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    Default The Terror [3.5 PrC, by request]

    The Terror


    Image: Penemue, Angel of the Written Word by Peter Mohrbacher

    "I fear the vast dimensions of eternity.
    I fear the gap between the platform and the train.
    I fear the onset of a murderous campaign.
    I fear the palpitations caused by too much tea.

    I fear the drawn pistol of a rapparee.
    I fear the books will not survive the acid rain.
    I fear the ruler and the blackboard and the cane.
    I fear the Jabberwock, whatever it might be.

    I fear the bad decisions of a referee.
    I fear the only recourse is to plead insane.
    I fear the implications of a lawyer’s fee.

    I fear the gremlins that have colonized my brain.
    I fear to read the small print of the guarantee.
    And what else do I fear? Let me begin again."
    - Ciaran Carson,
    Fear

    The only thing we have to fear is fear itself, and in this case, the terror brings enough to go around. A spellcaster beyond the power of most, the terror uses mighty elite spells to scare and mislead its foes.

    Adventures: Terrors are spellcasters like any other, and still adventure much as members of their prior class.

    Characteristics: Terrors have the ability to use fear effects to their advantage even against enemies who are normally immune.

    Alignment: Any. That said, terrors are rarely good, as inflicting fear on your enemies is usually not a good way to fight.

    Religion: Gods of fear, death or darkness are common among terrors.

    Background: A terror is usually an enchanter or necromancer who wishes to specialise partway through her career in fear effects.

    Races: Any. Terrors bring fear no matter whether they be human, orc or elf, or others besides.

    Other Classes: Members of other classes may fear or shun the terror. However, they cannot doubt her effectiveness.

    Role: Terrors are used to intimidate the enemy, for a variety of possible gains. That said, they retain the versatility of any other spellcaster, and a little more besides.

    Adaptation: The elite spell concept could easily be adapted to include other spells from sources outside of the player's handbook, or alternatively a new class could be made using elite spells around a different theme, such as an elite healer class which could access spells such as elite cure critical wounds and elite restoration.

    ENTRY REQUIREMENTS
    Spellcasting: Must be capable of casting fourth-level spells.
    Feats: Spell focus (Enchantment) or Spell focus (Necromancy).

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +0 +0 +2 Elite Spellcasting 1 — — — — — — — — —
    2nd +1 +0 +0 +3 1 1 — — — — — — — —
    3rd +1 +1 +1 +3 1 1 1 — — — — — — —
    4th +2 +1 +1 +4 1 1 1 1 — — — — — —
    5th +2 +1 +1 +4 2 1 1 1 1 — — — — —
    6th +3 +2 +2 +5 2 2 1 1 1 1 — — — —
    7th +3 +2 +2 +5 2 2 2 1 1 1 1 — — —
    8th +4 +2 +2 +6 2 2 2 2 1 1 1 1 — —
    9th +4 +3 +3 +6 3 2 2 2 2 1 1 1 1 —
    10th +5 +3 +3 +7 3 3 2 2 2 2 1 1 1 1

    Class Skills
    The terror's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Weapon and Armour Proficiency: The terror gains no proficiency in any kind of weapons or armour.

    Elite Spellcasting
    The terror gains an additional caster level and additional spells per day and spells known of each level as though she had continued to take levels in a class with which she met the prerequisites. If she had mutliple classes with which she met the prerequisites, she must choose one of those classes to progress.

    Further, the terror gains elite spells from the terror elite spell list as additional spells known. She knows a number of each level of elite spells given on Table: The Terror. At first level, this means she only gains an elite cantrip (though she can cast that elite cantrip as many times per day as she has spell slots with which to cast it). If she prepares spells, like a wizard or cleric does, or if she retrieves spells - whether like a sha'ir does or like a spirit shaman does - she can cast elite spells spontaneously much like a druid casts summon nature's ally spells by expending a full or empty spell slot (but not an expended one!). If she casts spells directly like a beguiler or warmage does, she treats the elite spells as being additional spells on his list.

