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The Prisonkeeper
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<blockquote data-quote="Vargo" data-source="post: 1944208" data-attributes="member: 4436"><p>In every world, there is a great evil that lies imprisoned beyond the bounds of the known. In Greyhawk, it is called Tharizdun, and its wakening would spell the doom of the whole world.</p><p></p><p>Chained in their prisons, these dark forces yearn for freedom - and many maddened individuals work to free them. Over the centuries, their dark powers slowly recover, and they may eventually gain the power needed to break their chains and wreak destruction on their captors.</p><p></p><p>But the Gods are not without foresight. They discovered a way to ritually force a conduit on to a God - to recreate the link between devotee and divine without the consent of the divine. This link allows those who are not followers of the imprisoned Powers to drain away their divine power and disperse it without letting the Power escape.</p><p></p><p>However, these rituals are not without their costs, and those who take up the mantle of the prisonkeeper often descend into madness, all along tempted with dark gifts from the imprisoned one, while simultaneously being hunted by those who would seek to free the Power. In addition, prisonkeepers cause great unease in those who are regular devotees to divine power, as their abilities come, in essence, via an act of divine theft.</p><p></p><p>Requirements: Spell Focus (Conjuration), Knowledge(Religion) 8 ranks, Knowledge(Arcana) 8 ranks, Knowledge(the planes) 8 ranks, can cast Divine spells</p><p></p><p>Hit dice: d8</p><p>BAB: +3/4 per level (standard Cleric progression)</p><p>Good saves: FORT, WILL</p><p>+1 caster level per level for the purposes of spell casting and spells known per day only. No core class capabilities continue to grow (turn/rebuke undead, wildshape, whatnot)</p><p></p><p>Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge(arcana) (Int), Knowledge(history) (Int), knowledge(religion) (Int), Knowledge(the planes) (Int), Profession (Wis), Spellcraft (Int)</p><p></p><p></p><p>1 Sundered Alignment, Bonus Domain (Madness), Summon Alien</p><p>2 Divine Unease -2</p><p>3 Dark Temptation I</p><p>4 Divine Unease -3</p><p>5 Turn Servant of Madness</p><p>6 Dark Temptation II</p><p>7 Divine Unease -4</p><p>8 Timeless Body</p><p>9 Final Temptation</p><p>10 Divine Transformation, Divine Unease -5</p><p></p><p>Sundered Alignment - The Prisonkeeper's spell selection and turning/rebuking choices are made as if their alignment is that of the imprisoned Power, not the alignment of the Prisonkeeper. Deviating from the wishes of the imprisoned Power does not result in loss of abilities.</p><p></p><p>Bonus Domain (Madness) - The Prisonkeeper gains access to the Madness domain, along with all associated domain powers. If the Prisonkeeper already has access to the Madness domain, they may pick one other domain already associated with the imprisoned Power.</p><p></p><p>Summon Alien - All summoned creatures that would have the fiendish or celestial template added to them instead gain the pseudonatural template, to reflect the bizzare energies in use.</p><p></p><p>Divine Unease - A Prisonkeeper suffers a penalty on all reaction rolls by other Divine spellcasters due to the unnatural nature of the origin of their powers. This is felt by other Divine casters as a strong unease whenever in the presence of the Prisonkeeper.</p><p></p><p>Dark Temptation - As a Prisonkeeper gains power, they come to the attention of the imprisoned Power, who will tempt them with dark secrets and power in an attempt to turn them from the path. (Need to expand on this part - power is offered, but each time the power is used, the character gains corruption points - enough corruption points and the character becomes an NPC? Will save to avoid, perhaps?)</p><p></p><p>Turn Servant of Madness - A Prisonkeeper who reaches this level may turn servants of the imprisoned Power as a Cleric equal to his Prisonkeeper levels + any previous turning levels he may have.</p><p></p><p>Timeless Body - Upon reaching 8th level, all physical aging ceases, as per the Monk ability of the same name. The character still dies upon reaching his or her maximum age.</p><p></p><p>Divine Transformation - Upon reaching 10th level, the character has become so infused with divine power that he or she transforms into an outsider(native), and gains DR 10/Magic.</p><p></p><p>Thoughts? Suggestions? Giant flaming cows?</p></blockquote><p></p>
