Author Topic: Strat's Thread of Random Crap  (Read 16774 times)

Offline Stratovarius

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Strat's Thread of Random Crap
« on: March 14, 2014, 07:34:55 PM »
Alternate Class Features
Domain Cleric - A different spellcasting method
Non-Spellcasting Ranger - Spellless ranger based around more favoured enemies as a replacement
Swappable Abilities - Pick and choose rages, precision damage, etc.
Truenaming Rebuild - What it says

Feats
A Big Pile - 50+ feats all crammed together
Brew Potion, Reimagined - An attempt to make potions a more useful tool
Fraternal Soul - Incarnum/Wizard casting feat
Shaman's Rites - A three part feat for nature spellcasters
Spell Focus (Descriptor) - Spell Focus added for all spell descriptors.
Two Weapon Fighting - Boosting the power of TWF to make it more useful

Spells
Healing Spells are Necromancy - A movement of the Healing subschool from Conjuration to Necromancy
Capped Spellcasting - Greatly reduces the power of spellcasters.
Stratovarius' Slapping Salmon - Summons Grizzly Bears.
Summon Undead I-IX - Decent undead summoning spells

Other
Wounded Monsters - A way to make damage a little more useful
Crafter's Magic - Idea
Linked Magic - Idea
Leaping Burst Weapons - Elemental attacks on nearby foes
« Last Edit: March 04, 2017, 07:25:57 AM by Stratovarius »

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #1 on: March 14, 2014, 07:35:15 PM »
Domain Cleric

"I learn from all things."
Latnavasa the Bright, Human Domain Cleric

This is a modification to the core cleric class, rather than a new class entirely.

Domain Casting
At level one, replace the cleric's ability to learn spells with this ability.

The cleric does not learn spells like normal. Instead, a starting cleric picks three domains, in addition to the two he would normally have. He may memorize spells from domains granted by this ability in any spell slot, and treats them as if they were normal clerical spells. Beginning at level 3, and every 2nd level thereafter (5, 7, 9, etc.), the domain cleric chooses another domain, and becomes able to cast the spells from it, as described in this ability.

Domains granted by this ability do not grant their domain power, nor do they count for the purposes of prerequisites. The two domains taken normally at first level behave properly. A domain cleric levelling in another class does not learn additional domains.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #2 on: March 14, 2014, 07:35:32 PM »
Non-Spellcasting Ranger

“I walk through the night, comfortable in my woods.”
Bahaba the Brown, Human non-spellcasting ranger

This is a modification to the core ranger class, rather than a new class entirely.

Spell Casting
The ranger does not gain spellcasting as per normal. Instead, at each level when he would have gained a new spell level, he gains a new favoured enemy. At each of these levels, he also gains a single two-weapon fighting feat if he chose that combat style, or a single archery feat if he chose that style. Thus, he replaces each level of spellcasting with a favoured enemy and with a combat style feat.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #3 on: March 14, 2014, 07:35:46 PM »
Brewing Potions, Reimagined

This is a modification to the brew potion feat, rather than a new creation entirely.

Brew Potion
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 15 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Logical Explanation
Currently, Potions are the weakest and least used of any class of item creation. An oft-cited example is the Potion of Cure Serious Wounds when compared to a Healing Belt or a Wand of Cure Light Wounds. The scale and effect of one is fully out of proportion to the other. This is especially noticeable when the action cost of in-combat buffing is taken into account, should a potion actually be used for that purpose. Thus, this adjustment to the cost of the potion is presented as a brief take on correcting the use imbalance between potions and other items. I recognize that it is drastic, but it creates more situations where the usage of a potion has merit in a cost benefit analysis.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #4 on: March 14, 2014, 07:36:31 PM »
Shaman's Rites

A new feat, for nature based spellcasters.

