[Carnifex's SH] Monastic Stance feats

Well, I think I'll start posting up stuff to do with Manipulators now. Manipulators are basically bio-wizards, blending genetics and magic together, and I'll post up at some point a system for genetically engineering things (based around skills) as well as a Bioseer PrC. For the time being a basic combat spell of theirs:

Agonise
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Agonise jacks straight into the nervous system of the target, flooding their senses with pain signals and inflicting 1d6 points of subdual damage. For every two levels past first, the amount of damage is increased by d6 to a maximum of 5d6 at 9th level.

Manipulators use this spell for laboratory applications, especially for testing the pain threshold of subjects.
 
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And heres one of the spells suggested by Molly, who plays the rogue Manipulator Melisande:

Sense Physiology
Divination
Level: Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

Sense Physiology is a minor Manipulation spell, a useful cantrip. When you concentrate on the subject, you can determine basic physiological states. How much information you glean depends on how long you concentrate on the subject.
1st round: You become aware of the subject’s heart rate and hypertension, giving you a +2 circumstance bonus to any opposed checks against the subject’s Bluff skill.
2nd round: You become aware of natural chemical levels in the subject’s blood, and thus whether they are in pain, fatigued or aroused.
3rd round: You know whether the subject is diseased, poisoned, drugged or Manipulated, though not exact details of the disease/poison/etc. You gain a +2 circumstance bonus to any Heal checks on the subject.
 
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Diagnose, an advanced form of Sense Physiology, and Affect Physiology; another two tools of the Manipulator's trade...

Diagnose
Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

As Sense Physiology, except it grants additional information.

1st round: You become aware of changes in the subject’s mood for the duration of the spell, such as anger or amusement even if they are not outwardly showing it.

2nd round: You become aware of what the source of any pain is.

3rd round: You become aware of what type of ability damage any disease or poison is inflicting, or what ability alterations any drugs are causing. The spell does not inform you of what the poison/disease/drug actually is, although you gain a +6 circumstance bonus to any Heal checks on the subject to discover such information.



Affect Physiology
Transmutation
Level: Sor/Wiz 1
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell allows the caster to affect certain minor physiological states on the target. These can include:

- Altering heart rate, (to make the subject more or less nervous than usual, for example).

- To provoke a mild hunger or thirst (with no actual harmful effects if not sated).

- To provoke arousal or mild anger.

- To cause a mild fever – sweating, slight nausea, etc.

- Lowering blood pressure, causing dizziness and weakness.

To the subject, the state seems perfectly natural and normal, though they may, for instance, wonder why they are hungry just after eating a meal. Anyone affected by affect physiology who is performing a task requiring concentration, such as casting a spell, must succeed at a Concentration check (DC 10) or have their task disrupted.
 

Re: Scything Slayer

Carnifex said:
Saves: Fort +4, Ref +4, Will +1
Reflex Save should be +5.

Abilities: Str 12, Dex 14, Con 12, Int 5, Wis 12, Cha 10
Not really an issue here, but the errata changed the beast Int to a max of 2, as with animals.

Skills: Hide +5*, Move Silently +6, Jump +5
Move Silently, 4 ranks, Jump 4 ranks, Hide -1 rank, unless my math is off? I guess you intended each to be 1 point higher, for a total of 10 ranks spent? :)

Advancement: 3-4 HD (Small)
I would allow them to grow to Medium-Size with 5 or 6 HD. :)


Nice creature! :cool:
 

Cheers for the lookover Otu :) I'll have anotehr go over it to see if I can eliminate any mistakes when I next fire up my laptop and look at the monster-making guide on there.

In the meantime, two more Manipulator spells - Bonewrench and Boneshatter! :)


Bonewrench
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A spell created and widely used by Maniuplators, Bonewrench emits a pulsing white ray. If it hits the target, they are afflicted with agony as their bones wrench and attempt to deform. This inflicts a –1d6 enhancement penalty to Dexterity, with an additional –1 per two caster levels (maximum additional penalty of –5). The subject’s Dexterity score cannot drop below 1.

This spell has laboratory applications in the long-term alteration and maniuplation of a subject’s bone structure (albeit a very painful method, but then Manipulator’s rarely care about the comfort of their subjects.



Boneshatter
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A more brutal form of the bonewrench spell, this Manipulation spell pulses so much power through the subject’s bones that they begin to shatter and deform, badly injuring the subject. This inflicts a –1d6 enhancement penalty to Dexterity, with an additional –1 per two caster levels (maximum additional penalty of –5). The subject’s Dexterity score cannot drop below 1. In addition, it also inflicts 1d6 points of damage per 2 levels of the caster (maximum 5d6). A successful Fortitude save negates all of the damage as well as the Dexterity penalty.
Material Component: A small shard of bone.
 
