Homebrewed spells, monsters and PrCs [Updated 9 okt: Some new spells and one monster]

Spells, PrC's and monsters! I was reading Cheiros thread again about some of his brainstorming and homebrewed stuff and I felt the urge again to translate and clean up some of my things and give them a chance to get reviewed here by the people that feel like checking them out.

Some spells have been published since I made them in other sources but with some changes from mine (mostly less powerfull) but for the rest its all pretty much original.

This is just some of the stuff, Ive got loads of custom monsters, spells, items and some PrCs still left in my drawer that need to be typed out and translated to english and if this thread gets some responses I should get to work on those to.

Hope this gives some people something to use in a game or just is a good read for some. It's all casually written and translated in a small hurry so there should be plenty of typos and loopholes to exploit for powergamers with the current wording. Don't be afraid to point them out to me ;).
 
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Some spells from an NPC mage in my current game.

Cercei’s Static Charge
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates a static buildup in the area dealing 1d6 dmg/caster level (max 10d6) to creatures caught within its radius. This spell just harms creatures. This spell can be altered to deal subdual damage instead. The type is selected by the caster upon the moment of casting. Creatures immune to electricity are also immune to the incapacitating effect.

Cercei’s Prismatic Ray
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
This spell causes seven shimmering, intertwined, multicolored beams of light to spring from your hand in a concentrated ray. Each beam has a different power. Creatures struck by the spell with 8 HD or less are automatically blinded for 2d4 rounds. The target creature is randomly struck by one or more beams, which have additional effects.
1d8 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays; roll twice more, ignoring any “8” results.


Cercei’s Synaptic Shock
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round /level
Saving Throw: Fortitude negates, special (see text)
Spell Resistance: Yes
A electrical current overloads the targets synapses causing great pain and interrupts motor functions. This spell deals 2d8 electricity dmg/round + fort save or is stunned and cannot take any actions that round. A succesfull save does not end the spell’s effect but just negates the damage and stun for that round. This spell can be altered to deal subdual damage instead. The type is selected by the caster upon the moment of casting. Creatures immune to electricity are also immune to the incapacitating effect.


Cercei’s Untiring Nourishment
Abjuration
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Self or one creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Subject does not need to eat, drink, breathe or sleep for the duration of the spell’s effect. In addition the target is protected from any hostile nonmagical environmental effects such as lava or strong winds and protected from hostile planar traits.


Cercei’s Plasma Cascade
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One pillar of burning hot plasma / level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
One pillar of burning hot plasma per caster level which deal 1d6 damage per caster level up to a maximum of 15d6. One pillar effects one creature or 5ft square, occupies the same space as the target creature and is up to long range high. This spell damages unattended objects or structures. Pillars can be split up into more numerous but weaker pillars. A 10th level caster can create 10 pillars of 10d6 damage each or for example 5 pillars of 10d6 damage and 10 of 5d6 damage.


Cercei’s Spell Fortifier
Abjuration
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 10 min. / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
All of the spells on the target gain a +4 bonus on the check to resist being dispelled. Against a targeted dispel magic this spell is always checked last. In addition this spell grants a +4 bonus on the check to prevent spells cast by the target to be counterspelled.


Cercei’s Spell Sequencer
Abjuration
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 swift action.
Range: Self
Effect: Alteration of next spell cast
Duration: 1 round /level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
After casting this spell on yourself you can alter one of your spells cast in one of the following ways:
Cannot be counterspelled,
Is cast at a increased casterlevel (1 level per 4 levels of the caster (max +5)),
Automatically succeeds on the casterlevel check against spellresistance,
Automatically counterspells any spell of its level or lower,
Upon completion of casting changes the spell into another spell you have memorized of the same level or lower.
Focus: A tiny ruby matrix worth at least 1000gp.


Cercei’s Powerfull Discharge
Evocation [Electricity]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10 ft diameter line up to medium range
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
A Powerfull Discharge spell is an explosion of burning hot plasma that detonates from your hand with a thundering roar and deals 2d6 points of electricity damage per caster level to every creature within the area. Unattended objects also take this damage. Any creature or unattended object reduced to 0 hitpoints by this spell is totally disintegrated leaving no trace.
The Powerfull Discharge sets fire to combustibles and damages objects in the area. It can melt metals of any kind. If the damage caused to an interposing barrier shatters or breaks through it, the Powerfull Discharge may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. This spell even affects objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
If a creature or object successfully saves against this spell it takes 10d6 damage instead.


Cercei’s Violent Repulsion
Evocation [Force]
Level: Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: 40 ft diameter burst expanding from the caster
Duration: Instantaneous
Saving Throw: Fort partial (see text)
Spell Resistance: Yes
A powerfull wave of force ripples out from the caster pushing creatures away from him. This spell automatically breaks a grapple upon the caster. Creatures that fail their fortsave are automatically pushed back to the outer limit of the effect. In addition, if a Large or smaller creature fails its save against the spells effect it takes 1d6 points of damage for each 10ft. traveled this way and lands prone at the edge of the spells effect. Larger creatures remain unaffected by the damage or prone landing but are still moved. If this spell is cast while the caster is swallowed whole or otherwise trapped in another creature the creature takes 1d8 points of damage per caster level (max 15d8) and the caster is forcefully expelled from its body.


Cercei’s Early Prismatic Experiment
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 immediate action
Range: Close (25t. + 5 ft./2 levels)
Target: one or more creatures
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Up to one target per three levels is surrounded by a primatic shimmer and is immune to all magic and damage for one round. This spell cast be cast as an immediate action to gain its benefit even when it is not your turn.


Cercei’s Arclight Spray
Transmutation
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
A mass of thin, green rays springs forth from your body. Upon casting the caster specifies one type of creature or object (such as: Elves, Lawful Outsiders, weapons, armor, gold or even more specific like greatswords). Any creature or object struck by a ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature or object reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an unspecified target while cast this spell simply disintegrates all unattended objects, structures and walls in range. Thus, the spell disintegrates only part of any very large object or structure targeted. The rays affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Arcane Material Component: A pinch of dust.
Arcane Focus: An emerald prism worth at least 1000gp.


Cercei’s Ion Storm
Evocation [Electricity]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Area: 20 ft radius surrounding the caster
Duration: 1 round /level
Saving Throw: Fortitude half, special (see text)
Spell Resistance: Yes
This spell evokes an immobile cloud of static particles that emanates from the caster at time of casting which damages and incapacitates his enemies and protects him from electricity damage. Anyone entering the area surrounding the caster takes 1d4 damage per casterlevel (max 20d4) with a fortitude save for half damage each round he remains in the area. In addition to the damage anyone within the cloak not immune to electicity who fails his save is also incapacitated for one round and reduced to a single move action for that round. This spell also grants immunity to electricity damage to the caster for the duration of the spell.


Cercei’s Prismatic Eye
Evocation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 multicolored orb
Duration: 1 round /level
Saving Throw: None
Spell Resistance: None
Creates one multicolored orb that stays within 5 ft of the caster and follows at a fly speed of 100ft (perfect) while still being able to fire and at a maximum speed of 400ft in a round without being able to fire its ray. As a move action the caster can direct the eye at its speed to any point within range. If the eye gets out of the spells range it simply disappears and the spell ends. The eye can fire a Prismatic Ray once per round at a target in range at the casters ranged attack bonus. The caster can select the eyes target once per round as a free action. The eye is a tiny construct with AC 18 + the casters int bonus as a deflection modifier to AC and with hitpoints equal to half that of the caster and has his saves.