Shaman's Rites
Prerequisite: 3rd level spellcasting, able to cast Summon Nature's Ally V
Benefit: The shaman gains three rites, which he may perform to help and to benefit his allies. Each of these takes 10 minutes to perform, and affects one ally per caster level. All allies must be within 50 ft.
  • Cloaking Mists: By expending a 4th level spell slot, the shaman may protect his allies in deep clouds and dark mists. Each affected ally is surrounded by a fog cloud spell that moves with the target as the target moves, and is not dispelled by wind. Treat the fog cloud spells as if the shaman just cast them.
  • Winds of Fortune: By expending a 5th level spell slot, the shaman may wrap his friends in a swirling, warm, gust, that protects and envelopes them. Any ranged attack against an affected ally is treated as if that attack had passed through a wind wall spell. All allies affected by the winds of fortune gain a +2 luck bonus to attacks, damage, saves and skills. These bonuses, including the wind wall lasts for one round per caster level of the shaman.
  • Friends and Guardians: By expending a 6th level spell slot, the shaman may give to each of his allies a guardian creature, taken from the Summon Nature's Ally V list. Treat those creatures as if the shaman had just summoned them.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #5 on: March 14, 2014, 07:37:37 PM »
Spell Focus (Descriptor)

A new feat, but based on Spell Focus.

Spell Focus (Descriptor)
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Greater Spell Focus (Descriptor)
Prerequisite: Spell Focus (Descriptor) in the chosen descriptor.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select. This bonus stacks with the bonus from Spell Focus (Descriptor).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #6 on: March 14, 2014, 07:37:51 PM »
Two Weapon Fighting

This is an attempt to boost the power and utility of the Two Weapon Fighting style.

Two Weapon Fighting
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. While Two Weapon Fighting, you gain a +2 bonus to damage. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. When you reach 6 BAB, you gain an additional attack with your off-hand at a -5 penalty. Also, all shield bonuses from Two Weapon Fighting are increased by +1 (to +2 and +3 if fighting defensively). The damage bonus from Two Weapon Fighting increase to +4.

Greater Two Weapon Fighting
Prerequisite: Dex 19, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty. all shield bonuses from Two Weapon fighting are increased by +1 (to +3 and +4 if fighting defensively). The damage bonus from Two Weapon Fighting increase to +6. When you reach 16 BAB, you gain an additional attack with your off-hand at a -15 penalty. Also, all shield bonuses from Two Weapon Fighting are increased by +1 (to +4 and +5 if fighting defensively). The damage bonus from Two Weapon Fighting increase to +8.

Logical Explanation
Currently, Two Weapon Fighting is certainly a much weaker style of fighting than THF. This is an attempt to cut down the feat cost while improving the ability.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #7 on: March 14, 2014, 07:38:14 PM »
Healing Spells are Necromancy

This is a modification to the healing subschool.

Healing Subschool
All spells from the healing subschool are moved from the conjuration school to the necromancy school.

Logical Explanation
Healing, prior to the advent of Third Edition, was located in the necromancy school, which was the spell school of life and death, rather than just death, which is how it is currently presented. This change restores the life aspect to the necromancy school, and also prevents illogical situations where Cure and Inflict spells, as well as other paired spells are separated over two distinct spell schools. Also, Conjuration is perhaps the most powerful spell school, regardless of whether it contains the healing subschool, and so will not suffer greatly from the removal of a small aspect of the total whole.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #8 on: March 14, 2014, 07:38:25 PM »
Capped Spellcasting

This is a reworking of the balance of spellcasting.

Capped Spellcasting
All casters can not learn spells above 6th level, except for Wizards, who may learn 7th level spells. All classes continue to gain their spell slots as normal, but these slots may only be filled through the use of metamagic.

Logical Explanation
Every Tier 1 and Tier 2 class is a spellcaster, putting them a full step above any other class in the game, especially in the later levels. This change greatly reduces their late-level power, without damaging their early level power structure. It will, hopefully, reduce all of those upper level classes much more towards their appropriate places in Tier 3. Wizards are given one extra spell level as the pinnacle of spellcasting knowledge, but that is subject to change should the need arise.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #9 on: March 14, 2014, 07:38:38 PM »
Wounded Monsters

This is an alteration of how monsters (and PCs) act when wounded and near death.

Effects
Whenever a creature is wounded below 75% of its maximum hit dice, it is treated as if it had gained one negative level. When it falls below 50%, it is treated as if it had gained a second and was fatigued. Below 25%, treat the creature as having three negative levels and being exhausted. If the creature would gain negative levels that would drop it below level 1, ignore those negative levels. These negative levels do not stack with negative levels gained through other sources.

