PDA

View Full Version : Night-Touched Paragons (P.E.A.C.H.)



AugustNights
2010-10-25, 01:15 AM
I am working on some Night-Touched (http://www.giantitp.com/forums/showthread.php?p=8386888)PrC’s.
This is the First Three of Four.

The Night-Touched Beast
‘Monster? Monster doesn’t cover half of it.’ ~ Lord Zarinth, the Violet Blooded

For whatever reason it is, The Night-Touched (http://www.giantitp.com/forums/showthread.php?p=8386888) Beast is not content with being a mild ancestor to its terrible and monstrous ancestors. While Night-Touched Beasts could care less for refined society or political power and sway, the Night-Touched Beast envies the wild and feral abilities of those from whence they came. Night-Touched Beasts often care little for other creatures, and think in the mind of Predator vs Prey. Some claim to be beyond thinking, relying purely on raw instinct.

‘Uhg! Do I have to room with him? He doesn’t even bathe!’ ~ Chizel the Half-Orc Barbarian complaining about being roomed with the party’s Night-Touched Beast who claims to not have a name.

‘Well, that’s terrifying, remind me never to put my hand near his feeding dish.’ ~ Zerri the Half-Elf True Necromancer watching the party’s Night-Touched Beast fight.

Prerequisites
Feats: Feeding Elite*, Dead Flesh Elite,* Power Attack
Skills: Intimidate 8, Hide 4, Move Silently 4, and Survival 4.
Special: Must have the DeadFlesh and Feeding Awakened Traits.
*These feats may be found on the Night-Touched Page.

Hit Die: d12
{table]
Level|
Base attack bonus|
Fortitude|
Reflex|
Will|
Special

1st|
+1|
+2|
+0|
+0| Beast of the Night, Bestial Claws


2nd|
+2|
+3|
+0|
+0|Pallid Flesh, Children Of the Night


3rd |
+3|
+3|
+1|
+1| Undying Grace, Improved Awakening


4th|
+4|
+4|
+1|
+1| Wild Devour, Night Claws


5th|
+5|
+4|
+1|
+1| Night Form (Bat), Sanguine Satiation


6th|
+6|
+5|
+2|
+2| Greater Awakening, Flesh Beyond Death


7th|
+7|
+5|
+2|
+2| Terrifying Gaze, Attach


8th|
+8|
+6|
+2|
+2|Night Form (Wolf), But a Window


9th|
+9|
+6|
+3|
+3| Obscene Awakening


10th|
+10|
+7|
+3|
+3|Vigor Mortis[/table]
Class Skills:The Night-Touched Beast's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), and Swim (Str).
Skills Points at Each Level: 4 + int

Proficiencies: Night-Touched Beasts are proficient with simple and martial weapons and any natural weapons it gains, but not with armor or shields.

Beast of the Night: Every level in Night-Touched Beast increases the duration of its Awakenings by 1 round. For every two level in Beast of the Night, increases the number of times per day it can use its Awakening. Further the Night-Touched Beast gains a bonus on Intimidate checks (including opposed checks) equal to its levels in Night-Touched Beast.

Bestial Claws: By embracing its internal base-most desires, the Night-Touched beast finds itself closer to its Vampiric ancestors. Starting at first level, while Awakening any trait it has the Night-Touched gains 2 claw attacks that deal 1d6 damage (for a medium creature), the Night-Touched Beast may use both of its claws as a full attack action at a -2 penalty to attack, or it may use one of its claws as a secondary weapon at -5 to attack.

Pallid Flesh: Starting at second level the Night-Touched Beast’s body begins to takes on an even more corpse-like quality. The Night-Touched Beast gains its constitution modifier as a bonus to Nat AC while awakening the Deadflesh trait.

Children of the Night[/b]: At second level the Night-Touched beast has made a significant step towards it’s feral nature, it gains a +4 modifier to Handle animal checks with predatory animals, further 1/day the Night-Touched Beast may use Summon Nature’s Ally (Number= Half Night-Touched Beast Levels.) The Night-Touched Beast is treated as a Caster Level equal to its HD.
The Night-Touched Beast may only summon these animals (Keep in mind that it may use a higher summon to summon more of the lower levels, as normal.)

{table][b]Spell Level|Creatures
I|Wolf or Dire Rat
II|Dire Bat or Worg
III|Dire Wolf
IV|Centipede Swarm
V|Winter Wolf[/table]

Undying Grace: Beginning at second level the Night-Touched Beast begins to move with vampiric reflexes. The Night-Touched Beast may add its Charisma bonus to its reflex save, (min 1). Further the Night-Touched beast becomes immune to Fear and Moral effects as though he were undead. (This includes beneficial moral effects like ‘Hero’s Feast, or Bardic Music).

Improved Awakening: Upon reaching third level the Night-Touched Awakenings become more powerful. A Night-Touched Beast’s Awakening Trait offers a +2 ability bonus to any two physical ability scores the Night Touched Beast chooses. This choice is made at the time of awakening, and may be changed with each awakening.

Wild Devour: At fourth level the wild hunger that drives the Night-Touched Beast’s ancestors begins to burn in the pit of the Night-Touched Beast’s stomach. While Awakening the Feeding trait the Night-Touched Beast deals 1 point of constitution damage in any round that it establishes a hold while in a grapple check. In a round that it has established a pin, it deals 1d4 constitution damage as normal. The Night-Touched Beast is not quelled by the taste of blood, and may attempt to devour any creature, even if it has no constitution score. On a round it establishes a hold on any such a creature it deals 1d6+strength modifier damage automatically, and on a round it has established a pin it deals 2d6+1½ strength modifier damage.

Night Claws: The continual pursuit of its own feral nature has enhanced the Night-Touched’s Bestial claws. The Night-Touched Beast no longer needs to be shifting in order to gain access to its claw attacks. However while it is Awakened (with any trait) all of its natural attacks count as Magic and Silver for the purposes of overcoming Damage Reduction, if while Awakened, the Night-Touched Beast strikes with both claws it may attempt a rend attack that deals 2d6+1½ strength modifier damage. (This attack may be modified with power attack, and is treated as a two handed weapon if it is, thus dealing 2d6+2xPower Attack Bonus+2xStrength modifier.)

Night Form: The Foul creature within the Night-Touched Beast begins to express itself physically. Beginning at fifth level the Night-Touched Beast gains a new trait it may express while awakening or not, chosen at the time of awakening. At fifth level when Awakening the Night-Touched Beast may turn itself into a Tiny Bat, this effect is similar to Alter self, except where noted here: It gains a fly speed equal to 30 feet (Good Maneuverability), no natural armor bonus, it gains a bite attack that deals 1d3 damage.

At eighth level the Night-Touched Beast may Awaken a Wolf Night Form. While awakening this form the Night-Touched turns itself into either a medium or large sized wolf , this effect is similar to Alter self, except where noted here: It gains a base land speed equal to 60 feet, no natural armor bonus, it gains a bite attack that deals 1d6 damage (1d8 for large sized).

While Night Form functions as a new Awakening Trait, it is not an Awakening Feat, and does not grant new uses of Awakenings per day, neither does it increase the amount of time that a Night-Touched may remain Awakened.

Sanguine Satiation: A Night-Touched Beast at Fifth level begins to be easily confused with a vampire. One pint of blood, or 2 points of constitution damage delt by the Night-Touched Beast’s feeding trait, is enough food and water to satiate the Night-Touched Beast for one day. Do note that this blood neither needs to be ‘fresh,’ nor from a sentient creature. (Further, Night-Touched Beasts tend not to care about the ‘flavor’ or ‘taste’ of blood. They embrace the wild-monster aspects of a vampire, not the pity social butterfly aspects.)

Greater Awakening: At sixth level the Night-Touched Beast begins to put even the most feral creatures to shame with its ferocity and internal drive. The Night-Touched Awakenings become more powerful While awakening the Night-Touched gains a +2 bonus to all of its physical ability scores instead of just two.

Flesh Beyond Death: At sixth level the Nigh-Touched Beast’s flesh becomes obviously dead, yet well preserved. His skin is ice cold to the touch, and as strong as Iron-cable. While not Awakening it’s Dead Flesh trait the Night-Touched Beast gains a bonus on its natural armor equal to its constitution modifier. Further the Night-Touched Beast’s DR increases to Half its HD while Awakening its Dead Flesh trait.