Cercei’s Sky Call
Evocation [Force]
Level: Sor/Wiz 8
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: one creature or object (100lb/level) per level, no two creatures or objects can be more then 30 ft. apart
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: None
A powerfull force throws your enemies skywards. Targets who fail their save are flung up to a mile into any direction specified by the caster. If the targets are unable to fly they take appropriate falling damage.


Cercei’s Temporary Expulsion
Abjuration
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One ray
Duration: one round /level
Saving Throw: Will negates
Spell Resistance: Yes
A glimmering orange ray springs from your hand. It requires a ranged touch attack to hit your target. If the target is hit by the ray and fails it save it is hurled through the dimensional barrier to a temporary pocket on the astral plane. After the spells duration the target reappears right where it left. If the space is occupied at the moment of return the target reappears at the nearest available space.


Cercei’s Intimidating Presence
Illusion [Glamer]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Self
Effect: Minor visual alterations to the casters appearance
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Grants +4 to the casters intimidate checks and allows the caster to make esthetic changes to his appearance. This spell does not allow to caster to change his appearance into another form then his own or grant a bonus to disguise checks. It is possible though that the caster might for example be mistaken as a firegenasi if he chooses to appear with a paler skin and flaming eyes and hair.


Cercei’s Defensive Matrix
Abjuration
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Short (25ft + 5ft / 2 levels)
Effect: A damage absorbing shield
Duration: 10 min. / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A bright white matrix surrounds the target and absorbs damage. The Defensive Matrix absorbs up to 10 hp worth of damage per level from any source that would have otherwise damaged the target.
Arcane Focus: A clear cut brilliant diamond matrix worth at least 1000gp.


Cercei’s Perimiter
Abjuration
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 30 minutes
Range: Anywhere within the area to be warded
Area: Up to 200 sq. ft./level (S)
Duration: 2 hours/level (D)
Saving Throw: See text
Spell Resistance: See text
This spell covers the warded area in a soft blue glow that seems to emanate from a faint mist. In the warded area no dimensional magic functions such as a shadow-walk spell or even a simple teleport spell. Likewise it is not possible to access the warded area by any extra dimensional means such as by teleportation magic or from the ethereal plane. In addition to this the warded area is impervious to any divination effects used to scry or otherwise reveal things inside the warded area. The whole area is covered in a faint blue mist that blocks sight beyond 60ft and so grants everything further then 60ft away total concealment.
Focus: A small decanter containing mist from the elemental plane of air that has been magically altered by a special ritual.


Cercei’s Spellcell v2.0
Abjuration
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: 1 round / level
Saving Throw: Will negates
Spell Resistance: None
A tangle of bright blue rays made from anti-magic springs forth from your body and launches itself at its target. It requires a ranged touch attack to hit. The rays form a shimmering matrix around its target and affect it with an antimagic aura, which prevents the target from using any of its magical items, casting spells, supernatural or spelllike abilities for the duration of the spell.


Cercei’s Thought Shield
Abjuration
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action.
Range: Personal
Effect: Deflection bonus to armor class
Duration: 1 hour /level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants a deflection bonus to armor class equal to the casters intelligence bonus.
 
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Some demons from my Midnight campaign.

Divraskuhl, the Red Tide
Huge Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 18d8+54 (136 hp)
Initiative: +9 (Improved Initiative)
Speed: 20 ft., swim 90 ft.
Armor Class: 27 (+5 Dex, +14 natural, -2 size), touch 13, flat-footed 22
Base Attack/Grapple: +18/+36
Attack: Slam +28 melee (2d6+15 plus Red Tide)
Full Attack: Slam +28 melee (2d6+15 plus Red Tide)
Space/Reach: 15 ft./15 ft.
Special Attacks: Red Tide, Undertow, Frightful presence, Spell-like abilities, Water Mastery, Drench, Vortex
Special Qualities: DR 20/magic, incomprehensible, outsider traits, immunities (critical hits, mind-affecting effects, stunning), SR 29
Saves: Fort +14, Ref +16, Will +14
Abilities: Str 31, Dex 21, Con 16, Int 20, Wis 17, Cha 16
Skills: Hide +26, Intimidate +24, Knowledge (arcana) +26, Knowledge (the planes) +26, Knowledge (Trackless Sea) +26, Knowledge (Miraleen) +26, Listen +24, Move Silently +26, Search +26, Sense Motive +24, Spellcraft +26, Spot +24, Swim +39
Feats: Cleave, Great Cleave, Improved Initiative, Improved Bullrush, Improved Sunder, Power Attack, Sunder
Challenge Rating: 14

Divraskuhl is approximately 35' in height and weighs 70000 lbs.

On the surface Divraskuhl appears as a surging, frothing wave of thick, red seawater, approximately 35 ft high. Beneath the surface however Divraskuhl is almost like a cloud of ink flowing on the currents, except in daylight or in artificial illumination it can be seen that this cloud is not black, but a deep red. And on land Divraskuhl takes on the appearance of a huge red stained Water Elemental.

Divraskuhl came to Aryth’s seas in the time before years, she was a gentle and caring spirit then still known as Urothannriar that sought to travel all the seas, oceans and rivers of the world and revel in their beauties. Her travels of the world brought her to Aryth where she stumbled upon shrines of the Elthedar that rose from the waters west of a land yet unknown to her. The beauty of the towers, shrines and temples as they glow beneath the sun proved to Urothannriar that there was beauty above the surface of the waters of this world. She rose as a gigantic wave of sapphire beauty that clashed gently against the shores of the small islands.

There it was that she lingered for hundreds of years in silent contemplation with the priesthood of the elthedar and the thousands of pilgrims that came to their shrines in search of clarity and serenity. She provided them with calm weathers and staved of most of the storms and hardship that nature bestowed upon this small archipellago. But not all things of peace and beauty persist, especially not in the world known as Aryth. The Sundering came and fell spirits arose from the depths, awaken by their dark masters fall. The shadow cast by Izrador’s fall was long, and so was the battle for the small islands far from the western coast of Eredane but in the end a large black spirit of storm and tide rose from the depths and washed over the shrines. Urothannriar battled the spirit for a time not longer remembered by tides and wind. In the end the once beautifull islands were wrecked and drawn back to the depths of the ocean from which they had risen when the world was created. With them went their guardian, alone, battered but victorious over her nemesis. But a hollow victory it was, for that which she had fought for was destroyed in the process. And with Urothannriar went the essence of the spirit she had defeated, absorbed into her own in order to quiet the malign spirit for all the ages left to this world so it could not rise again.

In time her spite and her anger at herself for not being able to be to fulfil her duties as a guardian consumed her. Her sane mind spiralled away into the black nothingness that lies at the bottom of the ocean. And there, beneath the crumbling ruins of the shrines her spite nurtured a seed deep in her mind and so Urothannriar fell. Her insane mind mingled with the essence of her once defeated foe and from the depth they, it, or whatever had formed over those millennia in the dark rose, and with it the terrible legend of Divraskuhl, a Red Tide.

