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I'm looking for a class similar to the Mord Sith in Legend of the Seeker. More or less a dominatrix class with anti-magic abilities. Anyone know a good d20 source?

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You could create a new one...
Perhaps make them kind of a Charisma-based Monk, but gut the special Monk abilities and replace it with a spell turning/immunity that affects all targeted spells one level behind the wizard. (EG. Wizard 5 could use 3rd level spells to target Mord-Sith 5, but they turn them @ level 6.) Conversely, they would not be able to accept beneficial spells, which I think balances this out.
Then there's the aegil. It should grow in power, like the Monk's unarmed strike, but a portion of it (half?) should be subdual damage, that continues to damage every round, and has a nauseating effect. (Fort DC 10+Cha mod+1/2 Mord-Sith level?) A character gains a +1 bonus to his save for each day he has been affected by the Aegil, to a maximum of +5
Finally, the Breath of Life. This should be a high level ability... 15th level? Usable once per week or so. This is completely arbitrary, you may want to check the Healer class from the Miniatures Handbook to make sure it (the Healer) is still more powerful.
Mord-Sith
Medium BAB
d8 HD
All Good saves
4+Int skill points/level
Skills: Bluff, Concentration, Diplomacy, Gather Information, Hide Intimidate, Move Silently, Profession (The Oldest ^_~), Sense Motive
Proficient with Leather Armor
Proficient with Simple Weapons and Whip (because, honestly, why wouldn't they be?!)
1 Aegil 1d6, Immune to Subdual Damage
2 Spell Turning 1
3
4 Spell Turning 2, Aegil 1d8
5
6 Spell Turning 3
7
8 Spell Turning 4, Aegil 1d10
9
10 Spell Turning 5
11
12 Spell Turning 6, Aegil 2d6
13
14 Spell Turning 7
15 Breath of Life 1/week
16 Spell Turning 8, Aegil 2d8
17
18 Spell Turning 9
19
20 Aegil 2d10
This is just a quick write-up, I've done no playtesting, so I don't know how powerful it would be.

SmiloDan RPG Superstar 2012 Top 32 |

Maybe instead of immunity to non-lethal damage, they get DR X/non-lethal. This can increase periodically along some of the empty odd levels. Maybe fill in the other empty odd levels with Intimidate-based powers like the CW Samurai?
The Tome of Magic has a Witch Slayer class that has a Dijoining ability that it can use 1/5 rounds that de-activates the target's spellcasting, spell-like, and supernatural abilities for 1 round....it becomes available around character level 11....another odd level!
Maybe give them Evasion AND Mettle? Some kind of Arcane Grace ability that adds Cha bonus to saves vs. spells, spell-like abilities, and supernatural effects?
I don't watch that show, so I don't know what their abilities are.
It might be neat if that Aegil thingy did 1d3 points lethal and 1d3 points non-lethal at 1st level, then upgraded to 1d4, 1d6, 1d8, and 1d10 (and maybe 1d12) each at higher levels?

kyrt-ryder |
I don't watch that show, so I don't know what their abilities are.
The show is decent, but the real beauty is the book series. You might want to read Wizard's First Rule (the first book in the sword of truth series) when you get a chance SmiloDan.
But, to give a brief overview, they are master torturers, capable of keeping victims at the threshhold of death by massive pain for hours, days sometimes, and are able to break the strongest of wills.
Their specialty though, the reason they were created, was to combat spellcasters. A mordsith has the ability to 'take' a spellcaster's 'gift' his ability to cast, his power, and turn it against him, causing him agonizing internal pain and cutting off his ability to use it himself.
This was changed in the show in that mordsith seem to have the ability to turn a mage's actual spells back on them.

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I would like to see this in Pathfinder RPG or v.3.5 as well.
Thinking about this some more, I seem to remember a series of Dragon Magazines (Somewhere around issue 300?)that statted characters from various literary works.
(I remember the world of Shannara by Terry Brooks, because they really screwed up one of the character's stat blocks)Does anyone know if Terry Goodkind's stuff was a part of that?