Staring from the Abyss: The bestial power within the Night-Touched beast at seventh level begins to rival some of the terrors from beyond the prime material plane. The Night-Touched gains a new trait to express with its awakenings. While Awakening the Night-Touched Beast gains a Terrifying Gaze attack, a creature subjected to this gaze attack must make a will save (DC 10+1/2 the Night-Touched’s HD+Cha mod) or become panicked for 1d4 rounds, if the creature succeeds on this will save it is shaken for 1 round. [This is a Fear and Mind-Effecting Effect.] While Staring into the Abyss functions as a new Awakening Trait, it is not an Awakening Feat, and does not grant new uses of Awakenings per day, neither does it increase the amount of time that a Night-Touched may remain Awakened.

Attach: At seventh level the ferocity of the Night-Touched Beast goes even beyond its consciousness. At this point the Night-Touched beast is often more monster than man, and may need special equipment to protect its allies from its instinctual outbursts. (Muzzle, Iron Cage, Shackles, the like.) The Night-Touched Beast gains a bite attack, even while not Awakened that deals 1d4 damage (medium). This bite attack may be used as a secondary attack with manufactured weapons, or with its claw attacks. Further while Awakening its Feeding trait, the Night-Touched beast gains Improved Grab with its bite attack. (Allowing it to initiate a grapple as a free action that provokes no Attack of Opportunity and requires no touch attack directly after making a successful bite attack.) Even when unconscious the Night-Touched Beast that has initiated a grapple while Awakened its Feeding trait, it will continue to ‘take ten’ while grappling, however it cannot establish a pin.

But a Window: Death no long strikes fear into the Night-Touched Beast’s Mind. Rather the Night-Touched Beast looks forward to a violent death, and will often throw itself into situations that are likely to kill it. If the Night-Touched Beast dies after eighth level, unless its body is completely destroyed 1d4 days after it has died it will return as a Vampire. A wooden Stake through the Night-Touched beast’s Heart, or a Consecration effect in the same area as its body suspends this effect until either is removed. Upon coming back to life the Night-Touched Beast loses its ability to Awaken and all of its Night-Touched Beast class levels. (If this would reduce the ECL of the character, i.e. 9th or 10th level Night-Touched Beast, the Night-Touched beast may gain a number of levels in any appropriate class, as approved by the DM. Fighter, Barbarian, Ranger and other martial classes are recommended.)

Obscene Awakening: At ninth level the Night-Touched Beast begins to put even the most feral outsiders to shame with its ferocity and unyielding drive. The Night-Touched Awakenings become even more powerful. A Night-Touched beast may now increase any one of its physical abilities up to +4, and the other two up to +2, this may be chosen at each awakening, and may be changed with each awakening.

Unending Fury: There is no end for the Night-Touched Beast who has attained 10th level, they have surpassed even their ancestors connection to the feral and wild. The Night-Touched is immune to the effects of age, including mental increase, physical decrease, and death by old age.
Further, as an immediate action the Nigh-Touched Beast may spend an awakening use per day to remain conscious after being reduced past 0 hp, for one round. This functions even if the Night-Touched Beast goes beyond -10 hp (or is considered dead.) Should the Night-Touched Beast suffer any damage, it must spend another use of its Awakenings per day to continue to stay conscious. Unlike other awakenings this offers no ability bonus, and it only lasts for one round.

Vigor Mortis: 1/day after destroying any sentient creature the Night-Touched Beast is filled with power and energy, the Night-Touched Beast gains temporary Hp equal to that creature’s maximum Hp, however this temporary Hp may not be more than the Night-Touched Beast’s maximum Hp, it also gains a +2 profane bonus to attack rolls, skill checks, ability checks, and saves. The temporary HP and bonuses last for 10 minutes.

Midnight Star Avenger

‘By the mace of the Saint, I swear it: And one day I too shall feel the bite of my own sword, but not before all my ancestors and all my brethren and all my predecessors are but ash and fading memories.’ ~ Erinil Silverstake, Midnight Star Avenger

There are varying degrees of Midnight Star Avengers, some believe that only their Ancestors are evil beings, dark creations that have cursed the land for long enough, other believe that all creatures that rely on the blood of others are a blight on the land, while even more rare, are those who believe even the Night-Touched (http://www.giantitp.com/forums/showthread.php?p=8386888) are a race to be wiped from the prime-material planes face. Regardless, the Avenger of the Midnight Star does not care if its prey isn’t evil, or even if it is a good. The Midnight Avenger would strike down the gods if they too were vampires. There is little compassion in the Avenger, and even less mercy in their eyes. Those who assist their prey are most likely to suffer dearly for it.

Midnight Star Avengers tend to be lone-wolves not only as that their self-loathing usually drives disdainful wedges between them and any who might show them any kind of friendship, but their intense meditation on the ideals of the Midnight Star (That which destroys its own nature) usually leave little time for fraternizing. The Meditations of the Midnight Star are rarely taught, as that Many Midnight Star Avengers loathe their own kind, and thus the teachings are often self-learned, though rumors of a Black Tome written with the ash of fallen foes was written to guide any would-be destroyers of filth.

‘I think he was a bit harsh on Dreadlord Vinjil’s mistress, don’t you think?’ Borix the Righteous Dwarven Paladin speaking of a Avenger of the Midnight Star.

‘Miiiiight wanna call it ‘Lifeshare’ Touch around that one. We don’t use the ‘V’ word to describe ourselves. Don’t want to wind up like our last wizard and his exotic bat familiar’ Borix the Righteous Dwarven Paladin showing the Marty The Rather Average For An Gramble-Kin Wizard With The Ability To Alter Reality On A Whim Gramble, the gnomish wizard, the ropes in the adventuring party.

ENTRY REQUIREMENTS
Feats: May not have any Awakening Feats.
Skills: Intimidate 8, Hide 4, Move Silently 4, and Survival 4.
Base Attack Bonus: +5
Racial: Must have access to one awakening.
Special: Smite Evil 1/day or Favored Enemy (Undead).

Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1rst|2nd|3rd|4th

1st|
+1|
+2|
+0|
+2| Vampire Hunter, Midnight Callings, Silverscent, Code of the Midnight Star|0|-|-|-


2nd|
+2|
+3|
+0|
+3| In the right Hands (+1d4/+1), Midnight Flesh |1|-|-|-

3rd|
+3|
+3|
+1|
+3|Midnight Strike |1|0|-|-

4th|
+4|
+4|
+1|
+4| In the right Hands (+2d4/+2), Venom Blood|1|1|-|-

5th|
+5|
+4|
+1|
+4| Improved Midnight Flesh |1|1|0|-

6th|
+6|
+5|
+2|
+5| In the right Hands (+3d4/+3), Silver Wings |1|1|1|-

7th|
+7|
+5|
+2|
+5| Eternal Midnight |2|1|1|0

8th|
+8|
+6|
+2|
+6| In the right Hands (+4d4/+4), Consume Venom of the Earth|2|1|1|1

9th|
+9|
+6|
+3|
+6| Starlight |2|2|1|1

10th|
+10|
+7|
+3|
+7| In the right Hands (+5d4/+5), Bane of Vampires |2|2|2|1[/table]
Class Skills
The Midnight Star Avenger's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Survival(Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Proficiencies: The Midnight Star Avenger gains proficiency with the Battle-Stake*, but does not gain any other new proficiencies with weapons or armor.

Spell Casting: An Avenger of the Midnight Star has the ability to cast a small number of divine spells. To cast a Midnight Star spell, an Avenger must have a Charisma score of at least 10 + the spell’s level, so an Avenger with a Charisma of 10 or lower cannot cast these spells. Avenger of the Midnight Star bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the Avenger’s Charisma modifier. When the Avenger of the Midnight Star gets 0 spells per day of a given spell level it gains only the bonus spells it would be entitled to based on its Charisma score for that spell level. The Avenger’s spell list is that of the Ranger. An Avenger of the Midnight Star has access to any spell on the list and can freely choose which to prepare, just as a cleric. An Avenger of the Midnight Star prepares and casts spells just as a cleric does (though an Avenger of the Midnight Star cannot spontaneously cast cure or inflict spells).

