Author Topic: Septette for the Dead  (Read 24679 times)

Offline oslecamo

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Septette for the Dead
« on: February 11, 2013, 05:54:13 PM »
Septette for the Dead

"A skilled hawk does not show its claws... "-Remilia Scarlet, Septette for the Dead mistress

Among the predators of the night, none can claim to be more efficient or more discrete than a vampire.
Mixing in among the living since the dawn of times, hiding in plain sight in the middle of their own preys, they feast upon fresh blood and then still mix in with the local high society. Cheating both heaven and hell a vampire is an eternal being that retains her youth and power at the cost of lesser beings.

Of course, this also means that vampires have been shaping the fate of the living since times immemorial. Rising to important positions, gathering powerful servants, a vampire's true nature goes far beyond  her simple superior physical prowess and undead qualities.

Septette for the Dead is a discipline developed by vampires over countless centuries, perhaps millenia, in order to refine their abilities of corruption, blood sucking and fate manipulation. No initial master is confirmed, but most vampires will recognize the "just 500 years old " Remilia Scarlet as a key contributor to this discipline, refining, polishing and teaching many tecniques herself. Even many living have managed to dabble on this discipline since then, altough only when one is willing to drink their own kind's blood for power can they unlock the true power of the Septette for the Dead.

An Eternal Royal may swap Border of Life for Septette for the Dead.

Key Skill: Disguise. A child that's over 500 years old. An undead that can flawlessly mix in with the living. Septette for the Dead is based on disguising one's true nature.
Discipline Weapons: unarmed strike, Slam, dagger, spear, shortspear, greatspear, javelin, spiked chain.

New Feats
(click to show/hide)

(click to show/hide)

1st level


Vampire Claw: Strike– Bloody slash.
Night Dance: Counter-trying to stop you only makes you come closer.
Ceiling Fear:Boost-make them afraid.
Heaven's Punishment "Star of David": Strike– Corrupted hexagram boosts your attack.
Servant Flier:Stance-Winged familiar does your dirty work.

2nd level
Vampire Kiss: Strike–quickly satisfy your hungers.
Critical "Heart Break":Strike–Impale your opponent at range.
Scarlet Sign "Red the Nightless Castle": Counter–Crimson tower punishes your opponents.
Bat Sign"Vampire's Web"  :Boost–Split yourself into a bat swarm.


3rd level
Dark Sign "Scarlet Netherworld": Strike– Rain of blood.
Scarlet Sign "Bloody Magic Square":Stance-Fill the battlefield with crimson.
Night Sign "Bombard Night" :Strike- charge knocks down your enemies.
Stigmanizer :Boost-Cross of blood to smite your enemies.

4th level

Curse "Curse of Vlad Tepes":Strike– Bestow impalement
Millennium Vampire: Boost– Recklessly feed in your enemies.
Destiny "Miserable Fate" :Strike– chains bring your opponent's doom.
Midnight Sign "Demon King Cradle":Boost-Deliver death from above.


5th level
Scarlet Sign "Scarlet Shoot":Strike- blast of blood.
Chain Gang : Counter- Link yourself to an opponent trying to escape.
Demon Lord Walk :Boost-Aproach so fast they don't see you coming.
"Red Magic":Strike-Acquire mystical powers trough blood.

6th level
Divine Punishment "Young Demon Lord":Counter-unleash spawn of the abyss against those who oppose you.
Hell Sign "Mountain of a Thousand Needles":Boost– Multiply projectile.
Devil Sign "All the World in Nightmare": Stance– Corrupt yourself and those around you.
Scarlet Magic "Scarlet Devil":Strike- Unleash spawn of the 9 Hells against your prey.

7th level
Archdemon "Remilia Stretch"-Boost-Channel the power of hell.
God Art "Vampire Illusion": Strike– Bloody facade.
Demon's Dinner Fork :Strike-hail of pointy things.


8th level

Midnight King "Dracula Cradle":Boost-Reckless aerial assault.
God Devil "Remilia Stoker": Stance–Unholy manipulator of fate.
Scarlet Sign "Scarlet Meister": Strike- Make them bow to your power.
Divine Spear "Spear the Gungnir":Strike- thrown attack pierces all.


9th level
Scarlet Moon:Stance– Crimson night sky.
Scarlet Destiny:Strike- It can only end in blood.
« Last Edit: October 28, 2017, 09:06:44 AM by oslecamo »

Offline oslecamo

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Re: Septette for the Dead
« Reply #1 on: February 11, 2013, 05:57:01 PM »
Maneuvers explanations:
(click to show/hide)
« Last Edit: December 11, 2018, 01:36:05 AM by oslecamo »

Offline oslecamo

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Re: Septette for the Dead
« Reply #2 on: February 11, 2013, 05:57:55 PM »
Reserved.

