How far into Darkness are you willing to fall? *Presitge Class*

Valicor said:
Thxs Al, got any other suggestions?

More resistances- why does it not get Acid or Electricity resistance? These are generally picked up by fiends, at least at one level.
More interesting powers- can't think of any right now. Perhaps Soul Sacrifice, where you burn XP in exchange for short-term ability boosts?
 

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I'm just wondering what Darkness thinks of this thread.

How far into Darkness _can_ you go, anyway? And what do you do once you're inside? And is this really a suitable topic to be discussing in the presence of Eric's grandmother?


Hong "looking out for my fellow Austrians" Ooi
 

Zack2216 said:
Maybe the exp. cost should be lowered.

I was thinking that also, another person has suggested to me that I use an alternate payment system. The thing is I'm not sure how much i could lower the xp loses while keepign it balance.

The system I had originally worked out was that I could maintain the form for a number of rounds equal to my Wisdom modifier X character level. But I think this system, would need soem hammering out, so I abandoned it. Though have been giving it second thoughts.

Al said:


More resistances- why does it not get Acid or Electricity resistance? These are generally picked up by fiends, at least at one level.
More interesting powers- can't think of any right now. Perhaps Soul Sacrifice, where you burn XP in exchange for short-term ability boosts?


The resistances that got selected were fire & cold because the prestige class was originally designed for a fighter version of the acolyte of the skin. But as i worked on it, The concept became modified. Instead of becoming a fiend, the transformatiosn are a representation of man's inner darkness, manifested into the physical form. Other resistance could be applied yes. Perhaps different resistances for different forms. Based on the nature of the forms?

hong said:
I'm just wondering what Darkness thinks of this thread.

How far into Darkness _can_ you go, anyway? And what do you do once you're inside? And is this really a suitable topic to be discussing in the presence of Eric's grandmother?


Hong "looking out for my fellow Austrians" Ooi

Well not sure what darkness thinks of this thread. I am in the dark on that one. To your next quetion. How far into the dark can you go anyway. Well as far you one is mentally capable. It consumes different people at different points. You could light a match once you inside. :) Also as long as Eric's grandmother doesn't fall into darkness I'm sure it will be alright ;)
 


Okay, Ive been revising this prestige class, and having somethign for the most part similar, but alittle different. There are changes manly in durations and costs of maintaning form. Also the firts form has been altered.

Oppinions please:

The Forsaken

The darkness that runs deep within the souls of all men, is something that most would fear. Most try to avoid the darkness within, for fear of the evil that comes with it. However there are those who not only welcome the darkness but embrace it. Often these dark tormented indivuduals seek to control the darkness within and around them. Those who seek this power usually pay for it with there lives. It is not a path for the faint of heart.

The knowledge contained within the Forsaken is their transformation technique. The art of transformation is a means by which a small few have managed to attain control over the darkness the echoes through their hearts. Transformations are the results of the manifested darkness that consumes man. As a person gains a deeper understanding of what he is capable of, he learns to focus the hatred inside with greater intensity. Everyone who has walked down the path of the Forsaken, have fallen.

People who are drawn to the path of the Forsaken are the ones who have lost everything, and feel total resentment. Often someone who feels like they have nothing left, or are driven by a dark emotion enter this hollow path. Often revenge is the motivation.

Requirements:
To follow the path of the dark soul you must meet the following requirements:
Alignment: Any non-good
Base Attack Bonus: +9
Skills: Knowledge (The Planes) 6 ranks, concentration 6 ranks
Spells: Ability to cast 2nd level arcane or divine spells
Feats: Endurance
Special: You must have made peaceful contact with an evil outsider.

Skills:
The Forsaken's class skills: Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis),
Knowledge (planes) (Int), Knowledge (religion) (Int). Skill points = 2+ int modifier per level.