Red Tide (Ex): This terrifying ability causes a surging, frothing wave of thick, red seawater to wash over everything in a burst centered on Divraskuhl, 180 feet wide and 24 feet high. All creatures in the area of this red tide which earned Divraskuhl its name and up to and including huge size are immediately knocked prone and must make a Fortitude saving throw (DC 21). Swimming or flying creatures in the area aren't knocked prone, but they suffer a -4 penalty on the Fortitude save.

A creature that makes its Fortitude save against Divraskuhl’s red tide ability is sickened for 1 minute and takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for that time. A creature that fails this saving throw is horribly ruined by the poisonous effects of Divraskuhl’s tainted water. Such creatures are immediately nauseated for 1 minute, and they take 1d6 points of temporary Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 1d6 points of temporary Strength damage. Creatures that are immune to poison are immune to these effects of this red tide.

This tainted water vanishes after a few seconds of turbulence. All open flames in the area are extinguished if they fail a Reflex save; likewise, all creatures with the Fire subtype take 1d6 points of damage per caster level (maximum 20d6, caster level 18), or half with a successful Reflex save. It takes Divraskuhl 1d4+1 rounds to reform itself. During this time Divraskuhl cannot be attacked or be the target of a spell.

Undertow (Ex): With a successful grapple check (grapple bonus +33, including a +5 racial bonus on grapple checks), Divraskuhl may engulf a creature of up to its own size category. Creatures so engulfed face drowning (see the Dungeon Master's Guide, page 85) and take 1 point of wisdom damage per round engulfed. Divraskuhl may eject the engulfed creature at any time. A victim that is still alive when it emerges from the Divraskuhl’s body (whether by escaping the demon's hold or by being ejected) takes an additional 1d6 points of Wisdom damage because of the strain on its sanity that the sensation of drowning in this tainted water produced. Furthermore, the victim creature must make a successful Fortitude save (DC 21) on emerging or be affected by Divraskuhl’s Red Tide ability.

Engulf (Ex): Divraskuhl can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. Divraskuhl merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against Divraskuhl, but anyone who does is not entitled to a saving throw. A creature that does not attempt an attack of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, it is pushed back or aside (opponent's choice) as the mass of red water moves forward. Engulfed creatures are subject to Divraskuhl’s Red Tide ability, wisdom drain (see Divraskuhl’s Undertow ability) and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus and a +4 bonus for the Divraskuhl’s enhanced power.

Frightful Presence (Su): No matter where or to whom Divraskuhl appears, it inspires terror in all who behold its power.
All creatures within 100 feet that have fewer Hit Dice or levels than it has must succeed at a Will save (DC 15) or:
HD-14: become panicked for 4d6 rounds
HD-13: become shaken for 4d6 rounds
A successful save leaves that opponent immune to Divraskuhl’s frightful presence for 24 hours.

Immunities(Ex): Divraskuhl’s alien psychology and physiology make it immune to critical hits, poison, disease, mind-affecting effects and stunning.

Incomprehensible (Ex): Because of Divraskuhl’s now alien mindset, the gurgling language it speaks cannot be understood by any known means. No mundane or magical effect that usually allows verbal communication (including a tongues spell) allows any other creature to understand it. It does appear however that Divraskuhl can understand languages such as the Miransil dialect of Elven, the Traders Tongue, Orcish or even the Black Tongue. Because Divraskuhl is capable of understanding other languages, it is not immune to language-dependent effects.

Water Mastery (Ex): Divraskuhl gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or Divraskuhl is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Divraskuhl can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD).

Drench (Ex): Divraskuhl’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. Divraskuhl can dispel magical fire it touches as greater dispel magic (caster level 18).

Vortex (Ex): Divraskuhl can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 9 rounds. In vortex form, Divraskuhl can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 45 feet wide at the top, and between 10 or 50 feet or more tall. Divraskuhl controls the exact height, but it must be at least 10 feet.

Divraskuhl‘s movement while in vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if Divraskuhl moves into or through the creature’s space.

Creatures one or more size categories smaller than Divraskuhl may take when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 25) when it comes into contact with the vortex or take 2d8 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round and be affected by Divraskuhl’s Red Tide ability. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. Divraskuhl can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

Divraskuhl can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.

If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centerd on Divraskuhl and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including dark vision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 20 + spell level) to cast a spell.
While in vortex form, Divraskuhl cannot make slam attacks and does not threaten the area around it.

Skills: Divraskuhl has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Death of Divraskuhl: If Divraskuhl is slain on land, his essence will seep harmlessly into the soil where his tainted waters will be purged by nature and turn the surrounding lands into a fertile have for plants and plant like creatures. Every plant that exists or will be planted in the future in a 18 mile radius around where Divraskuhl was destroyed will grow at twice its normal growth rate, grow twice as big, crops will produce twice as much harvest and live twice as long.

If Divraskuhl is slain however while in a sea or ocean, it will erupt in a titanic red wave. This wave, 180 miles wide and 60 feet high will race towards the nearest coast as a red tidal wave of unimaginable proportions. Once it reaches the coast the destruction it will unleash shall be on a scale unprecedented for the western Erethor. Everyone caught in this tidal wave much make a Fortitude save DC 21or suffer 2d6 points of temporary constitution loss then and make a secondary Fortitude save a day later or suffer another 2d6 points of temporary constitution loss. Creature immune to poison are also immune to this effect.


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Rashnak the Ravager
Medium Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 5d8 + 10 (35 hp)
Initiative: +10 (+4 Improved Initiative, +6 dex)
Speed: 50’ (10 squares)
Armor Class: 21 (+5 natural, +6 dex), touch 16, flat-footed 15
Base Attack/Grapple: +5/+6
Attack: Claw +11 melee (1d6+5)
Full Attack: 2 claws +11 melee (1d6+1) and bite +6 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Feeding Frenzy.
Special Qualities: Hunger, Stalker, Damage reduction 10/magic, immunity to acid and poison, resistance to fire 5, spell resistance 16, Scent.
Saves: Fort +6, Ref +10, Will +7
Abilities: Str 12, Dex 23, Con 14, Int 13, Wis 16, Cha 14
Skills: Climb +9, Concentration +10, Hide +14, Listen +11, Spot +11, Move Silently +14, Survival +11
Feats: Improved Initiative, Weapon Finesse, Track (B)
Challenge Rating: 5

Rashnak speaks Abyssal.

Rashnak is approximately 5' in height and weighs 80 lbs.

Cursed with an undying hunger Rashnak appears as an Elf of exceptionally small stature and it is this appearance that has led many a Dansil or Elfling to its demise. His hair short and black, his skin smooth and a deep crimson, he stalks the southern jungles of the Erethor. His face eternally contorted in a painful grimace as his undying hunger drives him ever on into the thicket of the Southern Jungles. He prefers to wear no clothes of any sort but occasionally dresses himself in the clothes of a recent victim to lure even more Elves to a gruesome end. Finally, his teeth are a perfect set of oversized white fangs protruding from both jaws. His teeth just to long to fit well in his mouth cause as constant trickle of blood to seep from his mouth as he bites his oversized teeth into the flesh of his own mouth as he bites down in the eternal anguish of hunger.

Spell-like abilities: At will - Ghoul Touch, Invisibility. Caster level 5th.

Hunger (Ex): If Rashnak doesn’t at least consume the corpse of one medium size creature once per day, he suffers a cumulative -1 penalty to attack, damage and saves per day he hasn’t fed. If Rashnak hasn’t fed for at least 10 days he gains a negative level for every day not fed. When the number of negative levels equals Rashnak's total number of hit dice, Rashnak the Ravager is permanently destroyed.

