon types. You become proficient with that type of Dark Raiment weapon, and may immediately change your primary weapon type into this type of weapon. If you choose to do so, you must craft a new Dark Raiment weapon, and upon completion your old Dark Raiment weapon ceases to function for you as anything other than a normal item of its type (any enchantments or similar remain).
    Special: If taken at first level, then the starting weapon of the Invoker may be of the chosen type.

    Alternate class features:

    Shadowed Warlock

    The Warlock is one who already channels the power of the dark, even if the do not know it. Shadowed Warlocks are those who knowingly channel this dark power, becoming true servants of the darkness.
    Class: Warlock
    Level: 1st
    Replaces: Eldritch Blast, Invocations
    Benefit: In place of Eldritch Blast, the Warlock gains the Dark Raiment class feature described above. They use the Fantacist's Shadow Effects progression. They must choose the Blast weapon, but they automatically gain the Eldritch Shadow Effect, which does not count towards their maximum number of shadow effects.
    In place of the normal Invocations class feature, the Shadowed Warlock gains a Well of Darkness and chooses invocations from the Book of Shadows invocations list. They gain 1 additional invocation at 1st level, and each time they would gain 1 invocation based on the Warlock progression, instead they gain 2. They may have half of their invocations known (round down) as readied invocations. They may no longer choose any invocation of the correct level - they must now only choose invocations whose cost they can pay at their current invoker level.
    Last edited by kestrel404; 2013-02-22 at 12:46 PM.

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    Default Re: The Book of Shadows (3.5, PEACH)

    Prestige classes:

    None as of yet

    Changelog:

    2/20/13: Initial posting, Nihilist and Pragmatist

    2/21/13: Various additions and clarifications to Nihilist, add basics on Invocations

    2/21/13: Added Dark Raiment section, which is unabashedly copied and slightly modified from the Selinia's Radiant Armaments section of the Tome of Radiance.

    2/21/13: Started on the Invocations section

    2/22/13: Added feats and the Shadowed Warlock ACF.

    2/22/13: Finished conversions for Least invocations.

    3/4/13: Added Fantacist - not complete but close.

    3/22/13: Completed Fantacist.
    Last edited by kestrel404; 2013-03-22 at 03:08 PM.

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    Default Re: The Book of Shadows (3.5, PEACH)

    ...At the risk of wasting a post being somewhat unhelpful, I feel the need to preface any potential judgment I make by pointing out I greatly dislike the conflation of nihilism with trolls.

    That said, the molydeus has a similar ability you might swipe in place of Malice's current one: Your first attack each round is affected by damage reduction normally. Each attack afterward ignores it.

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    Default Re: The Book of Shadows (3.5, PEACH)

    An intriguing counterpart.

    I'd recommend using some term other than invocations, as invocations are already an established game term (see the Warlock and Dragonfire Adept).
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

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    Default Re: The Book of Shadows (3.5, PEACH)

    Quote Originally Posted by Garryl View Post
    An intriguing counterpart.

    I'd recommend using some term other than invocations, as invocations are already an established game term (see the Warlock and Dragonfire Adept).
    "Occlusions" would fit the theme.

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    Default Re: The Book of Shadows (3.5, PEACH)

    Quote Originally Posted by Garryl View Post
    An intriguing counterpart.

    I'd recommend using some term other than invocations, as invocations are already an established game term (see the Warlock and Dragonfire Adept).
    That is actually intended. Once I'm finished, it will be using the same mechanic and be able to pick several of the effects from those lists, except with more options in terms of customization of individual invocations (similar to the Evocations from Tome of Radiance).

    Basically, blast shapes and blast essences will be extended to non-blast effects.

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    Default Re: The Book of Shadows (3.5, PEACH)

    Quote Originally Posted by vasharanpaladin View Post
    ...At the risk of wasting a post being somewhat unhelpful, I feel the need to preface any potential judgment I make by pointing out I greatly dislike the conflation of nihilism with trolls.

    That said, the molydeus has a similar ability you might swipe in place of Malice's current one: Your first attack each round is affected by damage reduction normally. Each attack afterward ignores it.
    Malice was originally intended to be a direct counterpoint to the Mercy ability of the magical girl classes - where they gain the ability to deal non-lethal damage, the darker classes are prohibited from doing so and instead their attacks are deadlier. It evolved from there to being a 'kill those things that aren't normally killable' ability.