    If she learns spells like a sorcerer, she simply gains additional spells known which do not take up ordinary spell slots. Further, a leveller can learn an additional nonelite spell by forfeiting the nonelite version of the elite spell she is learning (if there is one), even if her class would not entitle her to do that this level or in addition to any spells she is entitled to swap out this level. For example, a sorcerer/leveller who learns scare to death (elite phantasmal killer) can swap out her phantasmal killer spell known for another fourth-level spell known.

    Elite spells have an "E" or the word "Elite" before their spell level, for example "E3" or "Elite third". This doesn't change the actual level of the spell (for example, the elite third level spell would still take up a third-level spell slot and the DC is still that of a third-level spell). Rather, it signifies only that it's an elite spell of that level and therefore defies many of the expectations of what is possible of a spell of that level (see the next paragraph).

    A terror can learn an elite spell even if she can't learn the nonelite version of the same spell. A cleric/terror can learn scare to death (elite phantasmal killer), for example. A terror who learns an elite spell which uses a different ability score based on caster uses the primary ability modifier which determines their spell saving throw difficulty class if their class isn't listed in the spell. A creature with an elite spell-like ability uses charisma in this case.

    No ability ever entitles you to learn additional elite spells unless it mentions them in particular. For example, the Extra Spell feat does not allow you to learn an additional elite spell. Similarly, items cannot replicate elite spells, nor can an item which would replicate one (such as a wand of conflagration (elite fireball)) be created except by an ability which specifies that it can do. If you are entitled to know an elite spell, you might still not be able to cast the spell in question, for example if you enter as a bard or paladin.

    Terror Elite Spell List

    0lvl

    Booming Sound (Elite Ghost Sound): Loud noise can be heard all around.
    Fear of the Dark: Creatures flee from darkness.
    Fright: Scares a creature.

    1st

    Anathaema (Elite Bane): Enemies take bigger penalties.
    Assume Appearance (Elite Disguise Self): You are indistinguishable from a creature.
    Cause Terror (Elite Cause Fear): You terrify a creature.
    Full Alert (Elite Alarm): Can deliver specific warnings or frighten creatures.
    Voice In the Back of your Head (Elite Ventriloquism): Throws voice unnervingly.

    2nd

    Cloak of Shadows (Elite Darkness): Darkness cannot be seen through at all.
    Jumpscare (Elite Scare): Panicks more creatures.
    Penumbral Trap (Elite Phantom Trap): Item appears trapped and seems to do damage.
    Silent Calling: Summon Silent Ones.

    3rd

    Cloak of Darkness (Elite Deeper Darkness): More darkness cannot be seen through at all.
    Discordant Calling: Summon Disciple of Discord.
    Malediction (Elite Bestow Curse): Bestows a greater curse.
    Terror (Elite Fear): Creatures panic or cower en masse.

    4th

    F∈@Γ 0f [email protected]||1∩6 @ρ@Γ7: Summon Reality Exodite.
    Scare to Death (Elite Phantasmal Killer): Phantasm is partially real.

    5th

    Fever Dream (Elite Nightmare): Horrifying visions deal more damage and exhaust target.
    Mental Haze (Elite Mind Fog): Imposes larger penalties in greater area.

    6th

    Bells on the Wind: Summon Mind-Ringer.
    Grip the Soul (Elite Eyebite): Target suffers a wider variety of effects.
    Symbol of Terror (Elite Symbol of Fear): Triggered rune panics more creatures.

    7th

    Abomination (Elite Repulsion): Creatures can't go near you at all.
    Visions of the End: Creatures glimpse their own death and afterlife.

    8th

    Loathing (Elite Antipathy): Creatures flee from object or area.
    We are Many: Summon Endless Legionnaire.

    9th

    Phantasmal Army (Elite Weird): Killers are partially real.
    Wailing Doom (Elite Wail of the Banshee): Kills more creatures.