Vampire Hunter: The Midnight Star Avenger exists to eliminate Vampires entirely from the planet, and thus will train intensively and narrowly at this very specific talent, at first level the Midnight Star Avenger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against all vampires. Likewise, he gets a +2 bonus on weapon damage rolls against vampires. This bonus increases by 2 at level five, and by two more at level ten.

Further if the Avenger could Turn Undead before entering this class it’s Avenger Levels Stack with Class Levels for the purposes of Turn Undead, if the Midnight Star Avenger didn’t have the ability to Turn Undead before entering this class, this does not grant the ability to Turn Undead. This class feature does not stack with the ability to Rebuke undead.

What’s more, against Vampires, the Avenger may ignore their racial ability to ignore precision and critical damage. Vampires do have very specific anatomies, and more often than an Avenger can find those inherent weak spots in a vampire’s body. This does not overcome resistances or immunities to precision or critical damage from other sources.

Code of the Mightnight Star: Beginning at first level the Avenger gives up forever its one Awakening Trait, in its place it learns inverse its inherent nature through meditation of the Midnight Star Discipline. Instead of Awakenings the Midnight Star Avenger gains ‘Midnight Callings.’ For all effects and purposes ‘Midnight Callings’ function exactly as Awakenings. If the Avenger of the Midnight Star ever takes on an Awakening Trait or Awakening Feat it loses all of its supernatural and extraordinary abilities gained from Avenger of the Midnight Star PrC, and may not gain further levels in it. This lasts until the Night-Touched loses its Awakening powers, and obtains an Atonement spell.

Additionally, the Midnight Star code requires that the Avenger destroy every Vampire it encounters.
(Some avengers debate about the meaning of Vampire, and what qualifies as such and what doesn’t)

Midnight Calling (Ex)
The Midnight calling functions exactly like an Awakening, but rather than being a realization of the Night-Touched’s heritage it is an inversing of that same dark power. It is using the terrible bloodline to combat its predecessors. Every level in Avenger of the Midnight Star increases the duration of its Midnight Callings by 1 round. For every two level in Avenger of the Midnight Star, increases the number of times per day it can use its Awakening.

The ability score Bonus of the Mightnight Star Avenger's old Awakening Trait is the same for his Midnight Callings, however it increases to +4 at 5th level, and to +6 at 10th.

Silverscent:
At first Level the Avenger may sharpen its senses to the point where it can immediately sense the presence of nearby vampires. While Midnight Calling the Avenger gains an ability that functions as the Detect Evil, spell, except it only reveals vampires. Rather than distinguishing the power of the vampire on the third round, this spell reveals the level of vampirism within and individual.

{table]Level of Vampirism|Example

Mild| Night-Touched, Vampire Bat, Under the effects of a spell mimicking vampire powers, A creature that regularly consumes the Blood (specifically) of insentient creatures, A Creature that has within the last year consumed a pint of blood of a sentient creature.

Moderate| Half-Vampire, Human under the effects of a Vampire’s Dominate, Non-vampires with Vampire’s blood in them. Things created by Vampire-based magic, A creature that regularly consumes the Blood (specifically) of sentient creatures.

Strong| Vampires, Vampire Spawn, Creatures that Depend on the Blood of Sentient creatures for survival, A Creature that consumes gratuitous amounts of blood (specifically) from sentient creatures, Other Night-Touched Paragons*. [/table]
*Other Midnight Star Avengers read as mild


Midnight Flesh:
Starting at second level the Avenger’s body may be nourished and strengthened while Midnight Calling. The Avenger gains a bonus to natural armor equal to its constitution modifier.
At fifth level while Midnight Calling the Avenger gains Damage Reduction equal to half its HD to Cold Iron.

Midnight Strike:
By third level the Avenger’s inherent hatred for its foul kin allows it to snuff their life out immediately. While Midnight Calling all weapons the Midnight Star Avenger wields are treated as disrupting weapons, for normal undead the disruption save DC is 10+the Avenger’s Charisma modifier, for vampires the save DC is 10+the Midnight Avenger’s Class Level+ Charisma modifier.

Venom Blood: At fourth level the hatred and loathing within a Midnight Star Avenger becomes nigh palpable, and its blood becomes a deadly venom to those which it hates. While Midnight Calling the Midnight Star Avenge may, as a swift action suffer 1pt of damage and treat any single weapon it wields as though it was Silver and Magical for the purposes of overcoming damage reduction (however the weapon does not suffer -1 to hit as silvered weapons normally do.) Further if a Vampire drinks the blood of the Avenger while this trait activated, it must make a DC (10+1/2 The Midnight Star Avenger’s HD+ Constitution modifier) Fortitude Save or suffer 3d6 points of strength or dexterity damage (chosen by the Avenger at the time of activating), 1 minute after this effect the Vampire must make another fortitude save (regardless of the success of the previous one) of equal DC or suffer another 3d6 points of damage to the same ability score. Vampires are not immune to this by merit of racial immunities to poison, or the racial immunity to the need to make fortitude saves.

Silver Wings: Most fly by scorning the very earth upon which they stand, but the Midnight Star Avenger flies by embracing the Midnight Star, which glares down upon all Vampires. At sixth level the Midnight Star while Midnight Calling grows two giant silvery wings, allowing it to fly at a speed equal to its land speed with an average maneuverability.

Eternal Midnight: There is no end to the hatred and righteous furry within the hearts of the Midnight Star Avengers, upon reaching seventh level the Midnight Star while Midnight Calling gains Fortification 50%, Full Immunities to Sleep, Stunning, Paralysis, Poison, and Disease, and is Further is Bolstered By Turn Checks made by others, as if they had attempted to Bolster Undead by use of Rebuke. The Midnight Avenger is not considered an Undead creature for any other purposes while Awakening Eternal Midnight.

Consume the Venom of the Earth: The Midnight Star Avenger knows that its life is a worthy price to pay to destroy even just one abomination in the eyes of the Midnight Star. While Midnight Calling it may, as a swift action Activate its ‘Consume the Venom of the Earth’ ability. While ‘Consume the Venom of the Earth’ is active the Midnight Star Avenger suffers 2d6 damage per round, it further creates a field of positive energy that imposes a -2 penalty to all skill checks, attacks rolls, and ability checks made by undead within the area. Further any Vampiric powers (Spells, Supernatural, Spell-like abilities derived from vampire races, or from vampire classes, like those of other Night-Touched Paragons) are suppressed as if within an anti-magic field. This area is a 5 foot per HD emanation that centers on the Midnight Star Avenger. This ability may be ended as a swift action.

StarLight: The truth of the Midnight Star is finally revealed unto the Avenger, that even at night there is light from other suns, that not even midnight’s darkest hour can hide the foul predators from the prey that hunts them. Upon reaching ninth level the Midnight Star Avenger may, while Midnight Calling, activate its ‘Starlight’ ability as a swift action. The ‘Starlight’ ability creates an emanation effect with a 10 Feet per HD radius centered on the Midnight Star Avenger, this effect creates light at a 9th level spell, and is treated as in Full of Sunlight for purposes Vampires weaknesses. Further the Midnight Star Avenger gains a Gaze attack, usable within the radius of effect, that functions like similar Sunburst, dealing 1d6 points of damage per Midnight Star Avenger’s HD to undead, mold, oozes, and slimes that fail a DC (10+1/2 the Midnight Star Avenger’s HD+ Charisma modifier). This does not instantly destroy any creatures specifically weak to Sunlight effects, as Sunburst does. This ability may be ended as a swift action.

In the Hands of the Holy: The ire and loathing in the heart of A Midnight Star Avenger can be focused into any holy water it uses, causing a terrible bubbling and foaming action that harms undead and evil outsiders more than the Gods’ blessings ever could. In the hands of the Midnight Star Avenger holy water deals more damage, at second level a direct hit from the Holy Water deals +1d4 damage, and the splash’s damage increases by +1. Every even level this damage increases by +1d4/+1. Further A Midnight Star Avenger may spend a Midnight Calling Use to treat a bottle of water as if it were holy water for the next 24 hours.