Stalker (Ex): Once Rashnak has caught the scent of a target and he has been tracking his target for over an hour he gains the following benefits: Rashnak can track a target at any speed without suffering any penalties to his survival checks. He also can run for up to a hour per point of constitution before having to make a constitution check or become fatigued while tracking a target.

Feeding frenzy (Su): Rashnak can consume a medium size dead or helpless target in 5 rounds, large in 2 minutes, huge in 4, gargantuan in 8, colossal in 16 minutes, and small corpses as a full round action. Smaller targets then Small size always takes at least a standard action. Rashak regains lost hit points at a rate of 6 hitpoints per consumed HD and after consuming a corpse of at least medium size Rashnak gains 1 extra standard action a round for the duration of 1 round/HD consumed from one creature. (Multiple consumations overlap and do not stack). Hit points gained by use of this ability in excess of his maximum amount of hit points are treated as temporary hit points which fade away after 1 hour per HD of the target consumed. (Multiple consummations overlap and do not stack). A creature who’s corpse has been consumed in Rashnak's feeding frenzy can’t be raised of resurrected. Only a wish or miracle can bring a person consumed this way back to life but even this kind of powerful magic has a 50% chance of failure.

Tactics: Rashnak despises combat. He prefers to feed on the remnants of the fallen left behind by others to avoid any risks to himself. If unable to find any fresh meat he preferably turns himself invisible and uses his Ghoul Touch ability on the weakest looking available target. After successfully paralysing his victim his consumes it with its Feeding Frenzy ability and flees as quickly as he can. If he doesn't feel severely threatened or sees other targets erupt into panic he revels in the horror and comes tearing with its claws after the rest screaming an unearthly high pitched scream.

Death of Rashnak: If Rashnak is slain on the Prime Material plane, his remains will continue to lose an unnatural ammount of blood. If the body is not utterly destroyed by any means the blood will continue to seep into the surroundings for two whole weeks.

After these two weeks, nature itself is violated as the unholy blood seeps into the ground, turns it into a faint crimson and a 360ft radius around his corpse is utterly defiled. Trees twist into unnatural and depraved forms of their original selves and every form of life is mutated by the vile blood that now runs through the land. Every living creature entering this area must succeed at a Will save DC 12 or feel a sudden craving for living flesh and will succumb to this craving in 1d4 rounds and attack the nearest living creature or go in search of one. This effect last for 1 hour.

Every drop of blood spilled onto the defiled ground empowers the return of the Ravager. After 666 points of damage has been dealt in the 360ft radius area, Rashnak the Ravager will rise again from the bloodstained ground to continue his bloody feast.


===========================


Yxbudur’zmutkimdu the Terror in the Walls
Large Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8 + 72 (120hp)
Initiative: +10 ( +10 dex)
Speed: 120' (walk), 120' (climb) (24 squares)
Armor Class: 40 (10 +9 Natural, +10 Dex, +4 dodge, +8 deflection, -1 Size)
Base Attack/Grapple: +6/+25
Attack: Claw +21 melee
Full Attack: 6 claws +21, 1 bite +19
Damage: 2 Primairy claws 1d8 +15, 4 Secondairy claws 1d8 +7, Bite 1d6 +7
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Pounce, Rake, Rend, Fear Aura
Special Qualities: Alacrity, DR 30/magic silver and good, improved evasion, force of personality, See in darkness, immunities, freeze in place, Malice, outsider traits, Regeneration 5, Tremorsense 60ft, SR 40
Saves: Fort: +17, Ref: +15, Will +9
Abilities: Str 41, Dex 30, Con 34, Int 10, Wis 19, Cha 26
Skills: Jump +24, Survival +13, Move Silently +27, Hide +27, Spot +13, Listen +13, Climb +24, Knowledge (Ibon Sul) +9
Feats: Multiattack, Multigrab, Greater Multigrab
Challenge Rating: 20

Yxbudur’zmutkimdu speaks Abyssal and infernal

Yxbudur’zmutkimdu is approximately 8' in height and weighs 400 lbs.

At the centre of Ibon Sul now lies a huge silent ruin, apparently devoid of all life where no insects and birds go and even no demon dares to stir a single stone. In this ruin, the remains of the once greatest of the Elthedar temples to the Old Gods holds its secrets for the outside world. But those secrets are haunted, haunted by a sleepless Malice, haunted by Yxbudur’zmutkimdu the Terror in the Walls.

The first of the flood of Demons and vile creatures to spill into the world of Aryth through the failing gate of Ibon Sul, Yxbudur’zmutkimdu was the first to spill the blood of the Elthedar on their holiest of grounds and the last to stop painting the ceilings with the blood of the former priesthood. Yxbudur’zmutkimdu is a vile she-demon now trapped by the wards of Ibon Sul and whose body is composed entirely from malice itself. Moments after having shred the last of the Elthedar priesthood to bloody ribbons she along with all the other Demons that had spilled onto Aryth through the gate of Ibon Sul she realised something. She found herself trapped by the wards placed on the gate that now were fully active again. Unable to leave Ibon Sul, even unable to even leave the High Temple she turned her malice to the other Demons in the Temple to still her bloodlust. Now thousands of years after having destroyed the last Demon unable to flee the former High Temple or to be as foolish as to enter, she has lost the last remnants of her mind to the never ending whispers of the Whispering wood that have haunted her every step through the High Temple for an eternity. And now lost in her madness and bloodlust she has roamed the walls, ceilings and floors of the High Temple for thousands of years in maddening solitude, ever weary for a living thing to enter her domain.

Alacrity (Su): Yxbudur’zmutkimdu can move with distressing speed and grace. She may make an additional standard action each round, and as long as she is not flat-footed she gains a +4 dodge bonus to her Armor Class.

Improved Grab (Ex): When Yxbudur’zmutkimdu hits with a claw attack she may start a grapple as a free action without provoking an attack of opportunity. If she succeeds in her grapple she can rend an opponent on her next turn with a successful grapple check. Additionally, if Yxbudur’zmutkimdu wins the grapple check, she establishes a hold and can rake.

Fear Aura (Su): Yxbudur’zmutkimdu continually radiates a 60-foot-radius aura of fear. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again for 24 hours. The DC is charisma based.

Pounce (Ex): If Yxbudur’zmutkimdu charges, she can make a full attack even though she has moved.

Rake (Ex): Two attacks made with at +19 melee, damage 1d8+7.

Regeneration (Ex): Positive and negative energy deal normal damage to Yxbudur’zmutkimdu. If Yxbudur’zmutkimdu loses a limb or body part, the lost portion regrows in 3d6 rounds.

Rend (Ex): Every time Yxbudur’zmutkimdu hits with two claw attacks, she can latch onto her opponent's body and tear the flesh. This attack automatically deals an extra 2d8+14 points of damage. She also can rend with a successful grapple check once it has established a grappling hold.

Freeze in Place (Su): If Yxbudur’zmutkimdu remains motionless for a full round, she blends into her surroundings and gains a +10 circumstance bonus on all Hide checks.

Force of personality (Su): The strong personality of this demon manifests itself in the physical realm as a field around Yxbudur’zmutkimdu that is capable of deflecting attacks. Yxbudur’zmutkimdu gains a deflection bonus to AC equal to her charisma modifier.

