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On Tuesday, the Necromancers of the Northwest published the Cultist NPC class on their blog. If you haven't seen it yet, go read it now. I'll wait...

Back? Good!

Now, the two example cults they give are for demonic and diabolic patrons, and that's fine as far as it goes. But what is a cultist without a mind-shattering Alien Horror From Beyond to worship? Therefore, I want to use this thread to propose a few new cults to spice up the Cultist class, and really give the devil - or in this case, the Great Old Ones - their due.

To get my feet wet (pun intended), the first attempt will be that perennial favorite, the Esoteric Order of Dagon. The first draft follows inside the spoiler. Any ideas and suggestions welcome. IÄ R'LYEH!

The Esoteric Order of Dagon:

The Esoteric Order of Dagon

The Esoteric Order of Dagon is a cult found in isolated coastal communities throughout the world. It quickly takes root where its promises of precious gold artifacts and restoration of depleted fisheries are desirable to elements in the local community. Part of its eschatology centers on a return of its followers to the water world, accompanied by gradual bodily transformation and an eternal life of sorts. The central beings worshiped by the Order are the Deep Ones, Father Dagon, Mother Hydra, and, to a lesser extent, Cthulhu. The Deep Ones are seen largely as intermediaries between the various gods, rather than as gods themselves. Even so, the cultists sacrifice various locals to the Deep Ones at specific times in exchange for a limitless supply of gold and fish. Interbreeding between the human and amphibian species is also actively encouraged. The Esoteric Order of Dagon has three oaths which members have to take. The first is an oath of secrecy, the second, an oath of loyalty, and the third, an oath to marry a Deep One and bear or sire its child.

Alignment: Members of the Esoteric Order of Dagon cannot be Lawful or Good.

Restricted Spells: Members of the Esoteric Order of Dagon cannot cast spells with the good or lawful descriptors.

Channeled Energy: Negative.

Familiar: Nycar.

Sacrifice: Blood.

Hexes: Members of the Esoteric Order of Dagon can select from the following hexes.

Primeval Resilience (Ex): The cultist gains a +4 bonus on saving throws made to resist poison, and an amount of cold resistance equal to his class level. At 12th level, he gains an amount of acid and electricity resistance equal to 1/3 his class level.

Claws of the Deep (Su): As a move action, the cultist can cause his hands to twist and gnarl into horrible claws. He gains two primary claw natural attacks, which deal 1d6 points of slashing damage on a successful hit (or 1d4 points of slashing damage if the cultist is Small). If the cultist is at least 6th level, he can transform his hands in this way as a swift action, instead. If the cultist is at least 10th level, the critical threat range for the claws increases to 19-20. If the cultist is at least 14th level, the critical multiplier for the claws increases to x3. The cultist can use the claws for a number of minutes per day equal to 1/2 his class level. These minutes need not be consecutive, but must be spent in 1-minute increments.

Corrupting Whisper (Sp): As a standard action, the cultist can mentally compel a single creature within 60 feet to perform a single evil act, such as theft, murder, or other actions that involve hurting another for personal gain or enjoyment. The act in question must be able to be described in 100 words or less, and must take no more than 24 hours to complete. The target is entitled to a Will save to resist this effect, and gains a +4 bonus on the save if performing this action will have obvious negative consequences (such as violating a law in front of the town guard, or breaking an important promise to a loved one). If the target succeeds on the Will save, he identifies the cultist as the source of the mental compulsion. Whether the target succeeds or fails his Will save, he cannot be the target of this hex again for 24 hours. The cultist can use this ability a number of times per day equal to his Charisma modifier.

Insidious Wound (Su): Whenever the cultist scores a critical hit with a melee weapon, he can choose to leave a insidious wound. If he does, the damage inflicted by that critical hit cannot be healed naturally, and even magical healing fails to affect it unless the caster succeeds on a caster level check (DC 11 + the cultist’s class level). A creature that has been affected by this ability cannot be affected by another insidious wound until the first one has been successfully healed.

First Oath of Dagon (Secret of the First Circle) (Ex): Beginning at 1st level, the cultist gains a swim speed of 30 feet.