    Other than the ability to get around regeneration, I don't see why you're making a connection between Nihilists and Trolls, though. There are lots of things with Regen, and most of them are actually Good.

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    Default Re: The Book of Shadows (3.5, PEACH)

    Quote Originally Posted by kestrel404 View Post
    Other than the ability to get around regeneration, I don't see why you're making a connection between Nihilists and Trolls, though. There are lots of things with Regen, and most of them are actually Good.
    Class feature based on logical fallacy. Bad.

    In fact, class name is probably bad as well; a nihilist is someone who subscribes to nihilism, which is the belief that existence has no inherent meaning. A nihilist is not, necessarily, someone who wants to watch the world burn.

    As for Malice... let's think "power of hatred" here. Malus Darkblade's mantra is "In pain, there is life. In darkness, endless strength. With hate, all things are possible." This is someone who refuses to die and then turns a fight around with pure bloody-minded spite. The molydeus's ability I've referred to helps with this.

    And another thing... sometimes it's crueler to leave your enemy alive anyway. Look at Bane, who opts out of killing Batman in favor of breaking him. Leaves the big threat out of the way while you make him watch you do the same to everything he loves, see?

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    Default Re: The Book of Shadows (3.5, PEACH)

    Quote Originally Posted by vasharanpaladin View Post
    Class feature based on logical fallacy. Bad.
    It's just flavor/fluff. The entire class is based on philosophical evils, I thought it was appropriate. If I get more people complaining about it, I'll consider changing the fluff, but I've already gotten some positive responses to it as well.

    In fact, class name is probably bad as well; a nihilist is someone who subscribes to nihilism, which is the belief that existence has no inherent meaning. A nihilist is not, necessarily, someone who wants to watch the world burn.
    I agree with the second part - there are a lot of different kinds of Nihilist. The thing is, this is supposed to be the dark side of the Champion of Light who is the protector of all. I can't think of a better villian to use against that kind of optimism than the ultimate pessimist. If you've got a better suggestion, I'd love to hear it.

    As for Malice... let's think "power of hatred" here. Malus Darkblade's mantra is "In pain, there is life. In darkness, endless strength. With hate, all things are possible." This is someone who refuses to die and then turns a fight around with pure bloody-minded spite. The molydeus's ability I've referred to helps with this.
    I read up on the Molydeus, and yes the ability is pretty appropriate, but it's also too powerful for something you get at 1st level. You don't run into a lot of critters with regen or immunity at 1st level, though (I'd considered adding those bits in as you level up, but I couldn't think of any ways it was broken if you got it from the start).

    What are you objecting to about the way Malice works?

    Also, I love that quote, and I may use it to replace the one I came up with for the class.

    And another thing... sometimes it's crueler to leave your enemy alive anyway. Look at Bane, who opts out of killing Batman in favor of breaking him. Leaves the big threat out of the way while you make him watch you do the same to everything he loves, see?
    Read on to the next class - the Nihilist isn't about cruelty or hatred, he's more like the cleansing purity of the void. Now, if you want cruelty and spite, look to the Path of Mara in the Pragmatist class. That's the kind of character who would break the hero's spine and leave him to suffer (and he'd get a power boost out of it, too).

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    Default Re: The Book of Shadows (3.5, PEACH)

    Quote Originally Posted by kestrel404 View Post
    I agree with the second part - there are a lot of different kinds of Nihilist. The thing is, this is supposed to be the dark side of the Champion of Light who is the protector of all. I can't think of a better villian to use against that kind of optimism than the ultimate pessimist. If you've got a better suggestion, I'd love to hear it.

    What are you objecting to about the way Malice works?
    Thing is, not all nihilists are pessimists. If there's no meaning to existence, what's to stop you from making one, after all? If you want a truly cynical view of it, have a look at cosmicism, which emphasizes humanity's complete insignificance on the grand scale rather than meaning or lack thereof. Incidentally, it has nothing to do with the progression of the class (much as "nihilist" doesn't either), but I'm starting to think "nightgaunt" might be appropriate.

    ...And that wasn't an objection to Malice so much as pointing out other things you could use, sorry.