Bane of Vampires: The Eternal will of the Midnight Star blesses, or curses, the Midnight Star Avenger to live as long as those he hunts. The Midnight Star Avenger of tenth level never dies from age, nor suffers any ill-effects of aging.


Night-Touched Phantom
‘You can relax if you like. I wouldn’t let you see me if I were actually trying to eat you... Also, drinking blood is gross’ ~ Kork, Night-Touched (http://www.giantitp.com/forums/showthread.php?p=8386888) Phantom.
Some Night-Touched believe their name truly means to have been touched by the Night, and that their ancestral heritage has more to do with the obfuscating powers of the vampire than the actually monster itself. The only truly terrifying thing about a Vampire, is what you don’t know about it.F or the Night-Touched Phantom, this is a motto for life.

Night-Touched Phantoms are all alignments, and non-restricted to creed nor philosophy. Many are thieves, some assassins, but even so, some are warriors for good, using their whisper-like nature to complete good deeds, and kill of evil creatures. Truly the only unifying factor of the Night-Touched Phantoms are that they are very good at not being noticed.

‘I once heard that he stole the Baron’s Daughter’s jeweled anklet right in broad daylight. A’course it’s just a rumor. How do I know? ‘Cuz if it were true there would’na been a rumor about it.’ Borix the Righteous Dwarven Paladin speaking of a Night-Touched Phtanom.

‘He’s completely useless, I’ve never seen him do anything.’ Charles the party Assassin speaking of a Night-Touched Phantom.

ENTRY REQUIREMENTS
Feats: Night-Touched Agility, Dustmote Elite.
Skills: Disguise 4, Knowledge (Religion) 4, Hide 8, Move Silently 8,
Special: Sneak Attack or Sudden Strike/Skirmish +2d6.

Hit Die: d8
{table]
Level|
Base attack bonus|
Fortitude|
Reflex|
Will|
Special

1st|
+0|
+0|
+2|
+2|Shadow of the Night, Obfuscate, Hidden in Blood


2nd|
+1|
+0|
+3|
+3|+1d6 Sneak Attack, Fifthly Air


3rd |
+2|
+1|
+3|
+3| Phantom


4th|
+3|
+1|
+4|
+4|+2d6 Sneak Attack, Midnight Sky


5th|
+3|
+1|
+4|
+4|Nightmare


6th|
+4|
+2|
+5|
+5|+3d6 Sneak Attack, Night's Touch


7th|
+5|
+2|
+5|
+5|Air Most Foul


8th|
+6|
+2|
+6|
+6|+4d6 Sneak Attack, Night Terror


9th|
+6|
+3|
+6|
+6| Night Kiss


10th |
+7|
+3|
+7|
+7|+5d6 Sneak Attack, Quick shift[/table]

Class Skills: (6+ Intelligence Modifier) The Night-Touched Phantom's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str).

Proficiencies[b]: The Night-Touched Phantom gains proficiency with the Hand Crossbow, Daggers, Rapiers, Whips, and Scythes. They do not gain any new proficiencies with armor or shields.

[b]Shadow of the Night: Every level in Night-Touched Phantom increases the duration of its Awakenings by 1 round. For every two levels in Night-Touched Phantom increases the number of times per day it can use its Awakenings by 1. Further the Night-Touched Phantom gains a bonus on Bluff checks (including opposed checks) equal to its levels in Night-Touched Phantom.

Obfuscate (Su):While the Night-Touched Phantom is Awakening it is treated as if under the effects of a Non-Detection Spell of caster level equal to the Night-Touched Phatom's HD. Further While in dark light conditions, the Night-Touched Phatnom gains charisma as bonus to Hide and Move Silently.

Hidden in Blood (Ex): At first level the Night-Touched phantom has discovered that his internal organs and cardiovascular system is not like other creatures of the living. As a full round action a Night-Touched phantom may swallow any single dose liquid. This liquid, regardless of what it is, is not activated. It instead passively rides within the Night-Touched Phantom's body for later use. The Night-Touched Phantom may have a number of such 'stored' liquids equal to its constitution modifier. A liquid may either be activated within the Night-Touched Phantoms body as a swift action, or the Night-Touched phantom may draw it from her body with a full round action that deals one point of damage to the Night-Touched Phantom.

If the Night-Touched Phantom has the Feeding trait, it may, while Awakening, deliver anyone of its ‘stored’ liquids through a successful bite attack. If the Night-Touched Phantom has no natural bite attack, it may make an unarmed attack with a -4 penalty to the attack roll, the provokes an attack of opportunity, this attack deals 1 point of damage. This may also be transferred without attack roll if the Night-Touched Phantom with the Feeding Trait Awakened establishes a pin on another creature.

Sneak Attack (Ex): At second level the Night-Touched Phantom gains access to Sneak Attack Damage, this is exactly like the Rogue ability of the same name. The extra damage dealt increases by +1d6 for ever other Night-Touched Phantom gains (2nd, 4th, 6th, 8th, 10th.) If the Night-Touched Phantom gains sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Fifthly Air (Ex): At second level the Night-Touched Phantom learns a few dirty tricks from its Night heritage. While Awakening the Night-Touched Phantom may consume a Poison as a swift action, it suffers no ill effects of the poison from doing so, rather it may deliver the poison as an Inhaled vector with a fortitude save DC (10+1/2 the Night-Touched Phantom's HD +Charisma Modifier). This poisoned air spreads out in a 5ft per Constitution Modifier radius around the Night-Touched Phantom.

Phantom (Ex): Beginning at third level the Night-Touched Phantom learns to manipulate objects, even while Awakening its Dustmote trait. The Night-Touched Phantom may wield weapons, Shields, and manipulate objects while Awakening, however it suffers a -4 penalty to all attack rolls and actions involving the manipulation of objects, for the lack of 'real' hands. As such, when Awakening the Night-Touched Phantom may choose to not amass its current wielded weapon into its body as normal with Gaseous Form (http://www.d20srd.org/srd/spells/gaseousform.htm).

Midnight Sky (Su): Beginning at fourth level the Night-Touched Phantom becomes one with the darkness that obscured its ancestors. While Awakening the Night touched phantom gains the benefits of Hide in Plain Sight (http://www.d20srd.org/srd/classes/ranger.htm#hideinPlainSight) while in low-light conditions or lower. However the Night-Touched Phantom at this point begins to shy away from bright light, The Night-Touched Phantom is dazzled in bright sunlight or within the radius of a daylight spell

Nightmare (Su): At fifth level the Night-Touched Phantom becomes a terror to be reckoned with. The Night-Touched Phantom's Fly speed while awakening increases to 40 feet, and gains a +4 to Dexterity rather than the normal +2. Further the Night-Touched Phantom becomes a little less corporeal even while not awakening. It gains DR/Magic equal to its Night-Touched Phantom Class Level even while not awakening.

Night's Touch (Su): At sixth level the Night-Touched Phantom can evoke and feed off of the very darkness that lurks within the hearts of man and beast in a single deadly touch. By expending a use of its Awakenings the Night-Touched Phantom may make a touch attack, which provokes an attack of opportunity, to deal 1d6 negative energy damage per Night-Touched Phantom Class Level. A successful Will Save DC (10+1/2 the Night-Touched Phantom's HD+ Charisma Modifier) halves this damage. The Night-Touched Phantom gains half of this damage as temporary hp for an hour. If this power is used on Undead creature it heals the undead, but harms the Night-Touched Phantom for half the damage healed. Further the Night-Touched Phantom is sickened for 1 round. This ability may only be used 1/round.