See in darkness (Ex): Yxbudur’zmutkimdu can see in any darkness, magical or otherwise as easily as a human can see by daylight.

Immunities (Ex): Yxbudur’zmutkimdu is immune to mind-affecting effects, fire, poison, paralysis, slow, sleep, and magical temporal effects (such as temporal stasis or the aging caused by a ghost).

Skills (Ex): Yxbudur’zmutkimdu gains a +8 racial bonus on Hide and Move Silently checks.

Due to feats Yxbudur’zmutkimdu can grapple with the body part she made her attack with at no penalty. So effectively she can grapple six opponents at no penalty. Yxbudur’zmutkimdu has an effective grapple bonus of +29, this includes a +4 racial bonus.

Tactics: Yxbudur’zmutkimdu revels in combat and senseless bloodshed. It has been hundreds of years since the last time a living thing entered the ruin she now resides in. Still she craves for the chance to taste fresh blood again, for she tires of ripping her own flesh to still her bloodlust.

When engaging in combat she now prefers to first stalk her prey from the walls, scaring them and using her fear aura, driving them deeper into the ruins in their madness and fear and further towards their doom. After revelling and feeding on the fear of her prey she leaps from the walls, grapples her target and pulls it with her into the walls of the Temple. She takes her prey somewhere confined where she leaves it for later, returning to capture the rest of the intruders... Afterwards she returns to her prey to toy with them, torturing them to no end. For prey is scarce for Yxbudur’zmutkimdu and when the opportunity manifests itself, she will make sure to feast upon every drop of blood she can splatter the walls with.

Death of Yxbudur’zmutkimdu: The Elthedar and Elven spirits that haunt Yxbudur’zmutkimdu seek to deprave her of every bit of rest and peace of mind for all eternity as punishment for what she did. But this hate and vengeful attitude by the spirits of the Aruun might be the undoing of them all. Because when Yxbudur’zmutkimdu's essence is released from her corporal form it's malice will flood the ruins of Ibon Sul and send a wave of hate through the Whispering Wood. Creatures caught within the wave of hate as it spreads through the ruins of Ibon Sul or communing with the Whispering Wood at the time of Yxbudur’zmutkimdu's demise must succeed at Will save DC 27or immediately succumb to uncontrollable impulses to do violence to any and all people or creatures that they come in contact with. They will actively seek out all living creatures whilst under the effects of the wave of hate in an effort to harm them - attempting to kill them, usually in cruel and brutal fashion. Random violence will be directed against animals, plants and objects, in that order, when no sentient creatures are present. Whilst the wave itself does not persist, this psychotic condition lasts for a full 20 hours, after which it abruptly ends. If this comes to pass without first having severed the link between Yxbudur’zmutkimdu and the Whispering Wood the consequences of this disaster would be beyond any imagination save that of Izrador himself. For the fate of all the Elves and the Erethor is sealed if Aradil herself succumbs to her inner malice and hatred.


Posessions:

Oridron's Rag:
This cloak was once the proud possession of Oridron, Elthedar High Priest of Ibon Sul. Oridron had learned in deep meditation only moments before the Sundering of the approaching doom and the fate that the gate would spell for Ibon Sul. He made his way as quickly as possible to the Gate summoning as many priests to him as he could on the way. But when he arrived it was already too late. The Sundering had come to pass, Izrador had fallen and for a moment the protective wards on the gate at the centre of the Temple complex failed. And so Oridron beheld the first of the demons to spill into the sacred High Temple of the Elthedar. Six huge claws grasped the edges of the frames of the planar rift and before him Yxbudur’zmutkimdu pulled herself through and onto the material plane. His mind reeling from the disconnection from his gods, immensely weakened and near powerless now the divine favour of their gods had left him, Oridron's intestines joined the splattered guts of his fellow priests on the walls as Yxbudur’zmutkimdu revelled in the massacre.

Yxbudur’zmutkimdu sensed the magic emanating from the blood and gut stained piece of cloth and quickly took it as her own as she wiped two smaller demons of the corpse of the disembowelled priest. Now thousands of years later, still sustained by its magic but hardly more that a dirty bloodstained and stinking rag adorning the back of Yxbudur’zmutkimdu it still confers its powers onto its wearer.

Oridron's Rag confers the following benefits onto its wearer:
Fading: The wearer of Oridron's Rag is constantly under the influence of a displacement effect, and as a result gains the benefits of concealment (50% miss chance).
Wall Meld: Oridron's Rag bestows the power onto its wearer to meld into worked stone walls, ceilings and floors at will as a part of a move action. This power doesn't function on walls, ceilings and floors made of natural or unworked stone. In this state the wearer is invisible to blindsight and any other forms of magical detection. The wearer of Oridron's Rag can reappear as a free action.
Wall Flow: Oridron used his cloack to travel almost instantly from one place to another in his temple. Once melded into a wall, the wearer of Oridron's Rag can move through the walls at a speed of 240ft as a move action or 1000ft as a full round action in any direction. This power only lets the wearer travel through worked stone walls, ceilings or floors.

=====================


Zunevkram
Huge Outsider [Elemental] (Extraplanar, Fire, Air, Neutral, Incorporeal)
Hit Dice: 24d8 + 96 (204 hp)
Initiative: +15 (+4 Improved Initiative, +11 dex)
Speed: Fly 90 ft. (good)
Armor Class: 27 (-2 size, +8 natural, +11 dex), touch 19, flat-footed 16
Base Attack/Grapple: +24/+38
Attack: Claw +35 melee (2d4+6 plus burn)
Full Attack: Claws +35/+31/+27/+23 melee (2d4+6 plus burn)
Space/Reach: 15 ft./15 ft.
Special Attacks: Smoke claws, Choke, Burn
Special Qualities: Damage reduction 15/magic, elemental traits, immunity to fire and electricity, incorporeal traits, Prescience, Breathsense, Lost, telepathy
Saves: Fort +6, Ref +10, Will +7
Abilities: Str 22, Dex 33, Con 18, Int 26, Wis 21, Cha 17
Skills: Bluff +30, Concentration +31, Diplomacy +30, Gather Information +30, Hide +38, Intimidate +30, Knowledge (Arcana) +35, Knowledge (Caraheen) +35, Knowledge (History) +35, Knowledge (Northlands) +35, Knowledge (the planes) +35, Knowledge (Veradeen) +35, Listen +32, Move Silently +38, Sense Motive +32, Spot +32
Feats: Combat reflexes, Dodge, Flyby attack, Greater Spell Focus (Divination), Improved Critical (claw), Improved Initiative, Mobility, Spell Focus (Divination), Weapon Finesse
Challenge Rating: 14

Zunevkram speaks Auran and Ignan.

Zunevkram is approximately 40 ft. in height and weighs 12 lbs.

A cloud of black smoke with burning embers swirling within stands before you. An eerie high pitched voice with an echo sounds in your mind asking you where you are…

Zunevkram is the remains of an experiment from a couple of senior Legates to torture and corrupt two elemental sisters into servitude so they could gain access to their formidable divination abilities. The experiment resulted in that the two sisters, a fire and an air Weird found their souls displaced from their bodies and merged into one consciousness. Despite the success of the procedure the sisters were not turned to evil and destroyed their torturers who were unable to retaliate to their prisoners new form. Since that moment they have wandered the world in search for a means to restore them to their former bodies and existence.

