Author Topic: Sarkrith Spelleater  (Read 4719 times)

Offline oslecamo

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Sarkrith Spelleater
« on: March 27, 2014, 12:13:21 PM »
Sarkrith Spelleater


HD:d8
LevelBabFortRefWillFeature
1+1+2+2+0Sarkrith Body, Scent, Mask Scent, Vow of Magic Hate, Sarkith Reputation, Cold and Calm
2+2+3+3+0Spell Absorption, Sharp Scent, +1 Str, +1 Con
3+3+3+3+1Dispelling Ray, +1 Str, +1 Con
4+4+4+4+1Greater Spell Absorption, Cold Sniper, +1 Str, +1 Con
5+5+4+4+1Dispelling Blast, Growth, Outsmart the Witch, +1 Str, +1 Con
6+6+5+5+2Bonus Feat, +1 Str, +1 Con
7+7+5+5+2Fast Dispelling Ray, +1 Str, +1 Con
8+8+6+6+2Outsmart the Witch, +1 Str, +1 Con
9+9+6+6+3Mask Presence, Tactical Focus, +1 Str, +1 Con
10+10+7+7+3Spell Devour, +1 Str, +1 Con
11+11+7+7+3Dispelling Volley, Outsmart the Witch, +1 Str, +1 Con
12+12+8+8+4Spell Feast, Bonus Feat, +1 Str, +1 Con
13+13+8+8+4Sarkith Diplomat, +1 Str, +1 Con
Skills: 8+int modifier, quadruple at 1st level. The Sarkrith Spelleater’s class skills (and the key ability for each skills) are Apraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Craft (Int), Diplomacy(Cha), Disguise (Cha), Gather Information(Cha) Jump(Str), Knowledge (any, Int), Intimidate(Cha), Listen(Wis), Profession (Wis), Survival (Wis)  and Spot (Wis).

Proficiencies:Simple and martial weapons, light, armor and all shields, except tower shields

Features
Sarkrith Body:At 1st level a Sarkrith Spelleater loses all racial bonus he had before and gains Monstrous humanoid traits (basically dark vision 60 feets). He's a medium sized Monstrous humanoid with base speed 40 feet.

In addition the Sarkrith Spelleater gains a bonus to Nat Armor equal to his Con modifier and is immune to the Blindness and scent-nullification of Pure Silver artifactwork armor. All of its abilities are Ex.

Scent: The  Sarkrith Spelleater has the Scent basic ability

Mask Scent: Once per day as an immediate action, the  Sarkrith Spelleater can mask its scent, which prevents it from being detected with the scent ability. This ability lasts for 1 hour. At 5 HD and every 5 HD after that, you gain an extra use of this ability.

Vow of Magic Hate: The Sarkrith wage a war that few understand. Beings of logic and cold calculation, sarkriths cannot abide the unpredictable altough undeniably powerful forces of magic. To the Sarkrith, peace means control, and magic in the hands of anyone is a symbol that the Sarkrith do not have control.

The  Sarkrith can never willingly use spells/powers/SLAs/PLAs or similar, use magic/psionic/similar items (alchemical are still ok) or fail its saves against spells,even harmless ones. Not even magic compulsion/control/mindrape/similar can
force the  Sarkrith  to perform those actions. The  Sarkrith Spelleater can use Survival instead of Spellcraft to identify magics and qualify for feats.

In addition, anyone trying to polymorph/metamorphosis/alter self/shapechange into a Sarkrith or steal/copy its abilities automatically gains the Vow of Magic Hate ability, which then can't be removed by any means, since it is an inherent part of its very being.

Sarkith Reputation: Despite their own bodies having strong anti-magic properties, Sakriths aren't delusional enough to think they can purge magic of the world with their bare hands, and have thus greatly refined the art of nonmagic craft. The  Sarkrith gains Common Reputation as a bonus feat if he invested at least 4 ranks in a charisma-based skill, and can activate Renown options that would norally take more than one hour in half the time. It may even perform them in just ¼ the time, altough that leaves them fatigued. It may acelerate even more to crafting them in just 1/10, but that'll leave them Exhausted. A  Sarkrith cannot use this option while fatigued or exhausted.