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And a couple of slightly higher-level Manipulator spells... :D

Flesh No Barrier
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level or until discharged.
Saving Throw: Fortitude half
Spell Resistance: Yes

When you cast this Manipulator spell, you become able to push your hand through flesh as if it were dough. With obvious laboratory applications it also makes for an effective – and gruesome – attack spell.

Once cast, you need merely make a melee touch attack to sink your hand into the subject. On a successful hit the spell discharges and you thrust your hand into the body of the target, rending and disrupting muscle and tissue and dealing 1d6 points of damage/ level (maximum 10d6) as well as d6+1 temporary Strength or Dexterity damage to the target. A successful Fortitude save halves both the damage and the temporary ability damage. Should you have the spell active and attempt to make a grapple attempt, you can simply grab hold of a bone and anchor yourself to the target until you want to let go, giving you a +4 circumstance to the grapple check.



Metabolise
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

This Manipulation spell causes the target’s body to create a flood of chemicals in the blood stream, heightening their ‘fight or flight’ functions and increasing awareness as well as releasing more clotting agents into the blood to prevent bleeding. The subject gains a +2 enhancement bonus to Strength, Dexterity and Wisdom and a +2 bonus to any saving throws against poison and fear, as well as gaining damage reduction 1/ -. However, the chemical imbalance causes them to suffer a –2 penalty to Intelligence and Charisma.

However, when the spell duration expires, the subject takes 1d8 subdual damage, as well as suffering a –2 Strength penalty for 10 minutes per point of subdual damage thus suffered.
 

And here's the spell that Burl got from his patron Tewlcroghen along with Vampiric Touch...

Moonblaze
Evocation [Cold]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 10 ft. radius
Duration: Instantaneous
Saving Throw: Reflex ½
Spell Resistance: Yes

Moonblaze calls down pulses of silvery energy to smash into the target, engulfing it in cold flames. The moonblaze inflicts d6+1 damage per caster level (maximum 10d6+10), half of which is cold damage. If cast outside and at night, in the light of the moon, the damage is increased to d8+1 per caster level (maximum 10d8+10).

This spell was apparently created by the Corinthian wizard Tewlcroghen, for he was the first known to have used this spell and it has since circulated to other spellcasters by his active encouragement of arcanists to use his repertoire of lunar spells.
 
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And now for a section related to the religion of Naskha, the Great Sorcerer. First some spells, then the Cerulean One PrC tomorrow! :) In particular I'd like feedback on Naskha's Laughter - is it over- or under-powered for its level? Or is it just right?


Rainbow Robes
Abjuration [Chaos]
Level: Clr 7, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level.

A gift from the whimsical deity of sorcery, Naskha, this spell was placed in the mind of all his high priests and the most powerful sorcerers of Naseria when the first waves of the Dread March flooded over the Sarokean mountains. It garbs you in a shimmering cloak of multicoloured energy that shifts and changes amongst the colours of the rainbow constantly. As well as granting a +3 deflection bonus to AC and a +3 resistance bonus to saving throws, rainbow robes has the following effects, one of which can be used as a free action every round.

Red: You may make a ranged touch attack to strike an opponent with a red beam, inflicting 3d6 damage as it disrupts their blood with energy. Against undead such as vampires that drink the blood of others to sustain themselves, they must in addition make a saving throw or be destroyed.

Orange: You may make a ranged touch attack to strike an opponent with a globe of orange fire, inflicting 4d6 fire damage. It affects incorporeal undead as a Force affect (they do not benefit from the usual 50% chance to ignore the damage), and deals double damage against such creatures.

Yellow: You illuminate an area around you with a radius of 30 ft. with a warm yellow glow, dealing 3d6 damage to all undead within the area and dazing them for a single round unless they make a Will save. All living creatures within the area are healed for 3d6 hit points.

Green: You are healed as if by a cure critical wounds spell (4d8+20) or you may make a ranged touch attack to use this ability on another.

Blue: You may make a ranged touch attack to strike a target with a beam of blue light. If you hit, they are affected as if by a targeted dispel magic spell. Targets with a Lawful alignment are dazed for a single round unless they make a Will save.

Indigo: You pulse with indigo light for a moment, illuminating an area around you with a radius of 30 ft. All necromantic spells active in the area are affected as if by a targeted dispel magic just against those spells. Any creatures within the area that are paralysed are immediately freed from that effect.

Violet: You shimmer with violet energy. All beings with a Lawful alignment that can see you must make a Will save or be blinded permanently.

Whenever you use one of these abilities, it cannot be used again and that colour disappears from the rainbow robes. Once all these abilities have been used, the magical energy turns pure white and the bonuses to AC and saving throws remain until the spell’s duration ends.
Only clerics of Naskha can cast the divine version of this spell.
Material Component: A small piece of multicoloured cloth.