Burn (Ex): Any creature that is hit by Zunevkram's claw attack or occupies the same space as Zunevkram (or that hits Zunevkram with a natural weapon, unarmed attack or non reach weapon) must succeed at a Reflex save (DC 21) or catch fire (see Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The fire burns for 1d4 rounds.

Breath sense (Ex): Zunevkram can automatically sense the location of any breathing creature within 120 feet. This ability does not function against creatures holding their breath.

Choke (Ex): Smoke fills the air around Zunevkram and any creature that comes within 30 feet of her risks breathing heavy smoke (see Smoke Inhalation in Chapter 3 of the Dungeon Master's Guide, except that a creature that chokes takes 1 temporary constitution damage instead of 1d6 subdual damage).

Elemental traits (Ex): Zunevkram is Immune to poison, sleep paralysis and stunning. Zunevkram is not subject to critical hits or flanking, and she cannot be raised or resurrected. Zunevkram also has dark vision (60 ft. range).

Fire and air subtype (Ex): Fire immunity; double damage from cold except on a successful save.

Lost (Ex): The most likely reason that almost noone has ever heard of Zunevkram is that because her powers are so entwined with prophecy and divination that she herself is immune to them. The real reason she is isn't subject to their effects however is that she isn't who she was anymore. Both sisters souls are lost, but to where noone knows. Zunevkram is not a combination of her former selves; she lost their true essence along the way. Now she is nothing, lost to any who care to look. Zunevkram cannot be the target of any divination or revealing spell or appear in one. (Like scrying, divination, true seeing, locate creature, vision etc.)

Prescience (Su): At will and as a free action, Zunevkram can duplicate the effect of any of the following divination spells: analyse dweomer, augury, clairaudiance/clairvoyance, contact other plane, detect thoughts, discern location, divination, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, trueseeing, vision. Caster level 24th; save DC 20 + spell level.

Skills (Ex): Zunevkram gains a +10 circumstance bonus to hide checks made while in or around large fires.

Smoke Claws (Ex): Zunevkram can engulf opponents by moving on top of them. This fills the air around one opponent smaller than it is without provoking an attack of opportunity. The target must succeed at a Fortitude save (DC 29) or inhale part of Zunevkram. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs dealing double Zunevkram's claw damage automatically and an additional 2d4 points of fire damage. The affected creature can attempt another Fortitude save each subsequent round to cough out the semi vaporous menace.

Telepathy (Su): Zunevkram can telepathically communicate with any creature within 100 ft that has a language.
 
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My "mageslayer" PrC

One of the Houses in my game posesses ancient magic and rites and is rediscovering ancient rituals and techniques. This PrC is one of the examples of magically enhancing assasins by rituals and teaching them ancient techniques to fight their foes.

This PrC is obviously influenced by the spellbreakers in WC III TFT, and I couldnt find a more fitting name for it so here it goes :).

House Hulsen Spellbreaker
Hit Die: d6
Requirements: To qualify to become a spellbreaker, a character must fulfill all the following criteria.
Alignment: Any
Skills: Disable Device 8 ranks, Hide 8 ranks, Knowledge (Arcana or Psionics) +4, Move Silently 8 ranks, Spellcraft 4 ranks
Special: The character must complete a secret ritual and go through rigorous training for two months at House Hulsen.

Class Skills
The Spellbreaker’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Spellbreaker
Level Base Attack Bonus, Fort Save, Ref Save, Will Save; Special

1st +0 +0 +2 +0 Sneak attack +1d6, mage bane attack, poison use, spells
2nd +1 +0 +3 +0 Feedback
3rd +2 +1 +3 +1 Sneak attack +2d6
4th +3 +1 +4 +1 Reflection 1/day, weave sink
5th +3 +1 +4 +1 Sneak attack +3d6, Spell steal 1/day, Improved evasion
6th +4 +2 +5 +2 Hulsen ward (mind)
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6 +2 +6 +2 Reflection 2/day, hide in plain sight
9th +6 +3 +6 +3 Sneak attack +5d6, Spell steal 2/day
10th +7 +3 +7 +3 Spell void

—— Spells per Day ——
1st 2nd 3rd 4th
0 — — —
1 — — —
2 0 — —
3 1 — —
3 2 0 —
3 3 1 —
3 3 2 0
3 3 3 1
3 3 3 2
3 3 3 3


Class Features
All of the following are Class Features of the spellbreaker prestige class.

Weapon and Armor Proficiency: Spellbreakers are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Spellbreakers are proficient with light armor but not with shields.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3th, 5th, 7th, and 9th). If a spellbreaker gets a sneak attack bonus from another source the bonuses on damage stack.

Magebane Attack (Su): The name of this famed ability is a bit misleading since it is not only the bane of mages but of any creature capable of casting spells or manifesting psionics. A perfectly placed strike erupts the latent magical energies in the targets mind and body. If a spellbreaker studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly killing the target. While studying the victim, the spellbreaker can undertake other actions so long as his attention stays focused on the target and the target does not detect the spellbreaker or recognize the spellbreaker as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the spellbreaker’s class level + the spellbreaker‘s Int modifier + against creatures capable of manifesting psionics this DC increases by +4) against the kill effect, she dies. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the spellbreaker has completed the 3 rounds of study, he must make the magebane attack within the next 3 rounds.
If a magebane attack is attempted and fails (the victim makes her save) or if the spellbreaker does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another magebane attack.

Poison Use (Ex): Spellbreaker are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Spells: Beginning at 1st level, a spellbreaker gains the ability to cast a number of arcane spells. To cast a spell, a spellbreaker must have an Intelligence score of at least 10 + the spell’s level, so a spellbreaker with an Intelligence of 10 or lower cannot cast these spells. Spellbreaker bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the spellbreaker’s Intelligence bonus. When the spellbreaker gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The spellbreaker’s spell list appears below. A spellbreaker casts spells just as a wizard does and needs to prepare spells before he can cast them. Each time a spellbreaker gains a level in this prestige class he learns one new spell of the maximum level he can cast which is immediately added to his spellbook at no additional cost.

Feedback (Su): Each time the spellbreaker successfully sneak attacks a target which has spells prepared or has spells or powers per day available to it, the target loses a random spell from the highest level it has available to it or an amount of power points needed to manifest its highest power known and takes extra damage equal to the spell’s or power’s level. In addition, if a spellbreaker readies a melee attack to interrupt casting and the attack hits, the target loses its spell or power as the mystical energy erupts while it is being weaved into a spell or power.

Improved Evasion (Ex): As the rogue special ability.

Hulsen ward (mind) (Su): The spellbreaker becomes immune to all mind affecting and divination abilities that might reveal anything about him as if continually protected by a mindblank spell.

Hide in Plain Sight (Su): At 8th level, a spellbreaker can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a spellbreaker can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Spell Steal (Su): At 4th level the spellbreaker gains the ability to steal spells. The spellbreaker targets a creature as if with a targeted greater dispel magic spell. Except that the bonus to the spellbreaker’s roll is equal to his level with no maximum and that it only affects negative effects on allied creatures and positive effects on hostile creatures. Each affected positive spell effect is transferred to an allied creature of the spellbreaker’s choice and each affected negative spell effect to a hostile creature of the spellbreaker choice (who gets a save if any at its original DC to resist its effects). If there is no target to transfer the spells to the spells are simply dispelled.