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    Default Re: The Book of Shadows (3.5, PEACH)

    I've put up some example invocations, and enough hints for everyone to hopefully see where I'm going in making this compatible with Warlock (honestly, with all the references to 'darkness' is it any wonder I decided to mix them in?)

    Basically, it's kind of like 'less powerful psionics' with a nearly limitless pool of power points. It's similar to Illuminations, but different enough to be worthy of its own system.

    Opinions?

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    Default Re: The Book of Shadows (3.5, PEACH)

    Quote Originally Posted by kestrel404 View Post
    I've put up some example invocations, and enough hints for everyone to hopefully see where I'm going in making this compatible with Warlock (honestly, with all the references to 'darkness' is it any wonder I decided to mix them in?)

    Basically, it's kind of like 'less powerful psionics' with a nearly limitless pool of power points. It's similar to Illuminations, but different enough to be worthy of its own system.

    Opinions?
    Well, unlimited spells-a-day are pretty powerful, but I think you should add some "utility" invocations, especially to the cerebral aesthetics of the Pragmatists, who could use them to enforce their more social aspects. The Deva who woos people to his vision, the Mara whose every word is a tempting song, even the Asura who destroys with words as well as swords-all could really use some of the less combat-focused magic.

    Also, love the idea. Easily lines up with my own homebrew God, Umbrae. Can't link to him right now-mobile phone- but still.

    EDIT: Ah, here he is.
    Last edited by Leliel; 2013-02-22 at 01:23 PM.
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    Quote Originally Posted by Leliel View Post
    Well, unlimited spells-a-day are pretty powerful, but I think you should add some "utility" invocations, especially to the cerebral aesthetics of the Pragmatists, who could use them to enforce their more social aspects. The Deva who woos people to his vision, the Mara whose every word is a tempting song, even the Asura who destroys with words as well as swords-all could really use some of the less combat-focused magic.

    Also, love the idea. Easily lines up with my own homebrew God, Umbrae. Can't link to him right now-mobile phone- but still.

    EDIT: Ah, here he is.
    I will indeed be adding utility invocations. If you've got any specific suggestions, I'd love to hear them. At the moment, I'm doing conversions on existing invocations from Complete Arcana and Dragon Magic, and after that I'll write up my own.

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    Default Re: The Book of Shadows (3.5, PEACH)

    Okay then.

    How about a ritual to create dark-attuned magic items? I'm thinking the way the gear from Devil May Cry or Bayonetta has its own little blurb about how it was made, and it's never that pleasant. Or the Legacy or Daemon Weapons in Black Crusade.

    Perhaps the Invocation awakens the stains of Shadow in an item, awaking dark potential in it. While its not that costly, you have to find-or create-such a key item to the tragedy and it has an agenda of its own. It isn't necessarily intelligent, but the Dark in an item wants to be used, and used often. If it is to the owner's detriment, well that's too bad.

    Also, Monsters of The Week.
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    Quote Originally Posted by Leliel View Post
    Okay then.

    How about a ritual to create dark-attuned magic items? I'm thinking the way the gear from Devil May Cry or Bayonetta has its own little blurb about how it was made, and it's never that pleasant. Or the Legacy or Daemon Weapons in Black Crusade.

    Perhaps the Invocation awakens the stains of Shadow in an item, awaking dark potential in it. While its not that costly, you have to find-or create-such a key item to the tragedy and it has an agenda of its own. It isn't necessarily intelligent, but the Dark in an item wants to be used, and used often. If it is to the owner's detriment, well that's too bad.
    This is already kind of Warlocks' schtick (outside of invocations, that is) - they can make just about any magic item.

    And the Dark Raiment is also there to cover for 'signature items'. If you've got a system in mind, though, write it up - a dark legacy weapon deal would be interesting to see.

    Also, Monsters of The Week.
    That's the Fantacist. They're all about Monster of the Week. Also dark minions, infinite ninjas, and underpants gnomes. Basically, I'm designing them as a pet class that gets either 1 big pet, hordes of little pets, or something in-between with weird tricks.

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    Default Re: The Book of Shadows (3.5, PEACH)

    Also, for the Fantacist, I assume that's the Master of Illusion to counter the Stargazer's seeking of truth?