Logical Explanation
Damaging a creature currently has no real effect on the ability of the creature to fight, resulting in situations where damage is suboptimal unless it is capable of killing a creature within a round or two. This alters the nature of damage such that it results in a penalty that grows with damage dealt, making wounding a more useful tool within the arsenal of DnD. It also results in in-fight healing being more useful, for it can push a creature above a certain threshold.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #10 on: March 14, 2014, 07:38:54 PM »
Crafter's Magic

Another idea that came from a discussion: The turning of crafting magic from a single feat into a long discipline, with benefits that come from each level of choice. The basis is the ToB style ’spell’, where each has a prerequisite of a certain number of the ones preceding it.

Take, for example, the Brew Potion feat. Currently, it can be taken at level 3, and left there, a static item that relies on outside spells for much of the benefit of the item. Now take it and replace it such that it looks like this:

You have entered level 1 of the alchemist’s discipline. You choose the only entry point available: Brew Level 1 Potion. You then choose one of those that has that as a prerequisite, say, perhaps, Steeping Brew, which reads as follows “If you brew the potion for a time period double to what it would normally take, all numeric benefits of the potion increase by 1. Also, the duration of the potion increases by 1 time period (round, minute, hour).”

You’ve putzed around a little bit, and get to, say, level 3 in the alchemist discipline. Now the options available start to have requirements: Stiffening Brew: Requires 2 existing alchemist Brews. Whenever you drink a potion, you gain X/- DR, equal to the level of potion, for one minute.

From here on out, the system behaves much as you would expect, from what is described above. Now, Brew Potion is perhaps the easiest of all the crafting mechanics to turn to this format, but it still provides a useful idea of just how this could be done.

It’s certainly something I’d like to try on an occasion, but currently there is a distinct lack of time.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #11 on: March 14, 2014, 07:39:06 PM »
Linked Magic

This is a very, very, basic skeleton of an idea, but it’s based partly on a conversation I had with another gamer I know yesterday: A system in which the caster class has to form a soul-link, of some form or variety. A series of 10 different links is possible, each of which confers certain benefits and penalties, and each can only allow certain spells to cross along those links.

Up to three rounds can be spent fortifying each link, in which case the effectiveness of the spell increases greatly, in a manner such that something using a two-round link is more than twice as powerful as something using a one round link. In effect, the greater reward is always the one more delayed.

Spells would likely be based upon a seed component, in much the same way as the links, and would not have a uses per day restriction. The inherent restrictions of the casting type would be enough.

Links could be attuned to a racial type, certain area of land, a single creature, an object, and would likely further subdivide into such categories as heart, mind, limbs, and so forth.

I am undecided on whether the process of linking would allow a saving throw, or whether it would involve the expenditure of a swift or a move action for each round of linkage that is to be created.

Spells cast would need to be quite different from the normal array of vancian or psionic magics, and I currently have no idea what form they would take, other than that of seeds, upon which each core is based.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #12 on: March 14, 2014, 07:41:03 PM »
This is a result of a conversation with aftercrescent. And yes, I know it's a little too powerful for a normal level 1 spell.

Quote
Stratovarius's Slapping Salmon
Conjuration (Summoning)
Level: Wizard/Sorcerer 1
Components: V, S
Casting Time: 1 immediate action
Range: 5 ft./level
Target: One Spellcaster
Duration: Instantaneous

You have invented a new and humiliating way of disrupting your opponent's ability to cast and control magic. Any caster struck by this spell takes 1 point of bludgeoning damage and must make a concentration check to retain any spell they are casting, with the DC equal to the normal amount, plus your caster level.

Also, there is a 2% chance per caster level that, one round after this spell has been cast, a large grizzly bear (use Polar Bear stats) appears and mauls the target.

Also, this thread is required reading.
« Last Edit: March 15, 2014, 06:54:21 AM by Stratovarius »

Offline Braininthejar

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Re: Strat's Thread of Random Crap
« Reply #13 on: March 15, 2014, 06:17:35 AM »
I don't think there are stats for a grizzly bear. Should it use polar bear stats?

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #14 on: March 15, 2014, 06:53:47 AM »
Works for me. Thanks for the catch :)

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #15 on: April 12, 2014, 08:22:35 AM »
Leaping Burst Weapons

A replacement for the "X Burst" line of enchantments. Or an alternative to them.

Leaping Burst
Whenever a Leaping Burst weapon strikes a critical hit, it deals damage to the nearest foe not struck equal to the amount the X Burst weapon would normally do.