Hit Dice d10
Table 1-1

lvl 1- Fort +2, Will/Ref +0/ Malestrom, Transformation (Burning soul) 1/day
lvl 2- Fort +3, Will/Ref +0/ Damage Reduction 1/-
lvl 3- Fort +3, Will/Ref +1/ Transformation (dark essence 1/day) 2/day
lvl 4- Fort +4, Will/Ref +1/ Damage reduction 2/-
lvl 5- Fort +4, Will/Ref +1/ Transformation (omega soul 1/day) 3/day

*just realised I never listed what kind of attack bonus he has. He progress with a fighters atatck bonus.*

Malestrom (The Dark Ritual): There is a dark ritual similar to the acolyte of the skins ritual, but far more deadly. This for more deadly ritual is known as The Malestrom. To invoke ist to summon death for most mortals. You are summoning the very power of dark energy itself. In essence you are allowing all the powers associated with negative energy to surge throw every fibre of ones body. To commence Malestrom you must cast a pentagram from the blood of any one creature. The ritual begins once you call upon your souls darkness. At this point the character takes a single quartz crystal the size of ones hand and forces it into his chest. The quartz absorbs into the body slowly and painfully. As the crystal absorbs into your body, it slowly turns black. Nothing can stop the Malestrom once it has started. The invoker of Malestrom suffers 2d10 points of negative energy damage a round, consecutively for 10 rounds. Due to the sheer danger involved in this ritual, many casters seek a secluded area in which they will be safe. Also it is a good idea to take along a few healing potions, since this ritual could potentially kill the invoker. If Malestrom is survived, you learn the transformation technique.

Damage Reduction: As a result of extreme physical conditioning, the Forsaken gains damage reduction. At level 2 his damage reduction is 1/- and increases to 2/- as level 5. This damage reduction stacks with other damage reduction bonuses of the same type. This damage reduction can reduce an attack to zero damage but not below that.

Transformations: At 1st level, the dark soul gains the ability to manifest a human/Fiendish hybrid form. At first this transformation is painful as the body struggles to adjust to the transformation. For the first level of the Forsaken prestige class, it is rather painful to transform. You suffer 10d6 points of subdual damage during each transformation. At second level you have started to adjust to transformations, you suffer only 5d6 damage during a transformation. Starting at third level you have adapted to the transformation, when changing you recover a small amount of hit points as if you had rested for one day, plus you know longer suffer any subdual damage changing. Transforms takes a standard action to occur & a standard action to revert back to your original form.

Unfortunately no matter how good you get at transforming you will always be racked with pain and stress from your transformation. Every time you enter and exit a form you suffer the experience penalty associated with the form. Each form has an experience penalty based on the level of transformation. The stronger the form the harder it is on you. The duration of the transformation is also tied directly to you mental stability.

The longer you maintain the form the more irritable and aggressive you become. You have a number of stability points (SP) equal to your wisdom modifier X character level. This is how long you can maintain a transformation for. Transforming drains an amount of SP equal to your wisdom modifier X transformation level. For example if you have 18 wisdom (+4 modifier) and activate Burning Soul (level 1 transformation) you burn 4 stability points. All stability points are recovered after a battle ends. Also a character burns 1 SP per round of combat, 2 per round if hasted. All SP is regained at the end of an encounter.

While transformed a dark soul retains his intelligence, and human form, except for the changes listed above. However the power of speech is lost. The dark soul cannot use skills that require patience such as Knowledge skills. The hybrid can use all his feats still except for expertise, item creation feats, meta-magic feats, and skill focus feats. A Fiendish Warrior may not use battle fury while in hybrid form. If struck for more then half his current hit points in damage from a single shot, a dark soul must make a Will save to avoid an automatic transformation. (DC equal to half the damage dealt). The player still decides what form he takes though. When at zero hit points, you revert back to your normal form. You cannot enter a second transformation, while in any other the other 3 forms. Transforatiosn stack with the abilities or rage, and other similar bonuses.

Burning Soul: At 1st level you begin to walk down ta dark path that may ultimately consume your soul. In the beginning it is very hard to control your transformations and it more often the good will do you harm. At first level you have learned the first of three transformation techniques called Burning soul. When you take on this form you are releasing negative energy into your body, allowing it to eat away at your very core. You lose 75 XP for transforming into the Burning Soul. Also you spend a number of SP equal to your Wisdom modifier x2.

While transformed the truly dark side of one's soul becomes apparent. The You skin turns jet black & your body becomes draped in flames. Though these flames are harmless to you and your equipment, the flames are deadly to everyone and everything around you. You eye's turn crimson red. Your face becomes smooth, losing all resemblance of who you were. Your face essentially looks cold and featureless, except for your dark red eyes. On your forehead to 1 inch long horns grow (these horns cannot be used to any type of attack). When transformed a character's Strength increase by +4 & a Constitution increase by +2, dark vision 60ft., natural armour +1, Burning Strike, Fire resistance +20. The intensity of your anger has consumed your body in flames. Every time you strike an opponent you deal an additional 1d6 fire damage. Every time someone strikes you they must make a reflex save (DC 13) or take 1d6 fire damage. The bonus to constitution raises the characters hit points by +1 per character level. These temporary hit points go away when you resume your natural form. Also when taking damage you lose the temporary hit points first.