Second Oath of Dagon (Secret of the Second Circle) (Su): Beginning at 9th level, the cultist gains the amphibious special quality and develops a fat layer that grants a +1 natural armor bonus and resist cold 5 (this stacks with the Primeval Resilience hex). When immersed in water, the cultist gains blindsense 30 feet.

Third Oath of Dagon (Secret of the Third Circle) (Ex): Beginning at 17th level, the cultist gains a swim speed of 60 feet and blindsense of 60 feet in water. Also, his body is covered with fine, slippery scales, granting DR 10/piercing and continuous freedom of movement. Underwater, the cultist gains evasion and blindsight 120 feet, and is immune to pressure damage from deep water.

Ascension: At 20th level, when the cultist becomes an outsider, he gains the chaos, aquatic and evil subtypes, and all the traits associated with those types. If the cultist has the primeval resilience hex, he may immediately replace it with a different hex for which he qualifies. Additionally, once per day, he can summon any mythos creature of CR 20 or less as a full-round action that does not provoke attacks of opportunity. This summons has a 50% chance of success. The summoned creature serves him faithfully for up to 1 minute, and this otherwise functions as the spell summon monster IX.


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One of my wife's favorite TV shows begins its third season tonight. In honor of that, I present for your consideration and critique... the Grimm.

Grimm:

GRIMM (Rogue Archetype)

Almost from the beginning of time, there have been monsters who have taken human form to move unseen among their prey – wolves in sheep’s clothing. And for almost as long, a few humans have exhibited a special sensitivity to these monstrosities – an ability to see things no one else could. This ability to identify the enemies within is usually accompanied by a compulsion to hunt down and destroy these creatures, along with extraordinary abilities in tracking and combat. This “gift” often runs in family bloodlines, manifesting itself in each succeeding generation as the prior recipient dies (of whatever cause). One particular family from Ustalav, the Grimms, became notorious for their possession of this “gift” and their use of it, and so throughout the Inner Sea region their name has become attached to all possessors of these abilities.

Hunt Down the Bad Ones (Ex): Grimms gain Favored Enemies, using the same rules and following the same level progression as Rangers; however, they must choose from the more constricted list given below:

  • Aberration
  • Fey
  • Lycanthropes
  • Outsider (evil)
  • Undead

This ability replaces Sneak Attack.

I Can See Things No One Else Can (Su): Grimms have the ability to immediately identify their Favored Enemies, even when they are in disguise and/or shapeshifted into another form. When a Grimm makes visual contact with a Favored Enemy in disguise and/or shapeshifted, he makes a Sense Motive check (DC 10 + creature's CR). If the skill check is successful, the Grimm knows the true identity of the creature AND the creature (if it has visual contact with the Grimm) makes an opposed Sense Motive check against the Grimm’s Bluff skill. If the creature succeeds, it realizes the character is a Grimm and will take whatever action it deems appropriate (anything from fleeing in terror, to mentally marking the Grimm down for future observation, to attempting to rip his throat out on the spot).

This ability replaces Trapfinding and Trap Sense.

Monster Hunter (Ex): A Grimm of 20th level always makes his I Can See Things No One Else Can check. He can also, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the Grimm's level + the Grimm's Wisdom modifier. The Grimm can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. The Grimm can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

This ability replaces Master Strike.

Class Skills: Grimms replace Appraise and Perform with Heal and Survival as class skills.

Rogue Talents: The following rogue talents complement the Grimm archetype: Combat Trick, Resiliency, Snap Shot, Weapon Training.

Advanced Talents: The following advanced rogue talents complement the Grimm archetype: Improved Evasion, Skill Mastery, Feat, Redirect Attack.


The name is more descriptive than flavor for the moment, any suggestions along that (or any other) line are welcome.

Weaponbearer:

Many deities have favored weapons, and some of their servants undertake to master the use of these blessed weapons in the service of their god. Weaponbearers are often found as temple guards, protectors of pilgrims, and bodyguards to high-level priest(esse)s.