Weave sink (Su): The spellbreaker and anything within a radius of 5 ft. of him do not radiate any magical auras. This ability does not extend to spells or items that originate from the shadow weave.

Spell void: A spellbreaker can surround himself with an antimagic field effect for up to 1 round per spellbreaker level per day. Activating or deactivating this ability is a free action, its use need not be consecutive and can be split up in increments as small as one round.

Spellbreaker Spell List
Spellbreaker choose their spells from the following list:
1st Level: disguise self, detect magic, detect poison, feather fall, ghost sound, obscuring mist, sleep, true strike.
2nd Level: blindsight, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, silence, spider climb, undetectable alignment.
3rd Level: deep slumber, deeper darkness, arcane sight, greater darkvision , ,
4th Level: clairaudience/clairvoyance, dimension door, dimentional anchor, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.
 
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Land Outcast

Explorer
I'll go over the monsters, and I'll look at the PrCs... (got a weakness for homebrwed monsters)

Just a comment: try to avoid delivering big chunks of stuff (like here presented) given that people usually have trouble digesting it all at once. It also provides the opportunity for more detailed criticism.
 

My dwarven "Juggernaut" ;)

This PrC got designed by the player of the dwarven barbarian in my game who is questing to recapture the former underground realm of his ancestors from an army of fiendish orcs and cambions supported by dark wizards. His party discovered several ancient magical rites and secrets and they formed a powerful house. The player was the first to go through the rite and transform himself into an ancient berserker with the power and control of the eath at his command. Now he spearheads the charge into his enemies, protects his House its holds and oversees new digsites.


House Hulsen Vault Warden

Hit Die: d12
Requirements: To qualify to become a spellbreaker, a character must fulfill all the following criteria.
Race: Dwarven
Alignment: Any
Skills: ---
Feats: Unarmed Strike, Power Attack
Special: The character must complete a secret ritual and die afterwards in the ruins of an ancient dwarven city or large settlement where a spirit of earth enters the characters body and revives him. The character must make a DC 19 fortitude save upon revival, if the save fails the character loses a character level.

Class Skills
The class skills for the vault warden (and the key ability for each skill) are Climb (Str), Craft(Int), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Spot (Wis), Search(Int).
Skill Points at Each Level: 4 + Int modifier.

Table 3-6: The Vault Warden

Class Level Base Attack Bonus, Fort Save, Ref Save, Will Save; Special
1st 1 2 0 0 Stonefury, Earthstrike 1/day, unarmed dmg 1d8, Flesh to stone.
2nd 2 3 0 0 One-Two-Punch, Bloodless
3rd 3 3 1 1 Tremorsense 30ft, Knocking blow
4th 4 4 1 1 Powerfull Charge
5th 5 4 1 1 Earthstrike 2/day, Forcefull blow
6th 6 5 2 2 Improved Stonefury, unarmed dmg 1d10
7th 7 5 2 2 Tremorsense 60ft, Destructive force
8th 8 6 2 2 Crusher
9th 9 6 3 3 Arclight punch
10th 10 7 3 3 Stoner, unarmed dmg 2d10, Earthstrike 3/day

Class Features
All the following are class features of the Vault Warden class.

Weapon and Armor Proficiency: You lose all profeciencies in armor or weapons.

Stonefury (Su): While raging, the character grows larger and more massive, his skin hardens into rock and his eyes glow an eery emerald green. The vault warden’s actual size category does not change (nor does his space/reach), but in addition to normal rage benefits and penalties his natural armor bonus increases by 4 as his skin turns to solid rock. In addition, a vault warden’s unarmed attacks deal 1d10 points of damage on a successful hit. Gains a burrow speed equal to half his normal speed.

Bloodless (Su): At second level, a vault warden’s blood turns to sand as the ritual that transformed him takes a further hold over his body. His wounds don’t bleed; he is immune to attacks that cause wounding effects. If reduced to negative hit points he does not go unconscious and he automatically stabilizes. He still takes 1 point of damage if he takes any actions while at 0 or negative hit points, however.

One-Two Punch (Ex): At 2nd level, while making a full round attack with his unarmed attacks, the vault warden may make one extra attack at his highest base attack bonus, but each attack made in that round (the extra one, the normal ones and any AoO he might take) take a -2 penalty. At 7th level the vault warden loses this penalty when taking this extra attack while making a full round attack.

Stoner (Su): The ritual process is finally completed and the vault warden turns into a near unstoppable force of grinding rock. At 10th level the vault warden permanently gains the (earth) subtype. When using stonefury his size increases by one category and his unarmed damage increases to 4d8. In addition he gains the trample ability, his natural armor bonus increases to +8 and he still retains all normal benefits and penalties from his rage.

Crusher (Ex): Starting at 8th level, you deal double unarmed damage plus 1x your strength bonus on a successful grapple check when making a grapple check to deal damage.
Improved Stonefury (Su): At 6th level while raging, the vault warden’s natural armor bonus increases to +6. His unarmed attacks deal 2d10 points of damage on a succesfull hit and he gains DR 5/- while raging.

Tremorsense (Su): At third level the vault warden gains the tremorsense ability out to a range of 30ft. At seventh level this abilities range increases to 60ft.

Arclight punch (Su): The force of your blow carries on beyond point of contact dealing damage equal to the damage of the impact of your hit in a 15 ft. Line. Larger then medium creatures still just take the damage once per hit.

Forcefull slam (Su): Due to the incredible force behind your blows and magical alterations made to your body by your House its mages, your unarmed damage gains the [force] descriptor.

Knocking blow (Ex): Whenever your make a succesfull critical hit on a target, the target is forced to make a Fortsave DC 10 + half your HD + your strength modifier or be knocked prone.

Flesh to stone (Ex): As the mages from House Hulsen finish their incantations and the ritual completes your skin turns to solid rock and you gain a gain a bonus to your natural armor equal to your constitution modifier.

Earthstrike (Su): Once per day, a vault warden may attempt to earthstrike with one normal melee attack. He adds his constitution bonus (if any) to his attack roll and deals 1 extra point of damage per character level. If the vault warden earthstrikes a creature that is not in contact with the ground, the earthstrike has no effect, but the ability is still used up for that day. At 5th level, and at every five vault warden levels thereafter, the vault warden may use earthstrike one additional time per day.

Destructive force (Su): The vault warden is adept at destroying obstacles and fortifications blocking his way. He deals double damage versus objects.

Powerfull charge (Ex): Recklessly hurling himself at his foes with an astonishing gusto the vault warden learns to put the weight of his body behind a punch as he charges. As a result of this technique he deals double damage on a charge.
 
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Land Outcast said:
I'll go over the monsters, and I'll look at the PrCs... (got a weakness for homebrwed monsters)

Just a comment: try to avoid delivering big chunks of stuff (like here presented) given that people usually have trouble digesting it all at once. It also provides the opportunity for more detailed criticism.


Yeah your right, Thanks ;). Guess I'll hold it for now hehe and I'll whip up some other monsters for you soon then :D. Im just eager to get some of it out here hehe.

Hope some of it is to your liking, my players (and myself to) are and have always been a bunch of powergamers so don't let that scare you hehe.
 