Area Burst
Whenever an Area Burst weapon strikes a critical hit, it deals damage to all foes within 5 ft per point of enhancement of the weapon equal to the amount the X Burst weapon would normally do.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #16 on: April 18, 2014, 02:05:44 PM »
Carcass Eater



This gore-streaked, four-footed animal seems like a cross between a overlarge rat and a wolf, though even that can’t explain the extraordinary size of its toothy jaws.

Carcass eaters are most often found digging up fresh graves for food or, where opportunity is less available, hunting the night for prey.


Table 1: The Carcass Eater
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will  Dex  Con   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0    +1   +1    Carcass Eater Body, Skills
  2    +2     +3    +3    +0    +2   +2    Blood Frenzy
   
               
Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Carcass eaters attack with their sharp claws and teeth.

Carcass Eater Body
The Carcass Eater loses all other racial traits and is a small sized animal with two claws dealing 1d2 + Strength modifier damage, and one bite dealing 1d4 + Strength modifier damage with a base speed of 30 feet and a burrow speed of 10 feet. It gains a +1 bonus on natural armour, and has scent and low light vision.

Skills
A voidwraith has a +4 racial bonus on Hide checks.

Ability Score Increase
At each level, the Carcass Eater gains a +1 bonus to its Dexterity and Constitution score.

Blood Frenzy (Ex)
A carcass eater that deals damage in combat against a living creature scents blood, which causes it to fly into a frenzy the following round. While in a blood frenzy, a carcass eater gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. Sensing its victim’s death, the carcass eater claws and bites until its opponent is brought to negative hit points, at which time the creature immediately gains an additional bite attack against its fallen foe. This attack automatically hits, dealing 1d4 + Strength modifier points of damage. A carcass eater cannot end its rage voluntarily.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #17 on: April 18, 2014, 02:06:07 PM »
Cinderspawn



This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace.

Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings.


Table 1: The Cinderspawn
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1    Cinderspawn Body, Skills
  2    +1     +0    +0    +3     +2    Charisma Drain
  3    +1     +1    +1    +3     +3    Frostfire Shield, Immunity to Fire, Size Increase
   

Class skills (2 + Int modifier per level):  Craft, Jump, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
A cinderspawn chooses targets carefully, using its mobility to reach vulnerable opponents that might otherwise be protected by comrades.

Cinderspawn Body
The Cinderspawn loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a touch attack dealing 2d6 cold damage and a base speed of 50 feet. It gains a natural armour bonus of +3. It has a -2 penalty to its turn resistance against any creature that can also turn or rebuke elemental creatures.

Ability Score Increase
At each level, the Cinderspawn gains a +1 bonus to its Dexterity score.

Skills
A Cinderspawn has a +8 racial bonus on Jump checks.

Charisma Drain (Su)
Living creatures hit by a cinderspawn’s touch attack must make a DC 15 Fortitude save or take 1d6 points of Charisma drain. (Creatures with the fire subtype take a –4 penalty on this save.) When a cinderspawn drains a victim’s Charisma, it gains 5 temporary hit points, no matter how many points it drains.  These temporary hit points last for up to 1 hour. The save DC is Charisma-based.

Frostfire Shield (Su):
Any creature striking a cinderspawn with a natural attack or a melee weapon (except for reach weapons) takes 1d6 points of cold damage as the cinderspawn drains its body heat. This increase by 1d6 for every 2 hit dice of the cinderspawn.

Immunity to Fire
The Cinderspawn gains the fire subtype, and becomes immune to all fire damage. However, it becomes vulnerable to cold damage, and takes an extra 50% damage from all cold effects.

Size Increase
The Cinderspawn permanently increases its size category to Large, and gains all benefits and penalties thereof.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #18 on: April 18, 2014, 02:06:26 PM »
Crypt Chanter



A lone, wavering figure begins a song. The haunting melody echoes through the air, calling for you to dance. The music makes your soul shrivel, but it also makes you smile. How can something be so awful and so wonderful at the same time?

A crypt chanter’s voice is the perfect horror, at once compelling and dreadful. These undead creatures sometimes appear to be playing spectral viols, flutes, drums, or any other instruments they choose, varying from chanter to chanter.


