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Here's my 2 cents on Planar Survival

First its description and the words i find important in majuscule.

You can ATTEMPT to Survive in the Wild on different planes, even those without the resources or natural phenomena you normally need. For instance, you CAN forage for food even if the plane lacks food that could normally sustain you, and you COULD find your bearings on a plane that doesn’t have stars, a sun, or other normal aids to navigation. A SUCCESS at Surviving in the Wild can reduce the plane’s damage as well, at the GM’s discretion.

There two aspect to take into consideration. The mechanics and the fiction.

For the mechanical aspect, I see it this way. You need a feat. You need a mechanical advantage in addition to being a master in survival to being ALLOWED to search for food in planes that don't have food. Now, you as the DM, it would be wrong for you to say to a player that get this feat that he can't search for food in the plane of fire. However, you are in your right to declare that the roll is of a high difficulty. If your sending your level 8 team for a one week adventure into the fire plane, and you make it clear that one of your player will have to sacrifice himself by taking the Planar Survival because its an extremely alien environment. It becomes your responsability to create skills encounter from low to severe to find food and shelter.

As for the Fiction. Is there potential food on the fire or void plane and similar plane? Yes. The planes are strange and magical places and sometimes small pockets of other planes can appear on other planes. Also, the ecology of planes is highly variable, for exemple:

-on the fire plane, you can encounter a peculiar kind of trees that are ignifuge, seems to grow out of nowhere and even have their roots hanging in the air while their leaves are made of fire. The interesting aspect of those tree is that they produce small berries that are edibles. But good luck finding one those trees. The only way is to find them is by the weird smell they produce, and frankly, no one know what that smell is...

-on the void plane, scholar have for a long time wondered why there are small pockets from the elysium appearing all over the void plane. Those same scholars weirdly seems more interested to argue about the appearance of those pocket planes rather than the actual stuff that you can find on them. If you ask me, a planr adventurer, i don't care why they do appear, but when you spot one, make sure to visit such places as they will proccur you food and shelter for a day or two before they get destroyed by the void.

Did i just come up with those two explanations, YES AND THAT'S THE POINT. The idea is, that the planes are places that exist in a fantasy setting that are even more fantastic. Use your imagination a little. In the old AD&D 2nd edition their are books describing the planes and for the elementals ones they explained that each planes bordered other planes and that would make stuff from one plane appear onto another. INFINITE planes had BORDERS with other INFINITE planes.

If all you can imagine in the fire plane is fire everywhere populated with fire elemetals, you're doing it wrong. The fire planes, and any planes for that matter, should be like our world but with a theme, fire in this case. Imagine this:

-somewhere in the fire plane there is a big patch of dirt that came from the plane of earth. On it there is a forest with trees that have leaves made of fire. A river made of lava flow through the forest. In the middle of that patch of dirt there is a tower made of solidified fire, hot but not dangerous to the touch. And inside of that tower, there is an adventure waiting for a daring group of adventurers.


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Hello everyone, this is my first post on the message boards of paizo and its a very long one ;).
I'm posting a prestige class i'm currently working on (for about 70+ hours) so that i get feedback to balance it.
For this prestige class i'm using possession rules from "D&D 3.5 - Fiendish Codex 1, page 21", the paraika from "Pathfinder Adventure - Legacy of Fire 2, page 84" and the rules for infernal pact from "Pathfinder Chronicles: Princes of Darkness 1, page 38".
Finally, pardon my english, my natives tongue is french, so i repeat a lots of my terms and don't see most spelling errors i make.

Now for my thoughts behind this prestige class. I created this prestige class since i think it would be fun to play a character that enslave a succubus (or any other evil fiend that fit the profile) and with times having the character magically fall in love with the creature he enslaved. Since the level of power of the slave is quite high, i put the prerequisite as high as possible to retard the access of this prestige class while keeping it with 10 level. Also, i think its important to note that by level 11th, most arcane spellcasters are able to cast summon monster VI thus allowing them to summon succubus and erinyes. Therefore, we can assume that by level 11th, spellcasters have access to a limited source of at-will spell-like abilites, that is the spell-like abilities of the summoned creatures. In fact if we take the time to check the lower summon monster, we will see a lot of others creatures with spell-like abilities. Nocticula's Mate for their part gains an unlimited access of a some spell-like abilites, but at the cost that when the access (slave) is lost, it cost times and money to get the slave back. Now for the prestige class, unlike other class that possess eidolon or animal companion, the fiendish slave won't "mindlessly" obey every orders of her master, since, unlike standard companion or cohort, her alliegence is limited toward her master. However, as the master gains level, the slave becomes more obediant, but at the same time she becomes jealous, thus provoking problems to the master environment. For his part, the master is also penalized by his attitude changing toward his slave.