    Terror Elite Spell Descriptions

    Abomination (Elite Repulsion)
    Level: Terror E7
    Range: Up to 20 ft/level
    Duration: 2 rounds/level (D)
    Saving Throw: None
    You become such a creature of hatred and fear that creatures cannot approach you at all.

    Abomination works like repulsion except as noted above.

    Anathaema (Elite Bane)
    Level: Terror E1
    Saving Throw: Will Half
    You drive creatures to doubt their ability to face such a terrible creature as you.

    Anathaema works much like bane, but the penalties are a -6 penalty on attack rolls and saving throws against fear effects, a -4 penalty to damage rolls and a -2 penalty on saving throws and to armour class.

    Elite spells like anathaema are difficult to resist fully. Creatures who would normally be immune to the spell's effects pass the saving throw automatically instead. A creature who would take no effect on a successful saving throw instead takes a -2 penalty on attack rolls and saving throws against fear effects, and a -1 penalty to damage rolls, saving throws and armour class.

    Assume Appearance (Elite Disguise Self)
    Level: Terror E1
    Saving Throw: None or Will Disbelief, see text
    You can completely change your appearance.

    You take on an appearance of another creature, a little like disguise self. However, no save is allowed to recognise it and the disguise is perfect. You are not limited in the extend of your appearance change except that the illusion will become obvious if you attempt to add large numbers of extra limbs you can't concentrate well enough on to control properly, or if you appear a lot bigger than you are. Creatures can still disbelieve the illusion if they walk straight through what's meant to be a solid creature!

    Elite spells like assume apparance are difficult to resist fully. The spell covers its own magical aura, so simply using Detect Magic isn't enough to defeat it. Using a stronger effect like true seeing allows you to save to disbelieve the illusion but doesn't defeat it automatically.

    Bells on the Wind
    Level: Terror E6
    You summon the mighty mind-ringer to aid you in spreading terror.

    Bells on the Wind works like Summon Monster VI except that you summon one mind-ringer

    Booming Sound (Elite Ghost Sound)
    Level: Leveller E0, Terror E0
    Range: Medium (100 ft + 10 ft/level)
    Duration: 1 minute/level (D)
    Saving Throw: Will Partial
    You create a mighty booming sound which can inspire fear in people.

    Booming sound works a lot like ghost sound, but with a few differences. As well as those mentioned above, the maximum sound produced doesn't have a level limit. Unlike ghost sound, you can also change the sound after it starts. While booming sound isn't technically a fear effect, at even moderate levels the sound can quickly become unbearable, and anyway creatures subjected to the sound of a roaring dragon or invading army may quickly abscond even though they don't have an actual condition which says that they do.

    Cause Terror (Elite Cause Fear)
    Level: Terror E1
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: 3d6 rounds or 1 round
    You can instil fear into even the bravest hearts.

    Cause terror works a little like cause fear, but it can affect a creature of any hit dice and the creature is frightened for 3d6 rounds if they fail the save and frightened for 1 round if they pass it.

    Elite spells like cause terror are difficult to resist fully. A creature who would normally be immune to the spell automatically passes the save instead. A creature who would normally take no effect on a successful saving throw is instead shaken for one round.

    Cloak of Darkness (Elite Deeper Darkness)
    Level: Terror E3
    You cause a totally-dark area to persist a long time.

    Cloak of darkness works just like deeper darkness except that the area is entirely pitch-black. Creatures in the area have total concealment and no spell or machination allows them to see through, though other senses still work. You, however, can see just fine despite the darkness.

    Elite spells like cloak of darkness are difficult to dispel. Nonelite light spells of a higher level aren't enough to dispel cloak of darkness; you need to dispel it some other way or not at all.

    Cloak of Shadows (Elite Darkness)
    Level: Terror E2
    You create a totally-dark area.

    Cloak of shadows works just like darkness except that the area is entirely pitch-black. Creatures in the area have total concealment and no spell or machination allows them to see through, though other senses still work. You, however, can see just fine despite the darkness.