    I would have them divided into two very broad philosophies. The first, perhaps called the Horizons (as in event horizon, as in black holes), are those who are completely broken by the understanding that there is no real truth, nothing truly comforting. They are largely Evil, as it is a fundamentally selfish and cowardly viewpoint.

    The second are Fateweavers, those who have realized that "no truth" is massively liberating, for nothing is a lie, either. They have no common alignments among them at all-it is perhaps more accurate to say that they develop a personal moral code that happens to fit within an existing alignment, but in the end they don't care either way: Good and Evil, Law and Chaos are simply subjective concepts that were encoded into the universe, nothing more.

    EDIT: Ah. Ninja'd.

    Still, it fits well enough. And I'll try for the system, despite my irrational fear of crunch and not actually knowing the rules 3.5-I'm the fluff guy.
    Last edited by Leliel; 2013-02-23 at 01:49 PM.
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    I like what I've seen so far. It certainly is a well done counterpart, and I always wanted to see an invocation-based melee-class. Not to mention that you snuck a free warlock fix in there.

    However, there's still a few things that bother me. First of all, the wording of the Blast Device Archtype. From how I've read it, it seems to me that you can make iterative attacks with it even when using the eldritch shadow effect, so long as you don't actually apply a blast shape invocation to it. Is this how it was intended? If it is, I am not complaining, since eldritch blast needs the boost, but I think you should make it a little bit clearer.

    Secondly, I think Blanket of night needs a bit of rebalancing. Maharanja's no-saving throw entanglement is much stronger than and Deva's sense motive rerolling and Asura's shaken makes Mara's penalty to only one saving throw look utterly redundant. I also think that Deva's and Mara's effects should perhaps be swapped, but that's just my personal opinion based on the fluff of both paths.

    Otherwise, I'm definitly looking forward to what else you're going to do with this, especially the fantacist.
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    Quote Originally Posted by ezekielraiden View Post
    You don't win people over by beating them with facts until they surrender; at best all you've got is a conversion under duress, and at worst you've actively made an enemy of your position.

    You don't convince by proving someone wrong. You convince by showing them a better way to be right. The difference may seem subtle or semantic, but I assure you it matters a lot.

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    Quote Originally Posted by Theoboldi View Post
    I like what I've seen so far. It certainly is a well done counterpart, and I always wanted to see an invocation-based melee-class. Not to mention that you snuck a free warlock fix in there.

    However, there's still a few things that bother me. First of all, the wording of the Blast Device Archtype. From how I've read it, it seems to me that you can make iterative attacks with it even when using the eldritch shadow effect, so long as you don't actually apply a blast shape invocation to it. Is this how it was intended? If it is, I am not complaining, since eldritch blast needs the boost, but I think you should make it a little bit clearer.

    Secondly, I think Blanket of night needs a bit of rebalancing. Maharanja's no-saving throw entanglement is much stronger than and Deva's sense motive rerolling and Asura's shaken makes Mara's penalty to only one saving throw look utterly redundant. I also think that Deva's and Mara's effects should perhaps be swapped, but that's just my personal opinion based on the fluff of both paths.

    Otherwise, I'm definitly looking forward to what else you're going to do with this, especially the fantacist.
    Yes, the fact that it's basically 'eldritch blast, but you can iterate it' is, indeed intentional. Although I'm thinking of removing the ability to upgrade it with the Amulet of Mighty Fists - that probably makes it simply better than all of the others (since it's a ranged touch attack). What do you think?

    Edit: I've changed the wording on the blast. I think that brings it more in line with the power level of the other devices (it can probably do more damage in the end, but you've got to invest the blots to do so).

    Also, you're right about the Blanket of Night being unbalanced - I've been having trouble figuring exactly where on the power scale I want that ability. I want it to be something that makes it easier to gain the bonus power from fulfilling your path, but without letting you trample over those who oppose your ideals - since most of those paths are either going to run directly counter to the PC's if the Pragmatist is the villain in a game, or else they're going to be challenges you need to fulfill as a PC.
    Last edited by kestrel404; 2013-02-24 at 01:27 PM.