Note: In the text, the Nocticula's mate is referred as "master" and the fiendish slave is referred as "slave" for simplification.

--------------------Nocticula's Mate

Fluff:
Some fiends exist only to charm and corrupt mortal. Such creatures are usually masters of deception, lies, and temptation.

They are easily capable to control mortals with their powers. Such control can last for weeks, months, and even years. As the control last, mortals often falls in a state of total submission with the fiend. When a mortal get free of those charms, he sometimes find himself dependant of such control.

The Nocticula's mate are such mortals. Some seek revenge, some seek attention, and some even miss the depravation, but whatever the reason, they all wants the same thing. The eternal "love" of those fiends. Unlike weaker mortals, a Nocticula's mate seek to gain control of the fiend. His goal is to eventually be able to force the creature to completely devote itself to him. Sadly, this road is often long and perilous.

As they acquire control over their fiendish slave, Nocticula's mate become themselves charmed by their slave overtime. Due to this secondary effect, people that use such "control" are often referred as Nocticula's mate. Nocticula being the first succubus, most people believe that she would be the ultimate quest, for those dependant mortals.


Requirements
Alignement: Chaotic neutral, neutral evil or chaotic evil
Skills: Knowledge (planes) 10 ranks, Spellcraft 3 ranks
Spell: Able to cast charm monster
Special: Must have been controlled, magically or not, by a succubus or paraika during at least one week.

Class Features
Hit Die: d6
BAB: Poor
Good Saves: Will
Spellcasting: +1 level of existing arcane spellcasting class starting at 2nd level and every levels after that.
Class Skills: Bluff (Cha), Diplomacy (Cha), Knowledge (planes) (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill points at each level: 2 + intelligence modifier.
Weapon and Armor Proficiency: A master gain no weapon or armor proficiencies.

Class Abilities
1st - Fiendish slave
2nd - Slave lesser gift
3rd - Extensive training
4th - Fiendish friend
5th - Slave gift
6th - Extensive training
7th - Fiendish mate
8th - Slave greater gift
9th - Extensive training
10th - Fiendish soulmate, slave possession

Class Abilities:
Fiendish Slave (Su): At 1st-level, a master learn an elaborate enslavement ritual that allows him to conjure and bind a succubus, paraika or erinyes to him. Preparation and executions of the ritual require 24 uninterrupted hour and 1000 gp in components. The slave’s abilities, feats, Hit Dice, ability scores increase and skills advance as the master gains level (see below).

Slave Gift (Ex): At 2nd-level, a master gains an immunity against the kinds of his slave. (see the section "Slave stats" below for the effect granted by each slave)

Extensive training: At 3rd, 6th and 9th-level, one of the following benefit is gained:

  • The slave receives a bonus based on her special abilites; (see below)
  • The master gains the improved share spells feat. The slave count as a familiar for this feat;
  • The master gains a +2 competence bonus to his Fortitude saves due to all the time spent ****ing his slave.

Fiendish Friend: At 4th-level, the fiendish slave ability becomes extraordinary. The master may end that ability by concentrating on it for one minute. From now on, the master will always be at least indifferent with his slave as long as she's alive.

Slave Gift: At 8th-level, a master gains a bonus from the slave he possess. (see below)

Fiendish Mate: At 7th-level, the master begins to fall in love with his slave and will therefore always be at least friendly with his slave as long as she's alive.

Slave Greater Gift (Ex): At 8th-level, a master gains a bonus to his saves against the outsiders of his slave homeplane. (see below)

Fiendish Soulmate: At 10th-level, the master is no longer able, nor willing to dismiss the fiendish slave ability. Even in death, the bond between master and slave remains. Only a wish, miracle or similar effect can dismiss it. From now on, the master is completely in love with is slave and will always be at least helpful towards her.
In addition, the master soul and the slave essence are now permanently linked together. As long as the slave is alive, if her master is dead, his soul can't be affected by hostile spells and effects as it stays near the slave. If the slave dies, the master can revive her by performing the fiendish slave enslavement ritual, however in this case, the ritual as the same effect as a true resurection spell, except that the spell doesn't require any material component.

Slave Possession (Ex): At 10th-level, the slave gains the ability to possess her master. While possessing her master, a slave may only use the ally role. For his part, the master gains its slave spell resistance and may use any of her spell-like abilities as if he possessed them himself at will.


--------------------Fiendish Slave

A Malcanthet's Mate’s fiendish slave receives the following modifier as her master gains level.