    Elite spells like cloak of shadows are difficult to dispel. Nonelite light spells of a higher level aren't enough to dispel cloak of shadows; you need to dispel it some other way or not at all.

    Discordant Calling
    Level: Terror E3
    You summon a disciple of discord to bring terror on your enemies.

    Discordant calling works just like summon monster III except that the creature summoned is a disciple of discord.

    F∈@Γ 0f [email protected]||1∩6 @ρ@Γ7
    Level: Terror E4
    γ0∪ ⊂@|| ∪ρ0∩ @ Γ∈@|17γ ∈χ0δ17∈ 70 @1δ γ0∪ 1∩ γ0∪Γ $7Γ∪66|∈

    F∈@Γ 0f [email protected]||1∩6 @ρ@Γ7 works just like summon monster IV except that the creature summoned is a reality exodite, presumably due to a glitch in the spell.

    Fear of the Dark
    Enchantment (Inspiration) [Fear, Mind-Affecting] or Necromancy [Fear, Mind-Affecting]
    Level: Terror E0
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Area: 10 ft radius burst
    Duration: 1 round/level or 1 round.
    Saving Throw: Will Partial
    Spell Resistance: Yes
    You cause creatures in the area to develop a fear of the dark.

    Creatures in the area become affected by a crippling fear of the dark. For the spell's duration, they are frightened by darkness, even shadowy illumination. Rather than attempt to flee, they may attempt to light a source of light which produces bright light. Otherwise, they must attempt to flee the darkness, though they don't have to flee darkness they can see, only darkness they're actually in (so they flee to the nearest bright light.

    A creature who passes the save is only affected for one round.

    Elite spells like fear of the dark are difficult to resist fully. A creature who would normally be immune to the spell automatically passes the save instead. A creature who would normally take no effect on a successful saving throw is instead shaken while in darkness for one round.

    Fever Dream (Elite Nightmare)
    Level: Terror E5
    Saving Throw: Will Partial
    You wrack the target with fevered visions.

    Fever dream works like nightmare except that the damage is 1d10 per 2 levels on a failed save and 1d10 on a successful save. The spell leaves the target exhausted rather than fatigued. Saving against the spell negates the exhaustion and doesn't restrict the target's ability to recover spellcasting. Dispel evil has no special effect versus fever dream.

    Elite spells like fever dream are difficult to resist fully. A creature who would normally be totally immune instead passes the save automatically (though of course creatures who don't sleep are still functionally immune anyway). A creature who normally takes no effect on a successful saving throw takes 1d6 damage instead.

    Fright
    Enchantment (Inspiration) [Fear, Mind-Affecting] or Necromancy [Fear, Mind-Affecting]
    Level: Terror E0
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: 1 round/level or 1 round.
    Saving Throw: Will Partial
    Spell Resistance: Yes
    You frighten a creature.

    The target is shaken for the duration, which is reduced to 1 round if they pass the saving throw.

    Elite spells like fright are difficult to resist fully. A creature who would normally be totally immune instead passes the save automatically.

    Full Alert (Elite Alarm)
    Level: Terror E1
    You create an alert system which either provides you with specific warnings or sets off a rising panic.

    Full alert works just like alarm except that the two standard modes are better and there is a third mode:

    Mental Alarm
    The mental alarm has no range limit, can alert up to 4 creatures, and delivers specific information, such as "A band of orcs tripped the alarm" or "David Foreman has set off the alarm." It won't give you the identity of any creature you wouldn't recognise (for example, it won't give you the David Foreman message if you haven't met David), but can describe them somewhat.

    Audible Alarm
    You can choose how loud the alarm is, up to loud enough to hear clearly 300 feet away. However far you choose, it can be heard faintly up to triple the distance, and is loud enough to cause creatures to jolt and provoke attacks of opportunity up to a twentieth of that distance (though creatures don't provoke attacks from other jolting creatures).