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    Quote Originally Posted by kestrel404 View Post
    Yes, the fact that it's basically 'eldritch blast, but you can iterate it' is, indeed intentional. Although I'm thinking of removing the ability to upgrade it with the Amulet of Mighty Fists - that probably makes it simply better than all of the others (since it's a ranged touch attack). What do you think?
    I think that would be excellent. I found the whole Amulet of Mighty Fists thing pretty unfitting anyway. Having the eldritch enhancement take up the first shadow effect combined with that makes it nicely balanced against the other archetypes.

    Also, you're right about the Blanket of Night being unbalanced - I've been having trouble figuring exactly where on the power scale I want that ability. I want it to be something that makes it easier to gain the bonus power from fulfilling your path, but without letting you trample over those who oppose your ideals - since most of those paths are either going to run directly counter to the PC's if the Pragmatist is the villain in a game, or else they're going to be challenges you need to fulfill as a PC.
    I'm not quite sure what effects they should have, but I suggest adding a saving throw, since most other auras with similar effects have them too. I suggest 10+1/2 class level+wis mod, as is standard.
    Last edited by Theoboldi; 2013-02-24 at 01:29 PM.
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    Quote Originally Posted by ezekielraiden View Post
    You don't win people over by beating them with facts until they surrender; at best all you've got is a conversion under duress, and at worst you've actively made an enemy of your position.

    You don't convince by proving someone wrong. You convince by showing them a better way to be right. The difference may seem subtle or semantic, but I assure you it matters a lot.

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    Quote Originally Posted by Theoboldi View Post
    I think that would be excellent. I found the whole Amulet of Mighty Fists thing pretty unfitting anyway. Having the eldritch enhancement take up the first shadow effect combined with that makes it nicely balanced against the other archetypes.



    I'm not quite sure what effects they should have, but I suggest adding a saving throw, since most other auras with similar effects have them too. I suggest 10+1/2 class level+wis mod, as is standard.
    Done.

    And what do you think about me adding the save to the Shaken / Entangled effects to balance them against the others?

    Perhaps as follows:
    Deva: Enemies have a -2 penalty to all saves
    Mara: Roll twice on checks to detect deception & immunity to truth spells
    Maharanja: Will Save DC 10+1/2 class level + wis mod or be entangled (Successful save and you cannot be affected for 24 hours)
    Asura: Will Save DC 10+1/2 class level + wis mod or be shaken (Successful save and you cannot be affected for 24 hours)

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    Default Re: The Book of Shadows (3.5, PEACH)

    Quote Originally Posted by kestrel404 View Post
    Done.

    And what do you think about me adding the save to the Shaken / Entangled effects to balance them against the others?

    Perhaps as follows:
    Deva: Enemies have a -2 penalty to all saves
    Mara: Roll twice on checks to detect deception & immunity to truth spells
    Maharanja: Will Save DC 10+1/2 class level + wis mod or be entangled (Successful save and you cannot be affected for 24 hours)
    Asura: Will Save DC 10+1/2 class level + wis mod or be shaken (Successful save and you cannot be affected for 24 hours)
    I like it. While I'm not an expert on balance, I think this should even things out, especially with Deva now being equal to a paladin of tyranny's aura of despair and Mara being a nice and thematically fitting immunity. It's still mostly useless in combat, except if you perhaps decide to feint for some reason, but it's good enough not to be terrible.
    Last edited by Theoboldi; 2013-02-24 at 01:48 PM.
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    Quote Originally Posted by ezekielraiden View Post
    You don't win people over by beating them with facts until they surrender; at best all you've got is a conversion under duress, and at worst you've actively made an enemy of your position.

    You don't convince by proving someone wrong. You convince by showing them a better way to be right. The difference may seem subtle or semantic, but I assure you it matters a lot.

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    Default Re: The Book of Shadows (3.5, PEACH)

    Hype. Hype. Hype. This is hype. I will definitely be following this with interest.
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    Default Re: The Book of Shadows (3.5, PEACH)

    Added a Subscription. Will be paying avid attention!

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    Default Re: The Book of Shadows (3.5, PEACH)

    Hey, for inspiration for the ideology of the nice(r) Fantacists could come from Metal Gear Rising.

    Seriously, I think Raiden the first real example in recent memory of a truly psychotic hero who manages to be a likable dude and downright noble at times.
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