HD & Range:
Lvl - HD - Max Range
1st - +0 - 200 ft.
2nd - +1 - 300 ft.
3rd - +1 - 400 ft.
4th - +2 - 500 ft.
5th - +3 - 600 ft.
6th - +4 - 700 ft.
7th - +4 - 800 ft.
8th - +5 - unlimited
9th - +6 - unlimited
10th - +7 - unlimited

HD: Increases the slave outsider Hit Dice, granting the usual increase in base attack, base save bonus, additional skill points, feats and ability score increase for bonus HD as normal for advancing a monster's Hit Dice.

Range: Indicate the maximum distance the slave can go from her master in feet.


Natural Armor & Spell Res/Caster Level:
Lvl - AC - SR/CL
1st - +0 - +0
2nd - +0 - +1
3rd - +2 - +1
4th - +2 - +2
5th - +2 - +2
6th - +4 - +3
7th - +4 - +3
8th - +4 - +4
9th - +6 - +4
10th - +6 - +5

AC: The number noted here is an improvement to the slave’s existing natural armor bonus.

SR: Add this value to the slave’s Spell Resistance.

CL: Add this value to the slave’s caster level for her spell-like abilities.


Features:
Lvl - Special
1st - Charmed, resilient, link, share spells
2nd - —
3rd - —
4th - —
5th - —
6th - Devotion
7th - —
8th - True Self
9th - —
10th - Fanatic

Charmed (Su): Upon becoming a slave, the fiend becomes charmed by her master. While under the effect, the slave follow all rules of a charm monster spell except as noted here.

  • Unlike a normal charm spell, threatening actions from her master and his allies doesn't end this ability. It doesn't prevent the slave from defending herself though;
  • The slave suffer a -4 penalty to the opposed Charisma check to resist instructions and command from her master unless she's violently opposed against them;
  • The slave feel the urge to stay near her master at all times and will never try to go farther than 200 ft. from her master. For each additional level the master has, that limit increases by 100 ft. If for some reason, the slave find herself outside of the range, she will try to return within the limits by all means necessary;
  • The slave is prevented to use her hostile abilities on her master unless he's willing for her to do so, is in danger, or if she suspect her master to be controlled by another creature. After the danger, the slave must dismiss the effect;
  • The slave loses her summon spell-like ability. A succubus also loses her dominate person spell-like ability.

Resilient (Ex): A slave can add her master class level to her saving throw made to resist being sent back to her home plane by spells such as dismissal and banishment.

Link (Ex): A master and his slave share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the master to give orders to his slave at any time.

Share Spells (Ex): The master may cast a spell with a target of “You” on his slave (as a touch spell) instead of on himself. A master may cast spells on his slave even if the spells do not normally affect creatures of the slave's type (outsider).

Devotion (Ex): A slave gains a +4 morale bonus on Will saves against enchantment spells and effects.

True Self: The slave regains the uses of her summon spell-like ability. A succubus slave also regains the use of her dominate person spell-like ability.

Fanatic (Ex): From now on, the slave is always willing to give her life for her master and will fight to the death against overwhelming odds, like throwing herself in front of an onrushing dragon. The slave gains a +2 morale bonus to her Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC whenever fighting for the her master. Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or being detected by the Sense Motive skill. Since it is nonmagical, it can’t be dispelled; however, any effect that suppresses or counters mind-affecting effects will affect it normally.


Slave Mentality Change:
Starting with 2nd-level of the master, the slave mentality begin to change due to the abnormal length and strength of the charming effect. She receive the following changes to her mentality as the master gains more levels.

1st - Under a charm effect. Charm doens't end if the master or master allies threaten her. Must stay within a limited range from her master. The slave penalty to resist commands from her master suffer -4 penalty.

2nd - The slave begin to trust her master. The master is able to greatly influence her slave to use or prevent the use of her natural abilities. The slave penalty to resist commands from her master increases to -8.

3rd - The slave trust her master and view their relation as a couple. Her alignment become the same as her master. Also, the slave penalty to resist commands from her master increases to -12.

4th - The slave become helpful toward her master. She no longer feel the need to resist instructions and command that her master gives her unless she's violently opposed to.

5th - The slave forget other allegiances she might have. However, she begins to feel jealousy toward other love interest her master has and will always be at most indifferant toward them.

6th - The slave devote herself completely to her master. From now on, if her allies threaten her master, she treat them as ennemies.

7th - The slave become dependant of the charm effect, and will try to stop her master if he try to dismiss it. In such event, the slave can act as hostile as she try to stop her master. Additionally, the slave obey command that her master gives her, even if she would normally be violently opposed to.