    Trip Existing Alarms
    Rather than setting a normal alarm at all, you can cast the spell to automatically activate existing alarm systems within 1 mile. Beacons light spontaneously, warning bells ring, and guards tasked with sounding an alarm must take a will save or do so if no alarm in the area is already sounding.

    Grip the Soul (Elite Eyebite)
    Level: Terror E6
    Range: Medium (100 ft + 10 ft/level)
    Duration: 1 round/level; see text of eyebite
    Saving Throw: Fortitude Partial
    You grasp at a creature's soul

    Grip the soul acts a little like eyebite, except as noted above and the following.

    Creatures with 20 or more hit dice are sickened. Creatures with 15-19 are exhausted and sickened. Creatures with 10-14 are panicked, exhausted and sickened. Creatures with 5-9 are stunned, panicked, exhausted and sickened. Creatures with 4 or fewer are comotose, stunned, panicked, exhausted and sickened.

    Exhausted
    The creature's energy is drained from it. It is Exhausted for 1d4 rounds, and then Fatigued for a further 10 minutes per caster level.

    Stunned
    The creature is Stunned and freezes in place for 1d4 rounds. Even after that, it is Staggered for a further 10 minutes per caster level.

    A successful save allows the creature to count as having 5 more hit dice than usual, or to allow a creature with 20 or more hit dice to negate the effect entirely.

    Elite spells like grip the soul are difficult to resist fully. A creature who normally takes no effect on a successful save negates the nausea, panic, stunning and exhaustion, but not the sickening, shaking, staggering or fatigue, if they make a successful save.

    Jumpscare (Elite Scare)
    Level: Terror E2
    Duration: 3d6 rounds or 1 round
    You scare several people for a long time.

    Jumpscare works a little like scare, but it can affect creatures of any hit dice and the creatures are frightened for 3d6 rounds if they fail the save and frightened for 1 round if they pass it.

    Elite spells like jumpscare are difficult to resist fully. A creature who would normally be immune to the spell automatically passes the save instead. A creature who would normally take no effect on a successful saving throw is instead shaken for one round.

    Loathing (Elite Antipathy)
    Level: Terror E8
    Saving Throw: None
    You make an area seem so vile that creatures flee it.

    Loathing works like antipathy except that you can specify in as much or as little detail as you like what kind of creature is repelled, and that creature flees the area or item. Those creatures are Turned for 1d4 rounds by presenting the item or area to them.

    Elite spells like loathing are difficult to resist fully. Creatures are never immune to its effects.

    Malediction (Elite Bestow Curse)
    Level: Terror E3
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Saving Throw: Will Partial
    You place a very powerful curse on the target.

    Malediction works much like bestow curse, but the standard effects are a -9 decrease to an ability score, a -6 penalty on attack rolls, saves, ability checks and skill checks, or a 25% chance to act normally otherwise the target takes no action. If the creature passes the save, the effects are those of a normal-power version of the same curse instead.

    Elite spells like malediction are difficult to resist fully. A creature who normally takes no effect on a successful save takes a -3 decrease to an ability score, -2 penalty on attack rolls, saves, ability checks and skill checks, or has a 75% chance to act normally otherwise it takes no action.

    Malediction counters benediction.

    Mental Haze (Elite Mind Fog)
    Level: Terror E5
    Effect: Fog spreads in 50 ft radius, 50 ft high
    Saving Throw: Will Half
    You drain the minds of those caught in the fog.

    Mental haze works like mind fog except as noted above and that the penalty is -14.

    Elite spells like mental haze are difficult to resist fully. A creature who would be immune instead passes the save automatically. A creature who would take no effect on a successful save instead takes a -3 penalty.

    Penumbral Trap (Elite Phantom Trap)
    Level: Terror E2
    Components: V, S
    You create a false trap which appears real.