Naskha's Laughter
Enchantment (Compulsion) [Chaos, Mind-Affecting, Sonic]
Level: Clr 3
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You laugh loudly, letting out a roiling blast of sonic energy which fills the ears of enemies and leaves them dazed and confused. Any hostile creatures within the area of effect must make a successful Will saving throw or be stunned for 1 round.

Only clerics of Naskha have access to this spell.
 

Cerulean One of Naskha

The sacred canon text called the Azercorium of the faith of Naskha the Great Sorcerer describes the deity as a glowing human figure clad in golden robes and of a cerulean blue colour to his skin. The Cerulean Ones, a sect within His church, seek to become as one with their deity by mimicking his form as closely as possible; they are easily recognizable because they, too, have blue skin.

Closer inspection reveals that a Cerulean One is covered in intricate, curling tattoos all over his or her body. To further achieve unity with their god and to be closer to his perfect form, they also shave off all hair because the Azercorium states that Naskha has no hair upon his form at all. However, these tattoos are not merely decorative in purpose, but are potent conduits for magical energy and the powerful devotion of the Cerulean Ones. A member of the sect is protected by his tattoos and in time can learn how to even deflect physical strikes and store spells within the intricate blue scrawlings that cover his body.

Cerulean Ones tend to spend more time in contemplation, meditation and study than the often more martial pursuits of other clergy, but they are well respected within their church as sages and holy men. They tend to wander Naseria as their whims and divine inspiration take them, sometimes travelling further afield if they feel the urge. They rarely hold official positions of power within their religious hierarchy but a senior priest would do well to listen carefully to the advice of one so favoured by Naskha.

Hit Die: d6

Requirements:
To qualify to become a Cerulean One, a character must fulfil all of the following criteria.
Knowledge (Arcana): 6 ranks
Knowledge (Religion): 7 ranks
Spellcraft: 7 ranks
Spells: Must be able to cast 3rd level divine spells.
Special: Must be a follower of Naskha.

Level Attack Bonus Fort Ref Will Special
1 +0 +2 +0 +2 Naskha’s Grace
2 +1 +3 +0 +3 Protective Aura +1
3 +1 +3 +1 +3 Naskha’s Laughter
4 +2 +4 +1 +4 Spell Storing I
5 +2 +4 +1 +4 Protective Aura +2
6 +3 +5 +2 +5
7 +3 +5 +2 +5 Spell Storing II
8 +4 +6 +2 +6 Protective Aura +3
9 +4 +6 +3 +6 Spell Resistance
10 +5 +7 +3 +7 Spell Storing III

Class Skills: The Cerulean One’s class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (Any), Profession, Scry, and Spellcraft.
Skill Points at each level: 2+ Int modifier

Class Features:
The following are all class features of the Cerulean One prestige class.
Weapon and Armour Proficiency: Cerulean Ones do not gain any proficiencies in weapons or armour. Note that a Cerulean one does not benefit from Naskha's Grace, his Protective Aura or Spell Resistance while any armour other than light or no armour. The Cerulean One is supposed to rely on his faith for protection, not steel armour plates.
Spells per Day: When a new Cerulean One caster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belinged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning undead, extra metamagic feats, etc.) except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Cerulean One, she must decide to which class she adds the new level for purposes of determining spells per day.
Naskha’s Grace: The Cerulean One’s intricate tattoos are suffused with divine energies, Naskha’s favour protecting his mind, body and soul from hostile influences. He gains a sacred bonus to his saving throws equal to his Charisma modifier, if positive.
Protective Aura: From 2nd level, the Cerulean One’s tattoos and devotion to the Great Sorcerer actually protect him from physical attacks, granting him a +1 sacred bonus to his armour class. This increases at 5th and 8th level.
Naskha’s Laughter: At 3rd level a Cerulean One gains the ability to use Naskha’s Laughter once per day as a spell-like ability.
Spell Storing: At 4th level the Cerulean One learns how to store divine energy in his tattoos, from where he can draw it forth in time of need. He can store 3 levels of divine spells, in the same manner as a Ring of Spell Storing, which can be accessed later. At 7th level his capacity increases to up to 6 levels of spells, and at 10th level he may store up to 9 levels of spells in his tattoos.
Spell Resistance: At 9th level the Cerulean One's devotion to the Great Sorcerer protects him even from the magics of his enemies, causing them to simply slide off him. He gains Spell Resistance equal to 10 + character level.
 

Has this class been playtested at all? It looks fine to me, Carnifex, and doesn't seem to be unbalanced or anything, but I'd be interested in knowing how it works in practice.
 

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