Offline oslecamo

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Re: Septette for the Dead
« Reply #3 on: February 11, 2013, 05:59:06 PM »
And here's Remi. Images to come later as I have the time, but the crunch should all be there.

Offline Raineh Daze

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Re: Septette for the Dead
« Reply #4 on: February 12, 2013, 09:22:16 AM »
You know, if you combine this with Lunatic Lancer, I think the feat you've got planned for this would be less-than-stellar. Also doesn't really fit the name--Light Eater = weapons?

You have two things named Night Sign "Bombard Night".

Is Miserable Fate's final buffed effect (can't be brought back) supposed to only be available post-level 20, or is that a result of changing HD to IL at some point? Same with Young Demon Lord and Scarlet Devil (it confuses me that you've made that Outsider-summoning too. @_@).

Does Red Magic only work if you're a vampire, or would the 'gives blood charges' effects count?

God Devil doesn't mention if you can only reroll once or not. The blood charges thing also seems kind of an awkward number. You get to spend 6 points at level 7 (assuming vampire comes somewhere before that), 12 at 15, and 18 at 9--for a +3 bonus? Something about those numbers just seems a bit... off. Hm.

Divine Spear seems better than Scarlet Destiny to me (also--the writeup for the spear needs clarifying; you mention a basic attack but then call it a thrown weapon), with the whole 'can't be restored' and 'bonus equal to' thing. Scarlet Destiny just seems better protected.

Some other stuff--the last way to gain blood points seems to be a 4th level maneuver, and I'm wondering if Scarlet Moon or something should give a way to recover them--and Red Magic currently has no way to get rid of memorised spells if you want to free space for others.

Offline gadeschaos

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Re: Septette for the Dead
« Reply #5 on: February 12, 2013, 09:33:07 AM »
Quote
Scarlet Sign "Red the Nightless Castle"

Is the area of cover/concealment centered on you or from the victim that spilled blood? Just to clarify, since the area is still pretty big.
Also, is the damage untyped, so no resistance/DR to diminish it?

Offline oslecamo

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Re: Septette for the Dead
« Reply #6 on: February 12, 2013, 10:32:47 AM »
You know, if you combine this with Lunatic Lancer, I think the feat you've got planned for this would be less-than-stellar. Also doesn't really fit the name--Light Eater = weapons?
Light Eater for now only increases your ability to gain blood charges. Extra energy lances would be another feat, and it would be intentended to work with the maneuvers that allow you to throw multiple prjectiles at once.

You have two things named Night Sign "Bombard Night".
Fixed.

Is Miserable Fate's final buffed effect (can't be brought back) supposed to only be available post-level 20, or is that a result of changing HD to IL at some point? Same with Young Demon Lord and Scarlet Devil
Changed back blood charges limit to HD and put a clause against bard musi/bloodlines cheese

(it confuses me that you've made that Outsider-summoning too. @_@).
Turns out Remilia is quite adept at summoning both devils and demons from the material I readed. An interesting aspect of her is how she combines aspects from all her main servants (Mei Ling's physical prowess, Patchoulli's magic and Sakuya's refinement/knive rains)

Does Red Magic only work if you're a vampire, or would the 'gives blood charges' effects count?
Yes and you can even just get someone immobilized and drink the old fashioned way if you're not a vampire.

Also added option of spending blood charges for extra CL/DC.

God Devil doesn't mention if you can only reroll once or not. The blood charges thing also seems kind of an awkward number. You get to spend 6 points at level 7 (assuming vampire comes somewhere before that), 12 at 15, and 18 at 9--for a +3 bonus? Something about those numbers just seems a bit... off. Hm.
Again, changed back the limit to HD to smooth up the numbers.

Divine Spear seems better than Scarlet Destiny to me (also--the writeup for the spear needs clarifying; you mention a basic attack but then call it a thrown weapon), with the whole 'can't be restored' and 'bonus equal to' thing. Scarlet Destiny just seems better protected.

Some other stuff--the last way to gain blood points seems to be a 4th level maneuver, and I'm wondering if Scarlet Moon or something should give a way to recover them--and Red Magic currently has no way to get rid of memorised spells if you want to free space for others.
Clarified Divine Spear, Scarlet Destiny and Dinner Fork now grant blood charges. Also Scarlet Destiny has the extra advantage of anti-immediate actions and more damage if your target makes the save, but added the "can't come back" clause anyway. Red magic already had a 12 hour ritual option to forget old spells.

Quote
Scarlet Sign "Red the Nightless Castle"

Is the area of cover/concealment centered on you or from the victim that spilled blood? Just to clarify, since the area is still pretty big.
Also, is the damage untyped, so no resistance/DR to diminish it?
Centered on you. And yes untyped damage.

And yes, untyped damage.