Table 1: The Crypt Chanter
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Cha   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1    Crypt Chanter Body
  2    +1     +0    +0    +3     +2    Turn Resistance
  3    +1     +1    +1    +3     +3    Draining Melody
  4    +2     +1    +1    +4     +4    Create Spawn
   

Class skills (2 + Int modifier per level):  Craft, Hide, Intimidate, Listen, Perform, Profession, Search, Spot

Requirements:
None
             
Class Features
A crypt chanter’s strength and shield is its music. A crypt chanter seeks to snare its victims with its music, and then drain them of life with the same melody. If threatened, a crypt chanter retreats into a nearby wall or other handy physical barrier.

Crypt Chanter Body
The Crypt Chanter loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with an incorporeal touch attack dealing 1d8 damage with a base speed of 30 feet, and a fly speed of 30 feet (perfect). The crypt chanter is powerless in daylight (see Libris Mortis).

Ability Score Increase
At each level, the Crypt Chanter gains a +1 bonus to its Charisma score.

Incorporeal
At 1st hit dice, the Crypt Chanter can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Crypt Chanter loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the Crypt Chanter, and melee attacks made by the Crypt Chanter against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Crypt Chanter have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Crypt Chanter against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Crypt Chanter is fully affected by the incorporeal subtype as normal.

Turn Resistance
The Crypt chanter gains a +2 bonus to turn resistance.

Draining Melody (Su)
A crypt chanter constantly sings, creating a magically charged allure. All creatures within 60 feet of a crypt chanter must make a DC 13 Will save or stand dazed as long as the music continues. This is a sonic, mind-affecting, compulsion effect. Beginning on the round after becoming dazed, creatures that failed the first saving throw must make a second saving throw (same DC) to avoid being affected as if by the enthrall spell (see page 227 of the Player’s Handbook). Enthralled victims also begin to gain 1d2 negative levels per round while the song continues, as long as they remain within range. If a creature gains a number of negative levels at least equal to its Hit Dice, it dies and becomes a spawn. When a crypt chanter bestows negative levels on a victim, it gains 5 temporary hit points for each negative level bestowed. These temporary hit points last for up to 1 hour. Creatures that successfully save upon hearing a crypt chanter’s music cannot be affected by that crypt chanter’s music again unless the chanter ceases singing for 1 full round (releasing all those it previously held in thrall) and begins a new song. The save DC is Charisma-based.

Create Spawn (Su)
Any humanoid slain by a crypt chanter through its draining melody (see above) becomes a crypt chanter 1d4 rounds later. Spawn are under the command of the crypt chanter that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life. This uses the normal 2 HD per character level limit for controlling undead. Any spawn that cannot be controlled are free willed.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #19 on: April 18, 2014, 02:06:46 PM »
Deathlock



Skeletally thin, this figure wears a dramatic cloak fringed with magical sigils. Its cadaverous eyes sizzle with cursed power, and deadly spells dance on its fingertips.

Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to bring all those they meet into an intimate embrace with death. Only their knowledge of spellcasting remains, though twisted and changed.

Sometimes deathlocks retain a single shred of memory from their former spirits. If the recollection was dear to the spirit that once inhabited the now shriveled and blasted body of the deathlock, the creature usually seeks out the source of that memory, hoping to destroy it, compromise it, or undo the deeds associated with it.

Table 1: The Deathlock
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Deathlock Body, Remembered Magics 
  2    +1     +0    +0    +3     Remembered Magics           
  3    +1     +1    +1    +3     Remembered Magics, Magic Eternal
   

Class skills (2 + Int modifier per level): Concentration (Cha), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)

Requirements:
Special: Must be humanoid or monstrous humanoid
             
Class Features
A deathlock prefers to use its spell-like abilities from a distance, disdaining melee. Thus, it can also use inflict minor wounds to heal itself.

Deathlock Body
The Deathlock loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with one bite natural attack dealing 1d4 + 1.5 Strength modifier damage and a base speed of 30 feet. It gains a +2 bonus on turn resistance, and a +1 bonus on natural armour.

Remembered Magics
At each level of the Deathlock class, the character recalls some small, but increasing, measure of the power that he once had. His caster level is equal to his class level.

At first level, he gains the ability to cast detect magic, inflict minor wounds, and read magic at will.
At second level, he gains the ability to cast cause fear, magic missile, and summon monster I three times a day.
At third level, he gains the ability to cast death knell and ghoul glyph twice a day.

Magic Eternal
If the Deathlock subsequently takes a level in an arcane casting class, his levels in Deathlock stack with the arcane caster class for all casting purposes (caster level, spell slots, spells known).