Burning Soul can be maintained as long as you have SP left, though you may end it any time before then should you choose to. There is a maximum number of times you can take transform into the Lost Soul per day. At level one you use Lost Soul a maximum of 1/day. At level three a maximum of 2/day. And at level 5 a maximum of 3/day. You must keep in mind though that you can only use the transformation ability itself a maximum of 3/day. Regardless of what form you choose to take.

Dark Essence: At 3rd level you have become adept at channelling the dark energy of your soul. You have attained a new level of control. With this control comes a new form known as the Dark Essence. As your powers grow greater so do the costs. To transform into The Dark Essence you must pay 150 XP per transformation, and it costs you 75 XP to exit the form. You spend an amount of SP equal to, Wis bonus X 3, when becoming Dark Essence.

In this form your appearance becomes even darker then before. Your body has become as cold as the heart that beats within you. All your equipment melds into your new form, except what you choose to not to meld into your form. Your new form looks like black ice, you are featureless and as cold as the night itself. All facial feature are gone, except for your dark red eye's, and one inch horns that extend from your forehead. Along your fore arms three long spikes extend three inches in length, reaching towards the sky. You gain the following benefits; +6 strength, +4 constitution, natural armour +3, Cold resistance +20, Cold Strike, Dark vision 60ft. A hit from you while you are in Dark Essence causes an opponent to make a Fortitude save (DC 20) or be affected as by the slow spell for 1d4 rounds. The bonus to constitution raises the characters hit points by +2 per character level. These temporary hit points go away when you resume your natural form. Also when taking damage you lose the temporary hit points first.

Dark essence can be maintained as long as you have SP, though you may end it anytime before then if you so wish. At level three you use Dark Essence a maximum of 1/day. At level five a maximum of 2/day. You must keep in mind though that you can only use the transformation ability itself a maximum of 3/day. Regardless of what form you choose to take.

The Omega Soul: At 5th level you have attained the final transformation. Over the course of your search you have managed to tap into the darkest avenues of your soul. You can now draw upon your greatest power, however like all other forms, this one also comes with a high price. A price like no other. Due to the physical and emotional strain of this transformation , there is a duration unlike in other forms. When you enter the Omega form you are unleashing all the negative energy of your soul. The transforming eats at your soul even greater then in any other form. You spend 300 XP to transform and burn1 150 XP to end the form. This lose of XP is because you are releasing large amounts of the negative energy into your body . You spend a number of SP points equal to Wis bonus X 5, to transform.

While in your 3rd and final form, your equipment does not meld into your form like with dark essence. Instead as you double in size, al your equipment alters to conform to your new size. All equipment returns to normal if removed from you, or when you revert back. While your are transformed into the Omega Soul your size doubles, and you grow 15ft long wings, when fully spread. These wings appear as bat wings. Your body turns Jet black, and your face loses all features except for your deep red eye's. You grow 1 inch horns on your forehead (these horns cannot be used for attacks). You gain the following benefits; +12 strength, +8 constitution, -2 dexterity, +5 natural armour, AC/Attack -1, Dark vision 60ft, Cold & Fire resistance +20, Wings (manoeuverability good), SR equal to double your hit dice (max 25), and Glare of the pit 1/day as in Tome & Blood (pg 45), The bonus to constitution raises the characters hit points by +4 per character level. These temporary hit points go away when you resume your natural form. Also when taking damage you lose the temporary hit points first.

You may maintain this form so long as you still have SP, though you may end it anytime before then if you so wish. At level five you can use The Omega Soul 1/day. You must keep in mind though that you can only use the transformation ability itself a maximum of 3/day. Regardless of what form you choose to take, Omega Soul can only ever be used once a day.
 

The Wis mod rule seems strange.
You get SP= Wis mod x level
You burn SP= Wis mod x (constant)
Why not ditch the Wis mod altogether- the maths will stay the same
 

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