Cold and Calm:  Sarkrith Spelleaters are the smart arm of the  Sarkrith, tasked with guarding its important members and taking the fight to the enemy.  Sarkrith Spelleater levels count as and stack with Fighter levels for purpose of qualifying for bonus feats. In addition the  Sarkrith Spelleater gains an enanchment bonus to Dex and Int equal to 1/3 HD (minimum +1) and  SR equal to 11+HD. Int gained from this ability retroactively grants Skill Points to the Sarkrith Spelleater, and it may use Int instead of Cha for Bluff, Diplomacy, Gather Information and Intimidate.

Ability Score Increase:The Sarkrith Spelleater gains +1 Str and +1 Con at every level but first, for a total of +12 Str and +12 Con at 13th level.

Spell Absorption: At 2nd level any time a  sepll fails to beat a Spelleater's Spell Resistance, the Spelleater gains Hit Points equal to the level of the spell. These hit points first heal damage that the spelleater has taken. Extra hit points are treated as temporary hit points, and expire after 1 minute

Sharp Scent: At 2nd level the  Sarkrith Spelleater ignores all cover (but not total cover) and concealment(including all forms of invisibility and total concealment) from enemies inside its Scent range.

Dispelling Ray: At 3rd level the  Sarkrith Spelleater can generate a ray as a standard action that cancels magical effects on anything it touches at will. It has infinite range and and hits as a ranged touch attack, producing a targeted Greater Dispel Magic with CL=HD+Int mod, no limit.

Greater Spell Absorption: At 4th level the  Sarkrith Spelleater heals double HP from spells that fail to penetrate its spell resistance,  plus whenver this happens, it heals one ill condition with a duration other than instanteous or permanent on itself.

Cold Sniper:At 4th level as a swift action the Sarkrith Spelleater for 1 round can ignore adverse wind conditions when using a bow, even magic ones such as wind wall, plus it adds its Int mod to bow damage rolls.

Dispelling Blast: Such is the hate of magic of a Sarkrith Spelleater that it can shut magic down anywhere it can see with its sheer force of will. At 5th level once per hour per 5 HD, a  Sarkrith Spelleater can produce an area Greater Dispel Magic with CL=HD+Int mod as a move or swift action, no level cap.
 
Growth: At 5th level the  Sarkrith Spelleater grows a size category. In addition it can now craft Pure Metal gear for itself at the same cost as if it was still medium sized, but such customized gear is only good for its own body.


Outsmart the Witch: Altough they specialize in tactics,  Sarkrith Spelleaters know well that casters pose a significant threat and learn special tecniques to counter them. At 5th, 8th and 11th level pick one of the following abilities.

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Bonus Feat: At 6th and 12th level the  Sarkrith Spelleater gains a bonus feat it qualifies for as a fighter.

Fast Dispelling Ray: At 7th level the  Sarkrith Spelleater can use Dispelling Ray as a move action.

Mask Presence: Thanks to their cold blood and logic, a veteran Sarkrith Spelleater knows how to evade senses that have been “automatized” by magic. At 9th level 1/day per 3 HD as an immediate action the  Sarkrith Spelleater can render itself completely undetectable to creatures whitout Int score, under any kind of charm/dominate/command or/and summoned/called creatures.  In addition it doesn't trigger magic traps, Alarm/Symbol spells and similar while this is active. This lasts for 1 hour.

Tactical Focus: When a  Sarkrith Spelleater engages a target in any kind of activity, it gains a cumulative +2 to Skill checks and ability score checks against that same target for each extra round engaged with it. When it chooses to focus on another target it automatically loses this bonus. But it can spend any amount of time between two engagements while retaining Tactical Focus, as long as both engagements are against the same target.

