Author Topic: Silver Wight [Ascent Into The Light]  (Read 1729 times)

Offline Shadowknight12

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Silver Wight [Ascent Into The Light]
« on: November 13, 2012, 11:19:52 PM »
SILVER WIGHT

   
"Taken by fire, taken by stake,
Taken by torture and taken by rake.
Child of pain, child of silver,
Death could not take thy fervour.
Rise again, in the night,
And guard the living till the morning light."

-Old nursery rhyme.


A silver wight is, first and foremost, a martyr. Tortured and killed for its beliefs, a silver wight is empowered (by a higher power or by its own inner strength) to return from the grave as a second chance to fight for what it believes in. Silver wights are warriors, masters of arms and amour, even if they weren't that way in life. The martyrdom the silver wight went through awakened many different abilities, and gave it an innate understanding of how to don armour and take up arms for its cause. Not all silver wights are kind-hearted, as it's entirely possible to martyr oneself for vile or amoral causes.

It is not necessary for any would-be silver wight to be martyred for religious, political or ideological reasons. Any living creature unfairly tortured and killed for some harmless intrinsic quality (such as their gender, race, orientation, preferences, lifestyle and the like) commonly rises as a silver wight.

The "silver" in their name comes not only from their external appearance, but from the concept of silver as a pure metal, and from its properties to keep disease and befouling agents at bay. Silver-touched creatures, like the silver wight, are creatures whose purpose and goals are clear, whose minds are focused, whose bodies and powers are pure and untainted, and whose personalities are transparent and straightforward. Of course, not all silver wights are alike, and many can have complex and confusing personalities, or some manner of "taint" (using the term as broadly as possible), unfocused minds or unclear goals. The archetypical silver wight, a radiant warrior of purity with a straightforward personality and focused goals, is more myth than reality, and most silver wights only resemble such ideal superficially or in moderate ways.

Silver wights often look like a purer version of what they looked like in life, with a distinct silvery sheen to their skin, hair or eyes (and sometimes to all three). Many legends depict silver wights as "tragically beautiful" or "of such handsomeness that it brings tears to the eyes" (though this is likely to be exaggeration, it's entirely possible for some silver wights to indeed look that way). The state of decomposition of a silver wight varies greatly. Most of them are perfectly preserved and utterly indistinguishable from a living being at first sight (only the coldness of their skin or their absence of breathing gives them away as Undead), while others may take on diverse degrees of decomposition. It's somewhat common for silver wights to bear some or all of the physical stigma of the torture and death they received in their martyrdom.

Silver wights adventure for a great variety of reasons. Some may seek revenge on those who tortured and killed them, others may seek to protect others from suffering the same fate, some may take up a quest to overturn the system that enabled their deaths to happen, while others might use their second lease in life to join others in their quests or simply to see the world and do all the things their death put an abrupt halt to.


MAKING A SILVER WIGHT

Abilities: The most important abilities for a silver wight are Strength and Charisma, since they're used for most of their class skills and class features. Dexterity is always useful, since it benefits their AC and Initiative. Wisdom comes close, for the remainder of the silver wight's class skills.
Races: Any.
Alignment: Any.
Starting Gold: 10d4x10 (250).
Starting Age: Any.


Class Skills
The Silver Wight's class skills (and the key ability for each skill) are Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Gather Information(Cha), Handle Animal(Cha), Heal(Wis), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge(Dungeoneering, Geography, History, Local, Nobility and Royalty and Religion)(Int), Listen(Wis), Move Silently(Dex), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex) and Use Rope(Dex).
Skill Points at 1st Level: (6 + Int)x4.
Skill Points at Each Additional Level: 6 + Int.

Hit Dice: d12




Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+0+2Silver Wight Body, Martyrdom, Silver Touch, Mark of the Martyr, Fatal Flaw.
2nd+2+3+0+3Shield Other, Martyr's Call, Strength of the Martyr I, +1 Str.
3rd+3+3+1+3Martyr's Fortitude I, Flesh of Silver, Mettle, Aura of Menace.
4th+4+4+1+4Mark of Pain, Improved Shield Other, Strength of the Martyr II, +1 Str.
5th+5+4+1+4Silver Flight, Martyr's Fortitude II, Blessing of the Martyr.
6th+6/+1+5+2+5Energy Drain, Silver Sacrifice, Strength of the Martyr III, +1 Str.
7th+7/+2+5+2+5Martyr's Fortitude III, Mark of Strength, Vigour of the Sufferer.
8th+8/+3+6+2+6Improved Mettle, Strength of the Martyr IV, Silver Grace, +1 Str.
9th+9/+4+6+3+6Martyr's Fortitude IV, Improved Energy Drain, Silver Oath.
10th+10/+5+7+3+7Strength of the Martyr V, True Sacrifice, Exalted Martyrdom.