8th - The fiendish slave ability lose its range limitation, the slave think that its good for her to always return to her master. Her jealousy becomes also more problematic since the slave will always be unfriendly toward people her master see as love interest. This usually mean that she will try to get rid of the person without her master knowledge or consent.

9th - The slave sees her master allies and enemies as her own.

10th - The slave is in complete adoration of her master and benefit from now on of all the effect of having a fanatic attitude toward him. Because of her fanatism and evil nature, the slave will always feel the need to get rid of anyone her master see as a love interest. She will be able to suppress this urge only when her master gives her specific orders to stop her actions. Such orders will only last for a couple of days, that is, until the slave find a way to go around the orders.

If the master is 2nd-level or higher, lose his current slave and get a new one, the new slave is only affected by the mentality change of the fiendish slave ability of her master as if his class level was one. It takes one day for the next mentality change level to affect the new slave. This process keep going on until the slave gradually undergo each level of mentality change. If the master re-enslave the slave he just lost, she regains the mentality change immediately after the control takes effect.


--------------------Slave Stats
Note: For the slave stats i have extrapolated their skill ranks.
Succubus:
Class Skills Ranks: Bluff 8, Craft -, Dilplomacy 8, Disguise 8, Fly 8, Knowledge (local) 8, Knowledge (planes) -, Perception 8, Sense Motive 8, Stealth 8, and any one other.

Non Class Skills Ranks: Escape Artist 8, Intimidate 8.

Master Class Abilities
Succubus Slave Gift (Ex): At 2nd-level, the master of a succubus gains immunity to the energy drain effect of succubus kiss and the charisma drain of the profane gift ability.

Extensive training: At 3rd, 6th and 9th-level, one of the following benefit is gained:

  • The slave limitation to her ethereal jaunt and greater teleport spell-like abilities now include her master and up to 100 pounds of objects.

Succubus Slave Gift: At 5th-level, when a succubus slave uses her profane gift ability on her master, she grants him a +4 profane bonus instead of +2.

Succubus Slave Greater Gift (Ex): At 8th-level, the master of a succubus gains a +2 bonus on all save rolls made against spells and effects of native outsiders of the Abyss.

Abyss native outsiders: demons, qlippoths, bebilith, howler, xacarba


Erinyes:
Class Skills Ranks: Acrobatics 9, Bluff 9, Craft -, Escape Artist 3, Fly 6, Intimidate 9, Knowledge (planes) 3, Perception 9, Sense Motive 3, Stealth 6, and any one other.

Non Class Skills Ranks: Diplomacy 9, Knowledge (religion) 6.

Master Class Abilities
Erinyes Slave Gift (Ex): At 2nd-level, the master of an erinyes gains immunity to the entangle ability of erinyes.

Extensive training: At 3rd, 6th and 9th-level, one of the following benefit is gained:

  • The slave is no longer restricted to the number of targets with her fear spell-like ability. Also, her limitation to her greater teleport spell-like ability now include her master and up to 100 pounds of objects.

Erinyes Slave Gift (Ex): At 5th-level, an erinyes can grant a single wish from an infernal pact to her master. Unlike normal infernal contract, this contract doesn't bind the master soul to Hell, instead the contract only works as long as the erinyes remains a slave.

Erinyes Slave Greater Gift (Ex): At 8th-level, the master of an erinyes gains a +2 bonus on all save rolls made against spells and effects of native outsiders of Hell.

Hell native outsiders: devils, achaierai, hell hound, hellcat


Paraika:
Class Skills Ranks: Bluff 8, Craft -, Diplomacy 8, Disguise 8, Fly 4, Intimidate 8, Knowledge (local) 5, Knowledge (planes) 5, Perception 8, Sense Motive 6, Stealth 6.

Master Class Abilities
Paraika Slave Gift (Ex): At 2nd-level, the master of a paraika gains immunity to the diseases and hostile effect of the lustful dreams ability of paraika.

Extensive training: At 3rd, 6th and 9th-level, one of the following benefit is gained:

  • The slave gains the ability focus feat.

Paraika Slave Gift (Su): At 5th-level, a paraika slave can use her lustful dreams ability on her master. For the next day, instead of being fatigued her master receives a +2 profane bonus on any attribute.

Paraika Slave Greater Gift (Ex): At 8th-level, the master of a paraika gains a +2 bonus on all save rolls made against spells and effects of native outsiders of Abaddon.

Abaddon native outsiders: daemons, divs, nightmare, soul eater, urdefhan.