Air Most Foul (Su): At seventh level the Air created by the Night-Touched Phantom's awakenings is so terribly foul other creatures cannot breath in it. While Awakened The Night-Touched Phantom May attempt to occupy the same space as another creature as part of a move action. This attempt provokes attacks of opportunity, or allows for a reflex save. If the attack of opportunity is made the Reflex save cannot be attempted. The Reflex Save DC is (10+1/2 the Night-Touched Phantom's HD+Charisma Modifier). If the Night-Touched Phantom successfully moves into the creatures square, it is begins to suffocate, and is unable to speak. This suffocation is as if the creature had not taken a deep breath before. The Night-Touched Phantom may 'ride' with the creature, as it tries to leave the strangling air. A creature must succeed on a Reflex Save DC (10+1/2 the Night-Touched Phantom's HD+Charisma Modifier) as part of a move action where the Creature moves in order to shake the Night-touched Phantom. If the creature forfeits both its reflex save and attack of opportunity it may take a large breath before being subjected to the suffocation. While 'riding' a target like this the Night-Touched Phantom cannot make any other actions, other than swift, free, or immediate actions.

Night Terror (Su): At eighth level the Night-Touched Phantom becomes little more than a horrible memory, while awakening the Night-Touched Phantom and any weapon it wields become Incorporeal (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype), gaining all the benefits of the Incorporeal subtype. It may as a full round action end its incorporeality, in order to manipulate objects or pick up new weapons. It may then spend a full round action to return to its Incorporeal state. The Night-Touched Phantom's Fly speed while awakening increases to 60 feet, and gains a +6 to Dexterity rather than the normal +4. Further, even while not awakening, any weapons wielded by The Night-Touched Phantom gain the Ghost-touch property.

Kiss of the Night(Su): At ninth level the Night-Touched Phantom can extinguish the light that illuminates the hearts of man and beast in a single deadly touch. By expending a use of its Awakenings the Night-Touched Phantom may make a touch attack, which provokes an attack of opportunity, to inflict 1d4 negative levels on the creature touched. Like negative levels from Enervation (http://www.d20srd.org/srd/spells/enervation.htm) these only last for 1 hour, and do not require a fortitude save after 24 hours to avoid permanency. This ability may only be used 1/round.

Quick Shift The Tenth level Night-Touched Phantom shifts from solid creature into little more than a whisp of nightmare matter within the blink of an eye. By expanding a use of its Awakening as an immediate action the Night-Touched Phantom may completely ignore 1 attack roll before it is resolved but after it is rolled. It does so by literally becoming nothing at all, and as such attacks that cross planes, deal damage to incorporeal creatures, or the like still do not damage the Night-Touched Phantom. It must be aware of the Attack in order to use this ability, and may not use it while flat-footed. It may only use this ability 1/round.

Comments:If I screwed up any coding or spelling, please let me know!
I do most of the work on word and post between dodgy moments of internet access.

General
For a broader Homebrew Access I’ve created the Feat ‘Sanguine Awakening’ It is not recommended to allow ‘Sanguine Awakening’ in a campaign that allows for Night-Touched, as that it steps on their toes rather heavily.

SANGUINE AWAKENING
By tapping deeper into its ancestral legacy, the creature may awaken the ancient secrets that flow within its blood.
Prerequisite: Must be a Hooded Disciple, or Half-Vampire, or have a direct racial relation with a vampire. (Vampire Blood-Line, the like.) (Other races I’m missing?)
Benefits: Once per day the creature can tap into its vampiric heritage to gain short bursts of power, entering into a state that is superficially similar to a barbarian’s rage. The creature is treated as having the Night-Touched awakening trait, Dead-Flesh, but rather gains a +2 to Strength and an additional any other Traits it gains that grant bonuses to Constitution instead add them to Strength. Awakening is a free action and lasts for a number of rounds equal to 3+the creature’s Charisma modifier. (If an Awakening trait or other effect increases the character’s Charisma modifier, use the newly improved modifier.) A the creature can take the Night-Touched awakening feat to improve this ability. These Awakening feats are described with the Night-Touched.

Every Awakening feat a creature has increases the duration of its Awakening by 1 round. For every two Awakening feats a character takes, the number of times per day it can tap into the ability increases by one. So, a creature with two Awakening feats can Awaken two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the creature’s Cha modifier.


Night-Touched Beast

I don’t think Awakening ever specifies that two awakenings cannot be used at once, as that this is the case, I imagine I don’t need explicit powers that allow for the Night-Touched beast to be able to Awaken multiple powers at once, as it is designed to do so.
With its better Awakenings it seems a bit (and just a bit) better than the Frenzied Berserker. Except Frenzied Berserkers are powerful for their ‘I don’t die yet’ ability.
Which these guys kind of have, but much more limited.
And, I was wrong. Now the Improved Awakening thing isn't so powerful, but it works now. Yay working!
A little MAD, but not terribly, especially considering the Awakenings boost stats, and to combat the MAD I made the Gaze Awakening boost Cha.

Edit, again: Improved Awakenings should be right now…

Midnight Star Avenger
Fluff is all over the place…Could use some help with that.
As far as PrCs go, they are narrowly focused, so I tried to spread some of their abilities to be utilitarian for killing other things, but ultimately they will shine against vampires.
But that’s the purpose of the class.
Need Help Clearing up ‘Pound the Heart’
Edit, again:
Improved Wording on Midnight Callings.
Added ‘Gaia’s Blood’ Mightnight Calling Feat.

Night-Touched Phantom
Scouts have a harder time becoming Phantoms. But scouts are more of Rangers than Rogues in my minds eye, so I'm okay with this.
A lot of talk about fear in the fluff, with little actual mechanic for it. Bad thing? I don't know, I don't like fear effects. Fear effects don't scare players.
This class feels very disorganized, lost, a lot of ideas in one hodge-podge thing.
Thoughts?

Night-Touched Bon-Vivant
I really hate some of this language, I can’t seem to simplify it to save my life.
Also, again, I feel this class is disorganized and confused.
A giant mess of different pieces of thoughts hap-hazardly cobbled together. 

AugustNights
2010-10-25, 01:33 AM
The Night-Touched Bon-Vivant
‘Ah life, how could my ancestors survive so long without it?’ ~ Aalisis, Vicomte of Swooping Drake Estates.

Some Night-Touched (http://www.giantitp.com/forums/showthread.php?p=8386888) are truly their ancestor’s descendents. With centuries of time on their hand, amassing wealth, power, and social status is fairly simple, especially for those who can claim semi-noble bloodlines, it’s all a question of waiting until the right people die, and taking their inheritance. For some Night-Touched the waiting is a little more active than others. Even better for the Night-Touched, they much more easily blend into human society if they even choose to hide their mild bloodline, making their social graces even stronger than their ancestors.

However, with time and accomplishment comes ennui.
A slow creeping boredom overcomes these Night-Touched, and they constantly seek to find some thrill in life, some turn towards adventuring, others towards the thrill of the hunt, but The Night-Touched Bon-Vivant turns towards Pithy Social games and petty manipulation to light their fire. A Night-Touched Bon-Vivant will catch the ears of Kings, the dark deeds of High Priests, and the latest Gossip about the most recent scandal, even if the Bon-Vivant created it himself. The Enchantments layered within enchantments that a Bon-Vivant creates can be so convincing they have been known to affect even those who brought them into the world. A wise Vampire knows to close its ears and look away when the Bon-Vivant enters the room. Some Night-Touched believe that the Bon-Vivant are directly related to a different strand of Vampire, a Vampire kind that fed off of the psychic energy of mortals, though many Bon-Vivants deny the existence of anything as ridiculous as a ‘Psychic Vampire.’

‘Why do we let this Pithy Blood-Filth travel with us anyway? He’s completely useless, all he does it complain about the progression of contemporary art!’ ~ Eion the High Elven Bard protesting the party’s latest addition of a Night-Touched Bon-Vivant.

‘I cannae believe I ne’er noticed how much better I look in a pink skirt, o’ch, better be careful now or that Nigh’ Smitable Vampire Fella may try and convince me ta do something stupid like grow a beard.’ Borix the Righteous Dwarven Paladin Paladin after a night at the tavern and making amends with the party’s Night-Touched Bon-Vivant.

Prerequisites
Feats: Charming Elite*, Spell Focus [Enchantment]
Skills: Bluff 8, Diplomacy 8, Sense Motive 4, and Spellcraft 4.
Special: Must have the Charming Awakened Trait.
*These feats may be found on the Night-Touched Page.