Weapon and Armor Proficiencies: The silver wight is proficient with simple and martial weapons. They are proficient with all types of armour and shields.

Silver Wight Body (Ex): The Silver Wight loses all racial traits it had previously and gains the following racial traits: Revised Undead Type (see below), Medium size, a base speed of 30 feet, a Slam attack that deals 1d6+Str damage, Common as an automatic language and any non-secret languages as bonus languages for high Intelligence.

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Martyrdom (Ex): What a silver wight has endured before death shapes them. At 1st level, a silver wight chooses what kind of martyrdom it experienced.

Death By Flames: Burned at the stake, boiled alive or cooked in the brazen bull, the silver wights who died by the flames are well used to heat. They gain Resistance to Fire equal to their HD.
Death By Water: Drowned, forced to walk the plank or cast into the waters to die of hypothermia, the silver wights who died by the water are well used to the mercilessness of the sea. They gain Resistance to Water damage equal to their HD, the Aquatic subtype and a Swim speed of 30 feet.
Death By Wind: Defenestrated, thrown off cliffs or other great heights, the silver wights who died by wind are well used to gravity. They gain Resistance to Wind damage equal to their HD, they are constantly under a Feather Fall effect, they are immune to any gravity effect, such as Reverse Gravity, and instinctively find the most advantageous way of moving in planes or locations with unusual gravity.
Death By Stone: Stoned, buried alive, crushed by rocks or immured, the silver wights who died by stone are well used to the solidity of rock. They gain Resistance to Earth damage equal to their HD and a bonus equal to 1/2 their HD on ability checks made to resist being bull rushed, moved, pushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Death By Exsanguination: Impaled, flayed, beheaded, stabbed, battered, drawn and quartered or devoured by beasts, the silver wights who died of exsanguination are well used to losing blood. They gain DR/Bludgeoning equal to their HD.
Death By Strangulation: Hung, garrotted, strangled or suffocated, the silver wights who died of strangulation are well used to being restrained and silenced. They gain Resistance to Force damage equal to their HD and a bonus equal to their HD to Escape Artist checks to escape from bindings.
Death By Exposure: Abandoned or tied in the open to die of thirst, hunger and hypothermia, the silver wights who died of exposure are well used to the chill. They gain Resistance to Cold equal to their HD.
Death By Poison: Submerged in or force-fed acid, poison or venom, the silver wights who died by poison are used to corrosion and toxicity. They gain Resistance to Acid equal to their HD.
Death By Storm: Electrocuted in a chair, blasted by electrical spells or tied to a lightning rod, the silver wights who died by storm are used to the touch of lightning. They gain Resistance to Electricity equal to their HD.

Silver Touch (Su): The silver wight's natural weapons and unarmed attacks count as magical and silver for the purposes of overcoming Damage Reduction. Furthermore, if the silver wight is holding a magical weapon (+1 enhancement or better), it can take a full-round action that does not provoke attacks of opportunity to give the weapon a silvery sheen and make it count as silver for the purposes of overcoming Damage Reduction. The silvery sheen lasts for as long as the silver wight wields the weapon in its hand(s). Dropping the weapon causes it to lose the property immediately. Thrown weapons only lose the property after they've dealt damage to their target. This silvery sheen does not impose a penalty to damage as the Alchemical Silver special material does.

Mark of the Martyr (Su): The silver wight is adept at marking its opponents to control the battlefield. At will, the silver wight may place a Mark of the Martyr on an adjacent target. A Mark of the Martyr is visible to all (and unique to each individual silver wight) and lasts for a number of rounds equal to the silver wight's HD. Marking an opponent is a swift action that does not provoke attacks of opportunity. The silver wight may have one Mark of the Martyr active for every 4 HD (marking a new target removes the oldest active mark from an opponent). Each Mark of the Martyr has a different effect depending on the silver wight's martyrdom. They trigger every time the Marked target spends an action to move away from the silver wight. An enemy affected by a Mark of Pain cannot be marked by a Mark of the Martyr.