    Penumbral trap works just like phantom trap except as noted above and that the trap appears to deal damage and have otherwise normal effects when sprung. For example, a fusillade of darts trap actually fires phantom darts and the target believes themselves to have taken damage. The trap never actually appears to do enough damage to kill the target or knock them out, though, stopping at 1 hit point if the creature's maximum hit points are 10 or fewer or at 1d4 hit points if the creature has more than 10.

    Phantasmal Army (Elite Weird)
    Level: Terror E9
    You create a variety of visions which scare creatures so much that they die.

    Phantasmal army works like weird except that because it's partially real, it has stronger effects. A creature who fails both saves dies. A creature who passes the will save then fails the fortitude save takes 1d6 points of damage per level. A creature who fails the will save then passes the fortitude save takes 3d6 points of damage and is panicked for 1d4 rounds. A creature who passes both saves takes 3d6 points of damage.

    Elite spells like phantasmal army are difficult to resist fully. Creatures who would normally be immune instead pass the will save automatically. Creatures who would normally take no effect on a passed save don't gain any special benefit against this spell.

    Scare to Death (Elite Phantasmal Killer)
    Level: Terror E4
    You create a vision which scares a creature so much that it dies.

    Scare to death works like phantasmal killer except that because it's partially real, it has stronger effects. A creature who fails both saves dies. A creature who passes the will save then fails the fortitude save takes 1d6 points of damage per level. A creature who fails the will save then passes the fortitude save takes 3d6 points of damage and is panicked for 1d4 rounds. A creature who passes both saves takes 3d6 points of damage.

    Elite spells like scare to death are difficult to resist fully. Creatures who would normally be immune instead pass the will save automatically. Creatures who would normally take no effect on a passed save don't gain any special benefit against this spell.

    Silent Calling
    Level: Terror E2
    You summon the Silent Ones to your side.

    Silent calling works just like summon monster II except that you summon two Silent Ones.

    Symbol of Terror (Elite Symbol of Fear)
    Level: Terror E6
    Components: V, S
    Saving Throw: Will Partial
    You inscribe a terrifying symbol on a wall.

    Symbol of terror works just like symbol of fear except as noted above and that creatures are panicked for one minute per caster level. On a successful saving throw, creatures are panicked for 1 round and shaken for the remaining time (1 minute/level, minus the one round for which they were panicked).

    Elite spells like symbol of terror are difficult to resist fully. A creature who would be immune instead passes the save automatically. A creature who would normally take no effect on a successful saving throw is shaken for one minute per level instead.

    Visions of the End
    Divination [Mind-Affecting]
    Level: Terror E7
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Up to 1 creature/level in range
    Duration: 1 round/level
    Saving Throw: Will Partial
    Spell Resistance: Yes
    You grant a creature a vision of its afterlife.

    You show a creature a vision of its afterlife. This Fascinates good creatures, Confuses neutral creatures and causes evil creatures to Cower. It Exhausts lawful creatures, Staggers neutral ones and Deafens chaotic creatures and catches them Flat-Footed. A will save causes good creatures to be Dazzled, neutral ones to be Sickened and evil ones to be Shaken, lawful ones to be Fatigued, neutral ones to be Entangled and chaotic ones to be Deafened instead.

    Elite spells like visions of the end are difficult to resist fully. A creature who is normally immune to the effect instead automatically passes its saving throw. A creature who normally takes no effect on a successful save is instead only affected on one alignment axis chosen randomly if they pass.

    Voice in the Back of Your Head (Elite Ventriloquism)
    Level: Terror E1
    Saving Throw: Will see text
    You cause a voice to appear to originate from elsewhere.

    This spell works much like ventriloquism except that you can make your voice appear to have any quality you like, and it can seem to originate from anywhere, even inside someone's head. Once per round you can attempt to Frighten someone as a free action, in which case they get a will save to prevent being Frightened in that round.

    Elite spells like voice in the back of your head are difficult to resist fully. Creatures who would normally be immune are Shaken, not StirredFrightened.