Hit Die: d6
{table]
Level|
Base attack bonus|
Fortitude|
Reflex|
Will|
Special|
Spellcaster Level

1st|
+0|
+0|
+2|
+2|
Social Games, Charming Beast|
-

2nd|
+1|
+0|
+3|
+3|
The Tell|
+1 Spellcaster Level

3rd|
+1|
+1|
+3|
+3|
Perfect Charming |
-

4th|
+2|
+1|
+4|
+4|
Cavalier Attitude, Charm Feeding|
+1 Spellcaster Level

5th|
+2|
+1|
+4|
+4|
Everlasting Friend, Subtle Enchanter|
-

6th|
+3|
+2|
+5|
+5|
Inspiration Pool|
+1 Spellcaster Level

7th|
+3|
+2|
+5|
+5|
Dominating Gaze|
-

8th|
+4|
+2|
+6|
+6|
Aura of Persuasion|
+1 Spellcaster Level

9th|
+4|
+3|
+6|
+6|
Always Cavalier|
-

10th|
+5|
+3|
+7|
+7|
Double Layered Enchantment|
+1 Spellcaster Level[/table]
Class Skills:The Night-Touched Bon-Vivant's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Swim (Str). Skills Points at Each Level: 6 + int

Proficiencies: Night-Touched Bon-Vivants are gains no new proficiencies with weapons or armor.

Spell Casting: From 2nd level on, every other level gained of Night-Touched Bon-Vivant, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that He adds the level of Bon-Vivant to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one arcane spellcasting class before he became a Bon-Vivant, he must decide to which class she adds each level of Bon-Vivant for the purpose of determining spells per day.

Charming Beast: Every level in Night-Touched Bon-Vivant increases the duration of its Awakening by 1 round. For every two levels, the Night-Touched Bon-Vivant can activate it’s Awakening an additional time per day. Further the Night-Touched Bon-Vivant gains a bonus on Sense Motive checks equal to its levels in Night-Touched Bon-Vivant.

Social Games: Beginning at First level the Night-Touched Bon-Vivant learns to manipulate what people hear, and how to craft a story just shady enough to be passed along. The Night-Touched Bon-Vivant takes no penalty on Gather information checks when attempting to ascertain information discreetly. Further , once per week, the Bon-Vivant can create a rumor, this rumor can be about another creature, an event, an object, or anything the Bon-Vivant desires. The Night-Touched Bon-Vivant makes a Bluff check, and may set the Gather Information DC for this rumor at any DC up to or below the result of its Bluff check. When crafted about a specific individual, this rumor can affect peoples’ hostility towards that creature as a similar to a Diplomacy check. (See below.) The Night-Touched Bon-Vivant may narrow the rumor, so that it only spreads amoung a certain people by adding a +5 difficult increase to the DC. (I.e. Minors, Nobility, Vampires, King Ralph Supporters, Dwarves with Red Beards, ect.)

Initial Attitude|DC for Hostile|DC for Unfriendly|DC for Indifferent|DC for Friendly|DC for Helpful
Hostile|-|20|25|35|50
Unfriendly|15|-|15|25|40
Indifferent|25|15|-|15|30
Friendly|35|25|15|-|15|20
Helpful|50|40|30|20|-

The tell: Beginning at second level the Night-Touched Bon-Vivant’s awakening draws out more than just companionship from those who meet his gaze. Any creature affected by the Night-Touched Bon-Vivant’s Charming Gaze Awakening is also subjected to a Detect Thoughts (http://www.d20srd.org/srd/spells/detectthoughts.htm ) like effect which immediately reveals the creatures intelligence and surface thoughts. If this creature’s intelligence is 10 higher than the Night-Touched Bon-Vivant’s Charisma Score the Detect Thoughts like effect is immediately ended, and the Bon-Vivant is stunned for 1 round, however the Charm effect persists. Further should the Night-Touched Bon-Vivant successfully overcome a spell or effect that attempts to reveal its thoughts, or is made aware of such effect that he has not overcome, he may use a bluff check opposed by a Caster Level check in order to reveal false surface thoughts.

Perfect Charming: The Night-Touched Bon-Vivant’s understanding of the mortal mind becomes more complex, at fourth level the Bon-Vivant’s Charming Gaze may affect any living creature with its Charming Gaze effect, rather than being limited to Humanoids and Monstrous Humanoids. Further it gains a +4 bonus to Charisma while awakening, rather than the usual +2.

Charm Feeding: At fourth level the Bon-Vivant begins to feel the hunger of its ancestors, however this perverse desire isn’t for blood, it’s for inspiration and emotions of mortal creatures. The Bon-Vivant may, as an immediate action, end any Enchantment (Charm) effect it has on any creature. This creature suffers 1d4 points of Charisma drain. The Bon-Vivant may choose either to receive a +2 profane bonus to its Charisma score or 5 temporary hp upon succeeding on this attack. Either benefit last for 1 hour. The temporary hp stacks, but the charisma bonus does not. Further, one such draining is enough ‘food’ and ‘water’ to sustain the Night-Touched Bon-Vivant for 1 day.

Cavalier Attitude: The Night-Touched Bon-Vivant is unmoved by the greatest appeals of emotion, and never seems to respond to any situation, no matter how dire, with mild amusement at best. Beginning at fourth level the Bon-Vivant becomes immune to all moral, fear, and emotional effects, similar to a Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm ) effect, except the Night-Touched Bon-Vivant may make continue to make aggressive actions. Further skill checks based on appeals to emotion used against the Night-Touched Bon-Vivant suffer a circumstance penalty of -1 per class level The Night-Touched Bon-Vivant has.

Everlasting Friend: At fifth level the Night-Touched Bon-Vivant’s Charming Gaze becomes a deadly weapon of diplomacy. Creatures who fail their will save against this effect are charmed until the effect is dispelled by the Night-Touched Bon-Vivant, or by a Break Curse like effect. However, the Night-Touched Bon-Vivant may only have a number of creatures charmed in this manner equal to its Charisma Modifier.

Subtle Enchantment: At fifth level a Night-Touched Bon-Vivant’s enchantments are weaved in deep deceptions that are weaved in distraction, Even after the duration of any enchantment cast or set into effect by the Night-Touched Bon-Vivant has ended, the target creature does not know that it has been directly manipulated by magic, believing they had acted on their own will. Further any creature that succeeds on a will save against the Night-Touched Bon-Vivant’s enchantment effects does not immediately become aware that it has been assaulted with such an effect.

Inspiration Pool: Beginning at sixth level the Night-Touched Bon-Vivant may "store" Charisma he has drained from intelligent creatures against future need and draw upon this Charisma to power his body and magic. When the Bon-Vivant Drains the Charisma of an intelligent creature it may add 1 point of Inspiration to his Inspiration Pool. A Bon-Vivant’s Inspiration Pool can never exceed his HD. The Night-Touched Bon-Vivant may use its Inspiration pool in the following ways.


Feeding: As a free action the Night-Touched Bon-Vivant may spend one point from its Inspiration pool to forgo food and water for 1 day.


Healing: A Bon-vivant may spend a point of his Inspiration Pool to restore five points of hp it has lost. This a free action, but no more than 4 points may be spent in a single round in this way.


Inspired Enchantment: Any Enchantment spell being cast may by the Bon-Vivant may be enhanced with any metamagic feat the Bon-Vivant knows by spending a number of points of Inspiration Pool equal to the number of extra levels the Metamagic would add to the spell. Using Inspiration Pool in this manner is a free action, but no more than 4 points may be spent in a single round in this way, and no more than 1 metamagic feat may take advantage of this effect per round.


Inspired Art: As an immediate action, the Night-Touched Bon-Vivant may spend any number of points from its craft pool to add a profane bonus to any Perform or Craft (Any Art) check equal to twice the number of points spent.

Dominating Gaze: Beginning at seventh level the Night-Touched Bon-Vivant Awakens, it may spend two uses of its Awakening per day instead of the usual one, in order to gain a Dominate Monster (http://www.d20srd.org/srd/spells/dominatemonster.htm ) like gaze attack instead of the usual Charming One. The Bon-Vivant must use a standard action, and those merely looking at the Bon-Vivant are not affected. Anyone the Night-touched Bon-Vivant targets must make a successful Will save (DC 10 + 1/2 the Bon-Vivant’s HD + Charisma modifier) or fall under the Bon-Vivant’s complete influence as though affected by a Dominate Monster spell (caster level equal to HD). Any creature that successfully saves against this Gaze or the Bon-Vivant’s Charming Gaze cannot be affected by either of these gazes for 24 hours. The ability has a range of 30 feet. This dominated creature counts as two creatures for the purposes of ‘Everlasting Friend.’ Further the Night-Touched Bon-Vivant always gains a +6 to Charisma when Awakening it's Dominating Gaze or its Charming Gaze.