Weaponbearer - The weaponbearer gains a masterwork version of their deity's favored weapon at 1st level. The weaponbearer may utilize this weapon in the exact same manner as a normal cleric utilizes a holy symbol, and effectively replaces the holy symbol for the weaponbearer.

Channeled blows - the weaponbearer gains Channel Smite (at 1st level) and Greater Channel Smite (at 12th level) automatically as bonus feats. These feats can only be utilized through the favored weapon. This ability replaces orisons.

Weaponbearer Domain - One of the two domains chosen by the weaponbearer must be the Weaponbearer domain (described below). The second domain is chosen from the weaponbearer's deity's domains as normal, but the Healing domain may NOT be chosen even if it is available.

Quote:

Weaponbearer Domain

Granted Powers: You call upon the power of your god to manifest through the favored weapon you bear. These powers and spells can only be manifested via your favored weapon

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack (using your favored weapon) with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use the feat.

Domain Spells: 1st—Magic weapon, 2nd-Align weapon, 3nd—Bless weapon, 4th—Greater magic weapon, 5th—disrupting weapon, 6th—Holy weapon, 7th—Deity's Weapon, 8th—Holy Aura, 9th—Heroic Invocation.

Spontaneous casting - Instead of spontaneously casting healing spells, Weaponbearers spontaneously cast spells from the Weaponbearer domain. This ability otherwise functions as a standard cleric's spontaneous casting ability.


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Presented here for your consideration... Bob. Bob is very much a work in progress, and not every detail from the books was accommodated. Any comments or suggestions are welcome.

Bob:
Bob (Minor Artifact)

Aura: Strong necromancy
CL: 20th
Slot: none
Weight: 3 pounds.

You see a skull with a dull metal finish, every square inch of which is covered with engraved arcane symbols, and dark-colored faceted crystals set into the eyesockets. When you pick up the skull, the crystals will glow a fiery orange and a deep, gravelly disembodied voice emits from the skull… “Hey, what are YOU looking at?!?”

The skull is the home of Bob, a spirit of intellect and a very learned loremaster of the arcane. Bob has been passed from wizard to wizard for centuries, and is a priceless font of magical lore. And you can be sure Bob KNOWS it. He likes nothing better than an opportunity to show off his knowledge (unless it’s “officiating” at some wild brawl or party – see below). Normally Bob is a smart-aleck, very, very stubborn, and has a weakness for the fairer sex. However, his personality can shift over time to reflect his current “owner”.

BOB [air spirit of intellect, Chaotic Neutral] - INT 19, WIS 10, CHA 14.
He also has the following skills:
Knowledge (Arcana) +20
Spellcraft +20
Craft (potions) +20
Knowledge (Dungeoneering) +20
Knowledge (Planes) +20
Linguistics +20

Bob will aid the PC with a skill check on these skills at any time, if the PC makes successful Diplomacy check (see below). Bob can also make one of these skill rolls on behalf of the PC once per week, using the modifiers listed above, if he is given “leave” - 12-36 hours away from the skull and therefore unavailable to the PC (time away subject to negotiation, roleplay and/or Diplomacy check [see below]). There is a 25% chance Bob will do something while “on leave” that will directly impact the PC later on – not out of deliberate malice, just due to unforeseen consequences (“I didn’t do anything a keg of ale wouldn’t have done!”).

DIPLOMACY CHECKS W/BOB
Base DC 25, other modifiers as appropriate – also note the extra factors listed below...
• Wizards +4
• Other Arcane spellcasters +2
• Divine spellcasters +0
• Non-spellcasters -2
• Female characters get DOUBLE their Charisma bonus (positive or negative – he’s a bit shallow about these kinds of things)

OTHER ABILITIES
Sense Motive skill check of +10
Blindsense (60’)
Read Magic (at will)
Detect Magic (as per the spell, 3 times/day, caster level 20)
Read Languages (at will)

DESTRUCTION

Bob can only be destroyed by burning him on a pyre of spell books with a total worth at least 500,000 GP.