    Wailing Doom (Elite Wail of the Banshee)
    Level: Terror E9
    Range: Medium (100 ft + 10 ft/level)
    Area: ALL creatures within an 80 ft radius spread (except you)
    Saving Throw: Fortitude Partial
    A thousand banshees seem to keen and cry as one.

    Wailing doom works like wail of the banshee except as noted above. A creature who passes the save takes 1d6 points of sonic damage per level.

    Elite spells like wailing doom are difficult to resist fully. A creature who would normally be immune instead automatically passes the saving throw. A creature who would normally take no effect on a successful saving throw takes half damage instead.

    We are Many
    Level: Terror E8
    You summon an Endless Legionnaire, a creature of great and terrible power.

    This spell works just like summon monster VIII except that the creature summoned is an Endless Legionnaire.
    Last edited by Jormengand; 2017-11-22 at 10:32 AM.

  2. - Top - End - #2
    Titan in the Playground
     
    AvatarVecna's Avatar

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    Default Re: The Terror [3.5 PrC, by request]

    I'm looking forward to throwing this into a Beguiler build, particularly if I can gestalt with Shadowcraft Mage to really make the Pennywise expy I'm hoping for!


    Currently Recruiting: rogue_alchemist's The Thing.

    Avatar by AsteriskAmp

  3. - Top - End - #3
    Troll in the Playground
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    Default Re: The Terror [3.5 PrC, by request]

    I think the "We are Many" spell is a bit too much powerful(trivialize 99% of the encounters with monsters from the monster manual)
    Basically if you encounter 8 monsters or less then you can end the encounter with one complex action(or one single action with the right wizard acf).
    Also you get this spell at level 15 and it summons a cr 15 creature that is basically meaning that there is some kind of problem(not exactly gate level of problem but still a creature should normally not have an ability 100% sure to summon an equal cr creature).
    I mean a character with that spell at level 15 would be a cr 15 encounter which would instantly summon a creature that is supposed to be cr 15 on its own.
    Last edited by noob; 2017-11-16 at 03:09 AM.

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    Default Re: The Terror [3.5 PrC, by request]

    The idea of Elite Spellcasting is pretty interesting. Do you plan on making one for each school of magic? If so, which one is next?
    My Homebrew



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    Default Re: The Terror [3.5 PrC, by request]

    Quote Originally Posted by Primal Fury View Post
    The idea of Elite Spellcasting is pretty interesting. Do you plan on making one for each school of magic? If so, which one is next?
    It's not really "Each school of magic" - this one has conjurations, enchantments, illusions, necromancies, even the odd divination - but I will be doing them along certain themes. I'm thinking of having a halfway decent healer next, though.

  6. - Top - End - #6
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    Default Re: The Terror [3.5 PrC, by request]

    Quote Originally Posted by Primal Fury View Post
    The idea of Elite Spellcasting is pretty interesting.-SNIP-
    Seconded
    Quote Originally Posted by Jormengand View Post
    It's not really "Each school of magic" - this one has conjurations, enchantments, illusions, necromancies, even the odd divination - but I will be doing them along certain themes. I'm thinking of having a halfway decent healer next, though.
    Looking forward to that one!

    Also, I noticed that it doesn't look like any of your Elite Spellcasters are on your extended signature yet. If/When you add them, could you please make a note that their Elite Spellcasters or give them a separate section? Thanks!
    Last edited by Ranged Ranger; 2017-11-19 at 08:19 PM.

  7. - Top - End - #7
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: The Terror [3.5 PrC, by request]

    Quote Originally Posted by Ranged Ranger View Post
    Looking forward to that one!
    These take a while to make, but I guess I could be convinced to make a new one sooner rather than later.

    Also, I noticed that it doesn't look like any of your Elite Spellcasters are on your extended signature yet. If/When you add them, could you please make a note that their Elite Spellcasters or give them a separate section? Thanks!
    I've updated the signature, and it has its very own elite spellcaster section.

  8. - Top - End - #8
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default Re: The Terror [3.5 PrC, by request]

    No pressure.

    Thanks.

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