Last Word: Sarkith Spelleaters have connections everywhere and plan multiple steps ahead. At 10th level once per hour the Sarkrith Spelleater may use a Pure Reputation ability that normally would take more than one round as a fullround action regardless of the place where they are. In addition if the Sarkith Spelleater would be killed or rendered unable to act but had an use of this ability left, he may activate this ability as a free action, but after that he cannot use it again for 24 hours.

Dispelling Volley: At 11th level the  Sarkrith Spelleater can use Dispelling Ray as an iterative attack, including mixing it with other ranged attacks. It may choose to first fire the one with bigger penalty first as well, so for example if the Sarkrith Spelleater has 11 Bab and +5 Dex bonus, it may fire a Dispelling Ray with a +6 attack bonus followed by two arrows with +16 and +11 attack bonus.

Spell Feast:At 12th level the Sarkrith Spelleater now gains four times as much HP from spell Devour, and it still gains double even if a spell beats or outright ignores its SR. It also now heals two ill condition with a duration other than instanteous or permanent on itself, or one if the spell beats or outright ignores its SR.

Sarkith Diplomat: At 13th level pick one of the following options. Neither can be replicated/copied/stolen by any other class ability, magic or other effect.

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Comments

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« Last Edit: June 02, 2014, 05:43:23 AM by oslecamo »

Offline Raineh Daze

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Re: Sarkrith Spelleater
« Reply #1 on: March 27, 2014, 12:21:08 PM »
Quote
In addition the Sarkrith Spelleater gains a bonus to Nat Armor equal to his Con modifier and is immune to the Blindness and scent-nullification of Pure Silver artifactwork armor. All of its abilities are Ex

If nothing else, that's a highly specific thing to be immune to, and given the cost and level requirements seems a bit weird for a first level ability. O_o

So... two good saves, they autosucceed on saves against magic, full BAB, 8+Int skillpoints, stat bonuses, a free feat, even MORE skillpoints, lots of magic dispelling, and they can make pure metal stuff for cheap despite being large.
« Last Edit: March 27, 2014, 12:25:32 PM by Raineh Daze »

Offline phaedrusxy

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Re: Sarkrith Spelleater
« Reply #2 on: March 27, 2014, 12:38:28 PM »
I don't think they autosucceed, they just can't choose to autofail, against magic.

The whole thing about a creature gaining the Vow of Magic Hate thing for even reading their mind seems a bit crazy, though... It should at least allow a saving throw and/or have a means of removal (remove curse, Modify Memory, etc).
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Offline oslecamo

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Re: Sarkrith Spelleater
« Reply #3 on: March 27, 2014, 12:50:30 PM »
Sarkrith Thanes also have that immunity to pure Silver, keeping the racial theme.

And yeah, they don't auto-succeed, they just can't choose to auto-fail.

Removed the mind reading part of Vow of Magic Hate,because it's more superficial. Not gonna add a way to remove it for the others, because damnit, Sarkriths don't go around casting spells, even if they happen to be actually polymorphed wizards. Specially if they happen to be polymorphed wizards.

Offline FireInTheSky

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Re: Sarkrith Spelleater
« Reply #4 on: June 02, 2014, 12:40:59 AM »
Ability Score Increase:The Sarkrith Spelleater gains +1 Str and +1 Con at every level but first, for a total of +10 Str and +10 Con at 11th level.
The class is 13 levels long. (The Thane is 11.)

Quote
Sarkrith Body:...In addition the Sarkrith Spelleater gains a bonus to Nat Armor equal to his Con modifier and is immune to the Blindness and scent-nullification of Pure Silver artifactwork armor. All of its abilities are Ex.

...

Growth: At 5th level the  Sarkrith Spelleater grows a size category. In addition it can now craft Pure Metal gear for itself at the same cost as if it was still medium sized, but such customized gear is only good for its own body.
I guess you're assuming anyone looking at the class will know about Pure Crafting, since you don't ever actually link to it in here?

Offline oslecamo

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Re: Sarkrith Spelleater
« Reply #5 on: June 02, 2014, 05:44:05 AM »
Fixed ability score typo, added Pure Crafting link.