Death By Flames: The Marked target takes 1d8 fire damage for every 2 HD the silver wight possesses.
Death By Water: The Marked target takes 1d6 water damage for every 2 HD the silver wight possesses.
Death By Wind: The Marked target takes 1d6 wind damage for every 2 HD the silver wight possesses.
Death By Stone: The Marked target takes 1d6 earth damage for every 2 HD the silver wight possesses.
Death By Exsanguination: The Marked target takes 1d4 damage for every 2 HD the silver wight possesses.
Death By Strangulation: The Marked target takes 1d4 force damage for every 2 HD the silver wight possesses.
Death By Exposure: The Marked target takes 1d8 cold damage for every 2 HD the silver wight possesses.
Death By Poison: The Marked target takes 1d8 acid damage for every 2 HD the silver wight possesses.
Death By Storm: The Marked target takes 1d8 electricity damage for every 2 HD the silver wight possesses.

Fatal Flaw (Ex): Every silver wight has a fatal flaw: a blind spot that cunning opponents can exploit; a disadvantage that led it to its death. Opponents encountering the silver wight for the first time may roll Sense Motive (DC 20 + the silver wight's HD) in order to discover its Fatal Flaw on a success. Once the opponent is aware of the silver wight's fatal flaw, she enjoys a +5 untyped bonus on any roll or check that directly exploits such a flaw (DM's discretion). If the Sense Motive check fails, the opponent can retry it once the silver wight has gained a level. The silver wight chooses one of the following as its fatal flaw:

Flawed Will: The silver wight is easily compelled and controlled. It takes a penalty to Sense Motive and on saves against Enchantment(Compulsion) effects equal to 1/2 its HD.
Flawed Trust: The silver wight is easily charmed and misled. It takes a penalty to Sense Motive and on saves against Enchantment(Charm) effects equal to 1/2 its HD.
Flawed Soul: The silver wight has a frail, tattered soul. It takes a penalty on saves against effects that target its soul (such as Magic Jar, Trap The Soul, Soul Bind, etc.) equal to 1/2 its HD. Furthermore, it takes the same penalty on saves against positive and negative energy effects.
Flawed Body: The silver wight is slow and clumsy. All its speeds are reduced by 10 feet and it takes a penalty to Balance, Climb, Tumble, Swim, Sleight of Hand, Disable Device, Escape Artist, Hide, Move Silently, Jump, Ride, Open Lock and Perform equal to 1/2 its HD.
Flawed Perception: The silver wight is particularly inattentive and misses key details. It takes a penalty to Initiative, Appraise, Forgery, Sense Motive, Spot, Search, Listen, Disguise, Gather Information and Spellcraft checks equal to 1/2 its HD.
Flawed Speech: The silver wight is socially inept and never seems to say the right thing. It takes a penalty to Bluff, Disguise, Diplomacy, Gather Information, Intimidate, Handle Animal, Perform and Use Magic Device equal to 1/2 its HD. Furthermore, all encountered creatures have their attitudes towards the silver wight worsened by one step.
Flawed Beliefs: The silver wight is easily fooled by the unreal. It takes a penalty to Sense Motive and on saves against Illusion effects equal to 1/2 its HD.
Flawed Heart: The silver wight is easily swayed by emotions. It takes a penalty to saves against emotion effects (such as Rage, Crushing Despair, Confusion, Fear and anything that would be calmed by a Calm Emotions spell) equal to 1/2 its HD. It is also immune to the Calm Emotions spell and any effect that duplicates it.
Flawed Passions: The silver wight is easily swayed by its passions, whether carnal or romantic in nature. It chooses one of the following creature types: Construct, Dragon, Elemental, Fey, Giant, Humanoid, Monstrous Humanoid, Outsider or Undead. Whenever the silver wight would be seduced, distracted, bluffed or enticed by a creature of that type with an Intelligence of at least 8, the silver wight takes a penalty equal to 1/2 its HD to any saves, rolls or checks to resist the creature's advances.

With the DM's permission, the silver wight may choose more than one fatal flaw, exchanging additional fatal flaws for bonus feats. If none of the fatal flaws here appeal to the prospective player, she and the DM can work together creating a new one that is roughly similar to the others in terms of disadvantages imposed on the silver wight.

Shield Other (Sp): Once per day per HD, the silver wight may cast Shield Other as a spell-like ability.

Martyr's Call (Su): A number of times per day equal to the silver wight's HD, as a standard action that does not provoke attacks of opportunity, the silver wight may let out a call that forces all enemies within 100 feet to make a Will save (DC 10 + 1/2 the silver wight's HD + the silver wight's Charisma modifier) or focus their attention on the silver wight (attacking it, moving closer to it, casting spells at it and so on) for a number of rounds equal to the silver wight's HD. This ability does not dictate what the targets may or may not do, simply that if they fail their saves, they must choose the silver wight as the target of all their actions for the duration of the effect. This is an Enchantment(Compulsion)[Mind-Affecting] effect.