Aura of Persuasion: At eighth level, while Awakening, the Night-Touched Bon-Vivant Treats Creatures with Immunity to Enchantment, Moral, Fear, Mind-affecting, and Charm effects as having SR against such spells and effects equal to that creature’s HD+11. If the creature already has SR use whichever is higher. If the Bon-Vivant over comes this spell resistance, the targeted creature is effected regardless of its immunity.

Always Cavalier: By ninth level even the most subtle subconscious expressions of emotion have been removed from the Night-Touched Bon-Vivant’s behavior. Any divination effect that attempts to reveal any information about the Night-Touched Bon-Vivant fails, revealing nothing specific about the Night-Touched Bon-Vivant. If he is aware of any such divination effect he may use a bluff check opposed by a Caster Level check in order to reveal false information through this effect, this information does not necessarily need to make sense. (I.e. A Detect Evil Spell may reveal the Night-Touched Bon-Vivant’s Alignment as ‘Sweet Cherries in Summer.’)

Double Layered Enchantment: At tenth level the Night-Touched Bon-Vivant’s words are the down fall of nations, the making of Kings, and the very stuff that the common man clings to. While Awakening, the Bon-Vivant may an Enchantment may spend a number of Inspiration points equal to the Spell Level to make it layered with another Enchantment Spell of any level lower than the current spell. If the current spell is dispelled or overcome, the target must make a will save or be affected by the secondary spell. If the original spell is not overcome, the secondary spell remains dormant until the end of the first spell’s duration, at which point it activates as if the original spell were disabled or overcome.

*Battle-Stake
A hefty bit of hard wood with a sharp end.
One Handed Exotic Light Weapon
Damage: 1d4 Piercing 20/x2
Range: 5ft
Special**: The Battle-Stake is an unwieldy weapon prone to breaking. The Battle stake suffers a -2 to attack, even with proficiency (It is still more or less an improvised dagger). Should the Battle-Stake threaten a critical against a vampire, the attacking character rolls to confirm even though it is undead. While the Battle-Stake does not deal extra damage to a Vampire, it does paralyze them on a successful critical, as a regular stake through the heart does.
Market Cost: 1gp
Weight: 1 lb.
** Battle-Stakes not made from wood do not suffer the attack roll penalties of normal battle-stakes nor do they gain the benefit of the special vampire paralyzing ability.

Avenger Feats
POTENT BLOOD
Prerequisite: In the right hands class feature.
Benefit: By suffering 1 point of constitution damage, and spending a full round action, you may fill a small vial with blood. This small vial is treated as Holy Water. This effect is instantaneous, and does not require a use of Midnight Callings.

WINGS OF PUNISHING [Midnight Calling]
Prerequisite: Silver Wings Midnight Calling
Benefit: When Midnight Calling the Midnight Star Avenger gains 2 natural Wing attacks that deal 1d4 damage, and are treated as Magical And Silver for the purposes of overcoming DR.

PURIFYING FIRE [Midnight Calling]
Prerequisite: Midnight Strike Midnight Calling
Benefit: When Midnight Calling the Midnight Star Avenger’s weapons are also treated as if having the Flaming Burst Quality.

STARRY FLESH [Midnight Calling]
Prerequisite: Improved Midnight Flesh Midnight Calling
Benefit: When Midnight Calling the Midnight Star Avenger further gains fast healing equal to its constitution modifier.

REPENTANCE
Prerequisite: Vampire, Half-Vampire, or other Vampire Like Race.
Benefit: You may survive off of the Blood of non-sentient creatures, and further may waive the “one awakening quality” of the Midnight Star Avenger
Special: Loose all supernatural and spell-like abilities derived from being a Vampire, Half-Vampire of other Vampire Like Race.

Gaia’s Blood [Midnight Calling]
Prerequisite: Venom Blood Midnight Calling
Benefit: When Midnight Star Avenger smears a weapon with its blood via ‘Venom Blood’ Midnight Calling, this weapon is treated as Wood, for the purposes of Paralyzing vampires. If a critical is threatened, and the weapon is not a Battle-stake, the Midnight Star Avenger may take a -4 penalty to its confirmation roll in order to ram the weapon through the Vampire’s heart, paralyzing it as if it were a bit of wood through the heart.

MASTER SLAYER
Prerequisite: Weapon Focus (Warhammer) or Weapon Focus (Light Hammer), Weapon Focus (Battle-Stake), Two Weapon fighting.
Benefit: Gain the following three options in combat while wielding a hammer and Battle-Stake.

Mar The Wood With a Full Attack action, you may make an attack at full base attack bonus with both the Hammer and the Battle-Stake, if both attacks deal damage, the creature must make a DC (10+1/2 Your HD+Str Mod) Fortitude save or be Dazed for one round.

Nailed to the Floor With a full attack action make an attack at full base attack bonus with both the Hammer and the Battle-Stake, if both attacks deal damage, and the creature attacked is standing on ground with hardness less than your Battle-Stake, it is rendered unable to move, until it makes an opposed Strength check DC.

Pound the Heart With a full attack action that uses the Battle-Stake in the Off-Hand, you make your Off-Hand attacks first, Directly after landing an attack with the Battle stake, you may make the rest of your iterative attacks with the Hammer any successful attacks with the hammer deal an additional 1d4 damage, and threatens a critical with the Battle-Stake. (If you choose to continue attacking with the Battle-Stake you give up the extra benefits of attacking with the hammer.)

Jarrick
2010-10-25, 07:04 PM
This all looks really cool, but there's a rather large problem with your core mechanics as such:

EXTRA AWAKENING TRAIT [NIGHT-TOUCHED]
You manifest a second awakening trait while Awakened.
Prerequisites: Night-touched, two other night-touched feats
Benefit: Select a second awakening trait from those described above. You manifest all the benefits of the second trait except for the temporary bonus to an ability score.

This means that when you Awaken you manifest all the cool tricks from having more than one awakening trait, but not the ability adjustments. They are just like shifters in that regard and were modeled after them. This isnt a big problem though, you can just change it so they get more of the ability score increases that would be granted by their awakening traits.

Overall, I really really like this. The concept is excellent and it definately pulls it off, but that's not the only reason I like it. It's an amazing feeling to see homebrew for my homebrew. :smallbiggrin: Looking forward to the rest! :smallbiggrin::smallbiggrin::smallbiggrin:

As a side note, if anyone requests it, I can re-open the discussion thread for the Night-touched.

AugustNights
2010-10-26, 06:26 AM
Fixed the Improved Awakenings Tree.
Avenger still on delay.

Jarrick
2010-11-07, 07:40 PM
:smallbiggrin:

The Midnight star avenger is really cool, I definately approve, but I think you may have misunderstood how having multiple awakenings typically works again. A night-touched with more than one awakening trait automatically gains the benefits of every trait it has when it awakens, though it only gains the ability score increase of the first trait. The way this class is worded, it seems like you have to choose which midnight calling you're using when you activate it.

Whichever way you intended it to work, you should probably word it to say that. If you intended it to allow multiple midnight calling traits at once, then some of the ability increases overlap. There are 2 for Con and 3 for Cha if I didnt miss anything, gaining the benefits of all of them at once would be... very strong.

I love the concept, and I'll probably put this organization into my new campaign setting (That goes for the first one too), since hunting vampires is practically a rite of adulthood across most human lands in it. Vampires only control 1/3 of the civilized world thanks to their "partnership" with the now-near-extinct illithids and their fleet of cloud-making ships that allow them and various other light-hating creatures to walk the surface by day... :smalltongue:

Anyways, keep up the good work, these are amazing! :smallbiggrin:

P.S. Sorry I didnt get around to commenting on this sooner, I've had a busy week and weekend.