[QUOTE="Vargo, post: 1944208, member: 4436"] In every world, there is a great evil that lies imprisoned beyond the bounds of the known. In Greyhawk, it is called Tharizdun, and its wakening would spell the doom of the whole world. Chained in their prisons, these dark forces yearn for freedom - and many maddened individuals work to free them. Over the centuries, their dark powers slowly recover, and they may eventually gain the power needed to break their chains and wreak destruction on their captors. But the Gods are not without foresight. They discovered a way to ritually force a conduit on to a God - to recreate the link between devotee and divine without the consent of the divine. This link allows those who are not followers of the imprisoned Powers to drain away their divine power and disperse it without letting the Power escape. However, these rituals are not without their costs, and those who take up the mantle of the prisonkeeper often descend into madness, all along tempted with dark gifts from the imprisoned one, while simultaneously being hunted by those who would seek to free the Power. In addition, prisonkeepers cause great unease in those who are regular devotees to divine power, as their abilities come, in essence, via an act of divine theft. Requirements: Spell Focus (Conjuration), Knowledge(Religion) 8 ranks, Knowledge(Arcana) 8 ranks, Knowledge(the planes) 8 ranks, can cast Divine spells Hit dice: d8 BAB: +3/4 per level (standard Cleric progression) Good saves: FORT, WILL +1 caster level per level for the purposes of spell casting and spells known per day only. No core class capabilities continue to grow (turn/rebuke undead, wildshape, whatnot) Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge(arcana) (Int), Knowledge(history) (Int), knowledge(religion) (Int), Knowledge(the planes) (Int), Profession (Wis), Spellcraft (Int) 1 Sundered Alignment, Bonus Domain (Madness), Summon Alien 2 Divine Unease -2 3 Dark Temptation I 4 Divine Unease -3 5 Turn Servant of Madness 6 Dark Temptation II 7 Divine Unease -4 8 Timeless Body 9 Final Temptation 10 Divine Transformation, Divine Unease -5 Sundered Alignment - The Prisonkeeper's spell selection and turning/rebuking choices are made as if their alignment is that of the imprisoned Power, not the alignment of the Prisonkeeper. Deviating from the wishes of the imprisoned Power does not result in loss of abilities. Bonus Domain (Madness) - The Prisonkeeper gains access to the Madness domain, along with all associated domain powers. If the Prisonkeeper already has access to the Madness domain, they may pick one other domain already associated with the imprisoned Power. Summon Alien - All summoned creatures that would have the fiendish or celestial template added to them instead gain the pseudonatural template, to reflect the bizzare energies in use. Divine Unease - A Prisonkeeper suffers a penalty on all reaction rolls by other Divine spellcasters due to the unnatural nature of the origin of their powers. This is felt by other Divine casters as a strong unease whenever in the presence of the Prisonkeeper. Dark Temptation - As a Prisonkeeper gains power, they come to the attention of the imprisoned Power, who will tempt them with dark secrets and power in an attempt to turn them from the path. (Need to expand on this part - power is offered, but each time the power is used, the character gains corruption points - enough corruption points and the character becomes an NPC? Will save to avoid, perhaps?) Turn Servant of Madness - A Prisonkeeper who reaches this level may turn servants of the imprisoned Power as a Cleric equal to his Prisonkeeper levels + any previous turning levels he may have. Timeless Body - Upon reaching 8th level, all physical aging ceases, as per the Monk ability of the same name. The character still dies upon reaching his or her maximum age. Divine Transformation - Upon reaching 10th level, the character has become so infused with divine power that he or she transforms into an outsider(native), and gains DR 10/Magic. Thoughts? Suggestions? Giant flaming cows? [/QUOTE]
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