I've always thought that there should be other options for a party "trivia master" besides the Bard. None of the 3PP "scholar" options have done much for me, mostly since they tend to be weak in combat support. Since the APG introduced the archetypes for base classes, however, I've been thinking about ways to use that concept to build what I'm looking for. I think I have a workable concept, but I would greatly appreciate feedback (especially on the skill point/cantrip balance). Thanks!

Spoiler:

Loremaster

Books, and the knowledge they contain, have a special appeal to the Loremaster. There is no subject that does not concern the Loremaster, or any piece of knowledge too trivial. While regular Wizards may look down their noses at Loremasters due to their lack of focus and slower advance in power, even the most learned Wizard must sometimes seek the services of a Loremaster when faced with some obscure puzzle or antedeluvian script...

Lore keeper - At 1st level, Loremasters have the bardic special ability of bardic knowledge. This replaces arcane bond.

Universalist - The Loremasters' broad interests and sometimes scattered concentration precludes them from deep specialization. Loremasters are always of the Universalist school.

Seeker of knowledge - Loremasters have a burning desire to learn, and to learn about everything they possibly can. However, this comes at the price of somewhat diluted spellcasting power. Loremasters gain (4 + INT bonus) skill points per level. This replaces cantrips.

Learned scholar - At 5th level, the loremaster gains the bardic special ability Lore master at the equivalent level to their wizard level. This replaces scribe scroll.


Long-time lurker, first-time poster.

I've been working on some ideas for my homebrew campaign world, and I wanted to get some community feedback on them. First up is my tweak of Channeled Energy. I wanted to add some diversity to Cleric builds while not straying too far from the base rules. My idea for linking Channeled Energy to Cleric Domains is listed below. (I did an archive search for similar ideason the boards here and came up empty. If I missed it please let me know.)

CHANNELED ENERGY TYPES BY DOMAIN
Channeled energy comes in three types – Heal the Living, Turn Undead, and Harm Undead (for positive energy); or Harm the Living, Awe Undead, and Heal Undead (for negative energy). The Heal/Harm effects and the Turn Undead effect are as given in the SRD. Awe Undead uses the same mechanics as Turn Undead, but the effect is that the undead are frozen in place, may not attack while under the effect of the Awe (but may defend themselves), and are at a -4 penalty to all attempts to resist control (spells, Diplomacy checks, etc) by the cleric using the Awe effect.

Each Cleric Domain has a particular type of channeled energy linked to it. When the cleric chooses his or her Domains, the cleric gains the channeled energy types linked to those domains. If the domains he or she chooses have the same energy type, the cleric is free to choose either of the two remaining types. The channeled energy types chosen MUST be linked to the same type of energy (i.e. a cleric cannot mix positive and negative channeled energy types).

The “Turn Undead” feat is dropped, and replaced with a new feat, “Diversify Channeled Energy”. This feat allows the cleric to utilize the channeled energy type not gained via Domains.

chart:
ENERGY TYPE BY DOMAIN CHART

These are my conceptions of which energy types go with the core domains. YMMV. Feel free to tinker and critique with them as desired.

Air - Turn or Awe Undead
Animal - Harm or Heal Undead
Artifice - Turn or Awe Undead
Chaos - Harm or Heal Undead
Charm - Turn or Awe Undead
Community - Heal Living
Darkness - Awe Undead
Death - Harm Living
Destruction - Harm or Heal Undead
Earth - Harm or Heal Undead
Evil - Harm Living
Fire - Harm Undead
Glory - Harm or Heal Undead
Good - Turn Undead
Healing - Heal Living
Knowledge - Turn or Awe Undead
Law - Harm or Heal Undead
Liberation - Turn Undead
Luck - Turn or Awe Undead
Madness - Turn or Awe Undead
Magic - Harm or Heal Undead
Nobility - Turn or Awe Undead
Plant - Turn Undaed
Protection - Turn or Awe Undead
Repose - Heal Living
Rune - Harm or Heal Undead
Strength - Harm or Heal Undead
Sun - Harm Undead
Travel - Turn or Awe Undead
Trickery - Turn or Awe Undead
War - Harm or Heal Undead
Water - Turn or Awe Undead
Weather - Turn or Awe Undead