Destil

Explorer
Static Charge
Strictly better than fireball, which is already among the best 3rd level spell, mostly because of the subdual option... I would force the caster to choose when they prepare the spell, in which case it's still good but balanced, in my book (sorcerers choose to know one version and switch by casting as a full round action, like meta-magic).

Prismatic Ray
I love it, but I've always had a thing for prismatic. Yoinked.

Synaptic Shock
Is the creature dazed or stunned when it can't take actions? I'd guess dazed from the wording, but stunned wouldn't be unfair...

Untiring Nourishment
This one is a little weird, though I suppose it's about right for 6th level. Odd question: Can I be crushed to death in a landslide? What about if I'm trapped in the elemental plane of earth? Fall into a crack from the Earthquake spell?

Plasma Cascade
This is the spell cone of cold wants to be. Yoinked as well, though the potential for a math nightmare dividing up all the pillars scares me a little (at 15th you can deal 1d6 across a 75' x 75' x 1000' high 'column' for instance).

Spell Sequencer
Also rather neat, I'd be tempted to switch this with Protection from Spells as the 8th level magic domain spell (almost every spell in the magic domain is a defense against magic, there needs to be an enhancer or two).

Powerful Discharge
I'd be worried that this is overpowered, is this a lightning bolt or a disintegrate? Let's look at it at 17th compared to Meteor Swarm:
Swarm - Possibly no save, if you hit with a touch. If so one creature takes 8d6 non-energy and everything in the area takes an added 24d6 fire in 4 individual hits, which is a bit of a downside because something with fire resistance gets to in effect quadruple it.
Discharge - 34d6 over a line, overall the area is weaker. Aside from that it's much better than swarm. Only check resistance once, but it's all energy damage. No chance of not allowing a save, but the sort of things that can make reflex saves against 9th level spells often have high touch ACs, anyway. Also has the benefits of disintegrate. And at 20th you'll be dealing 40d6.
Overall I'd think discharge is a bit on the powerful side, it deals more damage than swarm but doesn’t have to deal with some of the drawbacks. 30d6 is about the best you can do with a 9th level spell slot normally (empowered delayed blast fireball), so I'd most likely allow this at 10d6 + 1d6/level (max 35d6) with the disintegrate stuff. Without it I'd bump it up to d8s.

Violent Repulsion
Very nice.

Prismatic Eye
I would peg this at one level higher at least... I think a spell that gave you a little eye that fired a lightning bolt every round for 1 round / level would be at least 5th, for example...

Sky Call
Why a save but no SR? Is this some sort of reverse gravity? It looks more like telekinesis and I would expect it to be SR: Yes, Save: Will Negates.

Spellcell v2.0
Very potent... I'd most likely push this up to 9th level out of abject fear...

Thought Shield
Very nice spell, but I'd be worried about this being pumped way way up there. Most likely a maximum limit like 1/2 caster level (max +10) is in order.
 

Land Outcast

Explorer
[Sblock=Divraskuhl, the Red Tide]
So, is it a Demon? I mean, in the Abyssal sense of the word

Red Tide (Ex): All creatures in the area of this red tide which earned Divraskuhl its name are immediately knocked prone
Regardless of size?​

all creatures with the Fire subtype take 1d6 points of damage per caster level
And caster level is equal to... HD?​

Undertow (Ex): Wisdom damage because of the strain on its sanity that the sensation of drowning in this tainted water produced.
Nice :] , but what's the purpose of Udertow once you have Engulf? the only real difference I see here is the ability to Undertow a Huge creature while it can't Engulf one...
Do you think the Undertow ability is needed as separate from Engulf?​

All creatures within 100 feet that have fewer Hit Dice or levels than it has must succeed at a Will save (DC 15) or become panicked for 4d6 rounds if it has 4 or fewer Hit Dice or shaken for 4d6 rounds if it has 5 or more Hit Dice. A successful save leaves that opponent immune to Divraskuhl’s frightful presence for 24 hours.
All creatures within 100 feet that have fewer Hit Dice or levels than it has must succeed at a Will save (DC 15) or:
HD-14: become panicked for 4d6 rounds
HD-13: become shaken for 4d6 rounds
A successful save leaves that opponent immune to Divraskuhl’s frightful presence for 24 hours.​

Because Divraskuhl is capable of understanding other languages, it is not immune to language-dependent effects.
Ain't all language-dependant effects mind-affecting?​

Death of Divraskuhl: If Divraskuhl is slain on land, his essence will seep harmlessly into the soil where his tainted waters will be purged by nature and turn the surrounding lands into a fertile have for plants and plant like creatures. Every plant that exists or will be planted in the future in a 18 mile radius around where Divraskuhl was destroyed will grow at twice its normal growth rate, grow twice as big, crops will produce twice as much harvest and live twice as long.

If Divraskuhl is slain however while in a sea or ocean, it will erupt in a titanic red wave. This wave, 180 miles wide and 60 feet high will race towards the nearest coast as a red tidal wave of unimaginable proportions. Once it reaches the coast the destruction it will unleash shall be on a scale unprecedented for the western Erethor. Everyone caught in this tidal wave much make a Fortitude save DC 21or suffer 2d6 points of temporary constitution loss then and make a secondary Fortitude save a day later or suffer another 2d6 points of temporary constitution loss. Creature immune to poison are also immune to this effect.
EXCELENT! :cool:
[/sblock]
 

Destil said:

Static Charge
Yeah and the energy type is preferred over fire to as we found out. I've considered to just bring it back to medium range.

Prismatic Ray
I love it, but I've always had a thing for prismatic. Yoinked.

Synaptic Shock
Think I'll go with stunned tbh... but would like some more feedback on it.

Untiring Nourishment
All it does is preventing you from suffocating then. Crushing damage would offcourse still apply. In case of lava all it does is protect you from the natural heat. If it didn't give you no need to breathe as well you could still die from suffocation in lava for example hehe.

Plasma Cascade
Yup I love it too :) and the math has proved not to be a problem at all, since most of the time you want at least 3d6 to be sure of a CR 2 kill or something... And we just roll once for every amount of dice in there, like once for all the 3d6's once for all the 15d6's etc.

Spell Sequencer
Yup same thing I felt, needed more spells that actually improved some offensive things.

Powerful Discharge
It's very powerfull but it's got an energy type and is an evocation which are itchy against loads of stuff since most things at this level are at least resistant to some kinds of element. And theres spells available to immunize yourself to energy types and plenty of resist and absorb spells.

Violent Repulsion
Needed something with no freedom of movement on the Sor/Wiz list eh ;).

Prismatic Eye
Yeah I'm inclined to up it to level 7 as well but I'm gonna give it a trial ingame first on how it functions at level 6. It's currently an NPC only spell so it's good to test how it supports and challenges the party. (depending on which Wizard NPC arrives ;)).

Sky Call
Yeah its an extreme variant of reverse gravity :). It's totally weird but I was watching some Stargate and someone used a power kinda like this and it looked totally amusing so I gave it a go in the form of a spell :).

Spellcell v2.0
Antimagic Aura is a 6th level spell that does the same but is a melee touch attack spell with a willsave. This spell is the same except ranged and 2 levels higher so two levels seemed to justify it and its range.

Thought Shield
The limit might be in order but it actually gives Sor/Wiz not a half bad AC so they at least dont get hit with every attack thats launched at them and helps them out severely in the touch AC department which houses most abilities and spells that really screw them over such as enervation which otherwise is almost an assured hit when cast.
 

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