Ability Score Increase (Ex): At levels 2nd, 4th, 6th and 8th, the silver wight gains a +1 to Strength, for a total of +4 at level 8th.

Strength of the Martyr (Su) or (Sp): The silver wight uses its martyrdom as a source of strength.


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Martyr's Fortitude (Su): The silver wight uses its martyrdom as a source of resilience and fortitude.

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Flesh of Silver (Ex): The silver wight gains DR/Magic and Adamantine equal to its HD. Silver Wights who follow the martyrdom of Death By Exsanguination instead upgrade their pre-existent DR to DR/Magic and Adamantine and Bludgeoning.

Mettle (Ex): If a silver wight makes a successful Will or Fortitude saving throw that would normally reduce the spell’s effect, it suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability.

Aura of Menace (Ex): The silver wight naturally draws the attention of his enemies. Whenever an enemy within 20 feet wishes to target a creature other than the silver wight with their attacks, they must make a Will save (DC 10 + 1/2 the silver wight's HD + the silver wight's Charisma modifier) to do so. A failure indicates that the enemy must choose the silver wight as the target of its next attack. For the purposes of this ability, spells, special attacks, spell-like, supernatural or extraordinary abilities all count as attacks. This is an Enchantment(Compulsion)[Mind-Affecting] effect.

Mark of Pain (Su): The silver wight is adept at marking its opponents to punish them. At will, the silver wight may place a Mark of Pain on an adjacent target. A Mark of Pain is visible to all (and unique to each individual silver wight) and lasts for a number of rounds equal to the silver wight's HD. Marking an opponent is a swift action that does not provoke attacks of opportunity. The silver wight may have one Mark of Pain active for every 5 HD (marking a new target removes the oldest active mark from an opponent). Each Mark of Pain has a different effect depending on the silver wight's martyrdom. They trigger every time the Marked target ends a turn without taking offensive actions against the silver wight (attacking, casting spells, using special abilities, etc). An enemy affected by a Mark of the Martyr cannot be marked with a Mark of Pain.

Death By Flames: The Marked target takes 1d8 fire damage for every HD the silver wight possesses.
Death By Water: The Marked target takes 1d6 water damage for every HD the silver wight possesses.
Death By Wind: The Marked target takes 1d6 wind damage for every HD the silver wight possesses.
Death By Stone: The Marked target takes 1d6 earth damage for every HD the silver wight possesses.
Death By Exsanguination: The Marked target takes 1d4 damage for every HD the silver wight possesses.
Death By Strangulation: The Marked target takes 1d4 force damage for every HD the silver wight possesses.
Death By Exposure: The Marked target takes 1d8 cold damage for every HD the silver wight possesses.
Death By Poison: The Marked target takes 1d8 acid damage for every HD the silver wight possesses.
Death By Storm: The Marked target takes 1d8 electricity damage for every HD the silver wight possesses.

Improved Shield Other (Ex): The silver wight's Shield Other ability now absorbs 100% of the damage the targets receive and grants the targets a +5 deflection bonus to AC and a +5 resistance bonus to saves.

Silver Flight (Ex): At 5th level, the silver wight gains a Fly speed of 30 feet with perfect manoeuvrability. The silver wight may choose to gain the appearance of wings (of any kind, shape and colour) to accompany this change. If the player so desires it, they can fluff this ability as something entirely mundane, such as the silver wight climbing and jumping masterfully, or gaining such powers of flight from a magic item (that cannot be parted from the silver wight), ordinary wings or some divine blessing.

Blessing of the Martyr (Su): Once per day as a full-round action that provokes attacks of opportunity, the silver wight may transfer all the Martyr's Fortitude abilities it currently has access to to a willing target. The Blessing of the Martyr lasts for a number of minutes equal to the silver wight's HD, but it may be ended earlier by either the target or the silver wight. While the Blessing of the Martyr is active, the silver wight loses access to its Martyr's Fortitude abilities.

Energy Drain (Su): The silver wight is adept at enacting righteous vengeance on its foes. Whenever the silver wight performs a successful attack with its slam or unarmed attacks, it can choose to inflict a negative level on its enemy by spending a use of this ability. Every negative level inflicted using this ability grants the silver wight 5 temporary HP. The Fortitude save to remove the negative level equals 10 + 1/2 the silver wight's HD + the silver wight's Charisma modifier. The number of uses of this ability equals the silver wight's HD.