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Given that Clerics get resurrection at level 13 I think the Mord-Sith probably should be getting a 1/week ability sooner then 15. I'd probably go with 10 and then increase it to 2/week at 15.
For level 12 I'd probably give the Aigel the Vicious property and at 16 give it the Wounding property instead of the dice increase (leaving it at 1d10 + bonuses) instead of the base increase.

kyrt-ryder |
Given that Clerics get resurrection at level 13 I think the Mord-Sith probably should be getting a 1/week ability sooner then 15. I'd probably go with 10 and then increase it to 2/week at 15.
This is what I would do with breath of life (as a point of note though, part of my inspiration is the books, where it was basically just advanced, possibly magically enhanced CPR.) But to balance it to the exceptional level of effect it ends up giving, I'm having it drain the Mord sith.
Breath of Life: A mordsith is capable of bringing life back to a deceased subject. While usually used to keep their wards alive during torture this ability is also useful for allies or friends who fall in combat. This ability turns all lethal damage deal to the target into nonlethal and removes enough nonlethal damage such that the target has 1/4 his max hp until he would pass out again. After use, the Mordsith is stunned for 1 round (hence why victims are typically bound during torture)
Level 1: Breath of life can be performed on the Victim the round after his death. Must be used as a whole round (starts this turn ends the next) action and the mordsith must make a hit dice check (adding constitution) if struck while trying to avoid failing.
Level 4: Breath of life can be performed on the Victim 2 rounds after his death, requires full round action (like a full attack action. If one were to ready an attack or use celerity they could still lose it, but the situations that can happen are reduced.)
Level 8: Breath of life can be performed on a victim 4 rounds after his death, requires a standard action.
Level 12: Breath of life can be performed on a victim 1 minute (10 rounds) after his death and no longer is susceptible to being loss by attack.
Level 16: Breath of life can be performed on a victim 2 minutes after his death, and restores moderate bodily damage. (heal status ailments such as blindness, deafness, etc)
Level 20: Breath of life can be performed on a victim 5 minutes after his death, and the subject can, at the Mord Sith's choosing, be restored with 1/2 his HP available to him.

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I posted this in somewhere else, but here is my version of the confessor.
Confessor
1) Hit Die: d8
2) Skill points: (4+INT)x4 at 1st level, 4+INT after that
Skills: Concentration, Diplomacy, Gather Information, Heal, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (nobility & royalty), Knowledge (religion), Listen, Perform, Profession, Search, Sense Motive, Spot
3) Can only use simple weapons and light armor
4) Attacks and Saves as a cleric
5) Alignment/Sex restrictions: No Evil and must be female
6) Fast Movement and Divine Grace
7) Confessor Power
1st Level
Charm Person 1x a day ½ Hit die or NPC
2nd Level
Charm Person 2x a day 1 hit die
3rd level
Charm Person 2x a day 1 hit die
4th level
Charm Person 3x a day 2 hit die
5th Level
Charm Person 3x a day 2 hit die
6th Level
Charm Person 3x a day 3 hit die
7th level
Charm Person 4x a day 3 hit die
8th level
Charm Person 4x a day 3 hit die
9th level
Dominate Person 1x a day Any
Charm Person 4x a day 4 hit die
10th level
Dominate Person 1x a day Any
Charm Person 4x a day 4 hit die
11th level
Dominate Person 2x a day Any
Charm Person 5x a day 4 hit die
12th level
Dominate Person 2x a day Any
Charm Person 5x a day 5 hit die
13th level
Dominate Person 2x a day Any
Charm Person 5x a day 5 hit die
14th level
Dominate Person 3x a day Any
Charm Person 6x a day 5 hit die
15th level
Dominate Person 3x a day Any
Charm Person 6x a day 6 hit die
16th level
Dominate Person 4x a day Any
Charm Person 6x a day 6 hit die
17th level
Dominate Person 4x a day Any
Charm Person 7x a day 6 hit die
18th level
Dominate Person 5x a day Any
Charm Person 7x a day 7 hit die
19th level
Dominate Person 5x a day Any
Charm Person 7x a day 7 hit die
20th level
Dominate Person 6x a day Any
Charm Person 8x a day 7 hit die