Offline Raineh Daze

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Re: Septette for the Dead
« Reply #7 on: February 12, 2013, 10:54:34 AM »
Must have missed the ritual option. Sorry. XD

Offline ketaro

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Re: Septette for the Dead
« Reply #8 on: February 21, 2013, 12:04:15 AM »
Quote
Critical "Heart Break":
Septette for the Dead (Strike)
Level: Eternal Royal 2
Initiation Action: Fullround action
Range: As thrown weapon
Duration: See text
Save: 12+Cha mod

As part of this maneuver perform a basic ranged thrown attack with a dagger/shortspear/spear/javelin that ignores any adverse wind conditions, even magic ones like wind wall.
If you hit you deal extra damage equal to your ranks in disguise and automatically threatens a critical.
If your confirm the critical your opponent must suceed on a Fort save or be pushed back 5 feet for each point they fail their save and then knocked prone.
Either way the enemy is left bleeding at the rate of 1 HP per second, leaving a clear trail of blood behind until they spend a fullround action to remove the projectile.
Flying enemies hit by this maneuver instantly drop to the ground.
For each blood charge you spend when using this maneuver the range increment of the thrown weapon you use increases by 5 feet.
For each two blood charges you spend when using this maneuver its DC increases by 1.

In combat that would be 6 hp a round. Is that right? Just seemed like a lot for a 2nd level maneuver.

I didn't realize that this school linked back to your improved vampire stuff which with the levels being spent on that you would be behind a bit in class level to other characters if in a party, so that much bleed per round doesn't sound as high to me. Also I hadn't really finished reading the rest of the maneuvers and seeing just how much power this school has  :D

All I really have to say then is that the maneuver Bat "Vampire's Web" sounds weird. Like a word was missing >.>

(Sorry, newbie here, but long time fan of your ToBhou stuff)
« Last Edit: February 21, 2013, 12:43:18 AM by ketaro »

Offline oslecamo

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Re: Septette for the Dead
« Reply #9 on: February 21, 2013, 05:36:40 PM »
Heh, that's the original name. Anyone has sugestions for something with a better sound?

Offline ketaro

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Re: Septette for the Dead
« Reply #10 on: February 23, 2013, 05:21:42 AM »
I think just adding "Sign" after "Bat" would make it sound a lot better. Bat Sign?

Offline oslecamo

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Re: Septette for the Dead
« Reply #11 on: February 28, 2013, 04:09:03 PM »
Good idea, done.

Offline Raineh Daze

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Re: Septette for the Dead
« Reply #12 on: March 06, 2013, 02:25:48 PM »
I've noticed that, despite this being one of the Eternal Royal schools, its required skill isn't a class skill. Umm... am I missing something? :huh

Disguise is even one of the options for Royal Elegance...


Been added in, I see.
« Last Edit: March 07, 2013, 05:13:38 AM by Raineh Daze »

Offline Raineh Daze

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Re: Septette for the Dead
« Reply #13 on: August 25, 2013, 01:10:27 PM »
Quote
Insert here something to make discipline weapons out of energy and using parasols to block sunlight.

Had any ideas for that? It would certainly work as a substitute for Lunatic Lancer's Cleave requirement, I presume. :lmao

Offline oslecamo

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Re: Septette for the Dead
« Reply #14 on: August 26, 2013, 12:42:27 PM »
Added World in Crimson feat, and improved Light Eater to also have the parasol option. Now just the tactical feat to do.

Offline Raineh Daze

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Re: Septette for the Dead
« Reply #15 on: August 26, 2013, 01:00:37 PM »
Quote
If you're a fully fledged Vampire Lord, then those penalties are halved while you're under the frilled parasol.

Does this mean if you have all three levels or just the one?

And can you still use supernatural abilities in this case?

Offline oslecamo

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Re: Septette for the Dead
« Reply #16 on: August 26, 2013, 05:02:07 PM »
Full three levels.

And added the supernatural powers limitation. Geting full vampire lord with that feat however will allow you to use supernatural powers while under sunlight.

Offline Raineh Daze

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Re: Septette for the Dead
« Reply #17 on: August 26, 2013, 05:03:43 PM »
Full three levels.

And added the supernatural powers limitation. Geting full vampire lord with that feat however will allow you to use supernatural powers while under sunlight.

... you can still use Septette for the Dead stuff under there, right? XD

Offline oslecamo

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Re: Septette for the Dead
« Reply #18 on: August 26, 2013, 06:47:39 PM »
Well, since I didn't add the supernatural clause, then yes, the maneuvers are Ex and thus work just fine. :p

Offline Raineh Daze

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Re: Septette for the Dead
« Reply #19 on: September 10, 2013, 11:23:59 AM »
So... yeah, I guess we need to work out which of these things are supernatural, and which are ex? All the summoning and creepy red light and curse replication have got to be (su).

I was wondering if anything, when buffed with Blood Charges, should automatically count.