At 10 HD, the silver wight adds its Charisma modifier, if positive, to its HD to determine the number of uses of this ability.

Silver Sacrifice (Ex): Once per day per HD, as an immediate action that does not provoke attacks of opportunity, the silver wight may intercept an attack, spell or ability meant for an adjacent ally. The silver wight effectively replaces its ally as the target of the attack, spell or ability.

Mark of Strength (Su): The silver wight is adept at marking its allies to aid them. At will, the silver wight may place a Mark of Strength on an adjacent ally. A Mark of Strength is visible to all (and unique to each individual silver wight) and lasts for a number of rounds equal to the silver wight's HD. Marking an ally is a standard action that provokes attacks of opportunity. The silver wight may have one Mark of Strength active for every 4 HD (marking a new target removes the oldest active mark from an ally). Each Mark of Strength has a different effect depending on the silver wight's martyrdom.

Death By Flames: They gain Resistance to Fire equal to 1/2 the silver wight's HD.
Death By Water: They gain Resistance to Water damage equal to 1/2 the silver wight's HD, the Aquatic subtype and a Swim speed of 30 feet.
Death By Wind: They gain Resistance to Wind damage equal to 1/2 the silver wight's HD, they are constantly under a Feather Fall effect, they are immune to any gravity effect, such as Reverse Gravity, and instinctively find the most advantageous way of moving in planes or locations with unusual gravity.
Death By Stone: They gain Resistance to Earth damage equal to 1/2 the silver wight's HD and a bonus equal to 1/4 the silver wight's HD on ability checks made to resist being bull rushed, moved, pushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Death By Exsanguination:They gain DR/Bludgeoning equal to 1/2 the silver wight's HD.
Death By Strangulation: They gain Resistance to Force damage equal to 1/2 the silver wight's HD and a bonus equal to 1/2 the silver wight's HD to Escape Artist checks to escape from bindings.
Death By Exposure: They gain Resistance to Cold equal to 1/2 the silver wight's HD.
Death By Poison: They gain Resistance to Acid equal to 1/2 the silver wight's HD.
Death By Storm: They gain Resistance to Electricity equal to 1/2 the silver wight's HD.

Vigour of the Sufferer (Ex): The silver wight adds its Strength modifier to each HD it gains to calculate HP (this applies retroactively as well).

Improved Mettle (Ex): This ability works like mettle, except that while the silver wight still takes no effect on a successful Will or Fortitude saving throw against attacks and henceforth it takes only a half or partial effect on a failed save.

Silver Grace (Su): The silver wight adds its Strength modifier as a sacred (or profane, player's choice) bonus to saves.

Improved Energy Drain (Ex): The silver wight's Energy Drain ability now inflicts two negative levels instead of one per use of the ability, and may be used with weapon attacks as well.

Silver Oath (Su): The silver wight is sworn to carry on with its cause at all costs. Once per day, when the silver wight reaches 0 HP or runs the risk of being destroyed, it may make a single Fortitude save (DC 15 + the silver wight's HD) to avoid its fate. If it succeeds on the save, it is instead reduced to 1 HP and Staggered for 1d4 rounds. If it succeeds on the save by more than 5 points, it is Staggered for only 1 round.

True Sacrifice (Su): Once per day, the silver wight may take the place of an ally within 100 feet that would die or be destroyed. The ally is instantly affected by a Heal or Harm spell (whichever is beneficial to her) as if cast by a 20th level cleric, and the silver wight dies or is destroyed in its ally's place. This occurrence triggers the silver wight's Silver Oath ability if it wasn't already used in that day.

Exalted Martyrdom (Su): Once per day per HD, as a full-round action that provokes attacks of opportunity, a silver wight may touch a willing ally and transfer to itself damage and any harmful conditions or effects. The silver wight may not take any beneficial conditions or effects, or any condition or effect that it's immune to. The silver wight may take any amount of damage from an ally, so long as it does not exceed its maximum HP - 1 (leaving the silver wight at 1 HP). Furthermore, the silver wight may transmit any temporary HP it has onto a willing ally with the same ability. Damage transmitted to the silver wight heals the ally in the same amount. Any condition or effect transmitted to the silver wight is cured or removed as if a Miracle or Wish spell had been cast to do so. Any condition or effect that cannot be removed with a Miracle or Wish spell cannot be transferred to the silver wight.



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« Last Edit: November 13, 2012, 11:37:38 PM by Shadowknight12 »