DracoDei
2010-11-07, 08:31 PM
Making at least the first time the word "Night-touched" appears in the rules text (not the title) of each PrC a link to the Night-Touched would aid comprehension for your average reader.

AugustNights
2010-11-08, 08:05 AM
Making at least the first time the word "Night-touched" appears in the rules text (not the title) of each PrC a link to the Night-Touched would aid comprehension for your average reader.
Right.
Thanks!


:smallbiggrin:
The Midnight star avenger is really cool, I definately approve, but I think you may have misunderstood how having multiple awakenings typically works again. A night-touched with more than one awakening trait automatically gains the benefits of every trait it has when it awakens, though it only gains the ability score increase of the first trait. The way this class is worded, it seems like you have to choose which midnight calling you're using when you activate it.

Whichever way you intended it to work, you should probably word it to say that. If you intended it to allow multiple midnight calling traits at once, then some of the ability increases overlap. There are 2 for Con and 3 for Cha if I didnt miss anything, gaining the benefits of all of them at once would be... very strong.

I love the concept, and I'll probably put this organization into my new campaign setting (That goes for the first one too), since hunting vampires is practically a rite of adulthood across most human lands in it. Vampires only control 1/3 of the civilized world thanks to their "partnership" with the now-near-extinct illithids and their fleet of cloud-making ships that allow them and various other light-hating creatures to walk the surface by day... :smalltongue:

Anyways, keep up the good work, these are amazing! :smallbiggrin:

P.S. Sorry I didnt get around to commenting on this sooner, I've had a busy week and weekend.
Wow... that makes these guys a bit stronger than I had originally intended... also make the Phantom a bit more of a challenge... See I thought you used a 'Awakening' use per day for each trait you had selected to Awaken... and could choose which ones to Awaken and which ones to not. That really makes the Night-Touched Beast a Melee Beast, and the Avenger really good at killing Vampires... but if you like it how it stands, it can continue standing as it does.

Jarrick
2010-11-08, 08:32 AM
Since its so tightly focused, it's probably ok to make it a little strong in regard to its focus. Look at what the Dragon Stalker gets against dragons, for example. PrCs arent really an area I have a good sense of balance for, so you might gather some other opinions though.

AugustNights
2010-11-12, 11:18 AM
Bump for Phantoms, new Feat, and some clearer rules!

Jarrick
2010-11-12, 08:54 PM
These keep getting better and better! :smallbiggrin:

I dont think this class is hodgepodge. Its a series of cool enhancements to their dustmote trait that progress in a logical order.

The only thing I can say to critique this one is Midnight sky seems a little powerful I think. I could be wrong. Maybe Hide in plain sight in areas of shadowy illumination, or when within 5 ft of such like the shadowdancer. greater invisibility is really really good on a sneak attack character.

Cant wait for the next one. :smallbiggrin:

AugustNights
2010-11-13, 12:11 PM
You know I had planned on changing that... and somehow forgot.

NosferatuZodd
2010-11-13, 06:13 PM
With the night-touched beast especially. It seems the class is based less on the template of the vampire and more something homebrewed.

It makes little sense that something bestial like a night-touched beast would awaken as something that gets a rather sizable bonus to intelligence.

Perhaps a new template or something is in order?

AugustNights
2010-11-14, 01:04 PM
The Night-Touched Beast's awakenings cannot increase Intelligence, they increase 'Physical Ability Scores' and not Mental Ability Scores.

These classes are based on the Night-Touched (http://www.giantitp.com/forums/showthread.php?p=8386888) which I link throughout the Original Post. The Night-Touched are a Race of Vampiric Descendants who, Shifter Like, can awaken mild aspects of their Dread Ancestors.

It is true, that I have deviated from creating a 'And Now you Are a Vampire' paragon. Because that has already been done Here (http://www.giantitp.com/forums/showthread.php?t=170469).
I wanted to express more focused forms of Vampiric Mythos, Such as Terrible Warrior Like Beasts that rampage and eat the blood of great warriors, or Silent Shadows that sneak past vigilant parents to steal children, or Pithy Social Snobs that play at giant complicated mental games.* The Avenger is based off the Vampire's Children Always wind up killing Vampires (http://tvtropes.org/pmwiki/pmwiki.php/Main/Dhampyr?from=Main.Dhampir) Deal)

A new Template?
Are you proposing New Vampiric Templates to be made to make Vampires more fit these Paragons?
Like Ghost Brute, only Vampire Brute?
I could be persuaded to do such a thing.

Gelscressor
2010-11-14, 04:15 PM
Regarding the The Night-Touched Beast undying grace ability:

As it's currently written, it means that a bard that has the requiem feat(from Libris Mortis), still can't affect a Night Touched Beast; even though he'd be able to affect actual undead. Maybe it would be better if the Night Touched Beast is treated as undead in regards to fear and morale effects?

AugustNights
2010-11-15, 03:40 PM
Regarding the The Night-Touched Beast undying grace ability:

As it's currently written, it means that a bard that has the requiem feat(from Libris Mortis), still can't affect a Night Touched Beast; even though he'd be able to affect actual undead. Maybe it would be better if the Night Touched Beast is treated as undead in regards to fear and morale effects?

Well, I suppose that it gets it's power from an undead ancestor a mention that this power functions as an undead's immunity to moral and fear effects is not inappropriate.

The Night-Touched Bon Vivant (Or if I can find a better name for the thing) will become immune in a similar fashion, but will remain immune even to such effects. They are always amused at best.

In other news tables cleaned, and 'Bon Vivant' is on its way.

I fear I may be neglecting some of the 'Awakening feats' but I feel as if Flight is the only major one not represented here. And Flight is more or less covered by the Phantom.

Also, Jarrick, are you still with us?

Jarrick
2010-11-15, 04:33 PM
Huh? Oh, yeah, Im still here. I've been working on a couple of characters lately and doing other things for my group and designing and brainstorming for my new setting. That's not to mention all the "real world" things I've been doing lately. :smalltongue: I'm around, and I've been following along though. I want to finish the Deadborn (http://www.giantitp.com/forums/showthread.php?t=173003) stuff soon too, since I had a few more ideas I wanted to put out. :smallamused:

Keep up the good work!:smallbiggrin:

AugustNights
2010-11-21, 11:43 AM
Night-Touched Bon-Vivant is Up!
And I really, really, suck at tables.

NosferatuZodd
2010-11-21, 05:52 PM
The Night-Touched Beast's awakenings cannot increase Intelligence, they increase 'Physical Ability Scores' and not Mental Ability Scores.

These classes are based on the Night-Touched (http://www.giantitp.com/forums/showthread.php?p=8386888) which I link throughout the Original Post. The Night-Touched are a Race of Vampiric Descendants who, Shifter Like, can awaken mild aspects of their Dread Ancestors.

It is true, that I have deviated from creating a 'And Now you Are a Vampire' paragon. Because that has already been done Here (http://www.giantitp.com/forums/showthread.php?t=170469).
I wanted to express more focused forms of Vampiric Mythos, Such as Terrible Warrior Like Beasts that rampage and eat the blood of great warriors, or Silent Shadows that sneak past vigilant parents to steal children, or Pithy Social Snobs that play at giant complicated mental games.* The Avenger is based off the Vampire's Children Always wind up killing Vampires (http://tvtropes.org/pmwiki/pmwiki.php/Main/Dhampyr?from=Main.Dhampir) Deal)

A new Template?
Are you proposing New Vampiric Templates to be made to make Vampires more fit these Paragons?
Like Ghost Brute, only Vampire Brute?
I could be persuaded to do such a thing.

That is what i'm suggesting. I mean, alot of the powers of some don't fit the standard vampire template. Such as the awakening trait soaring. Standard DnD vampires don't have physical wings or mutations like that. Or the kind shown in the night-touched beast.

AugustNights
2010-11-22, 01:52 PM
I see your complaint, but the thing is, these Night-Touched paragons aren't meant to be direct copies of Vampires themselves, in fact they're meant to 'overcome' their ancestors. (10 levels in a PrC should be better than 8 LA, for a Race that doesn't quite merrit all of its adjustment.)

The wings and claws that the Beast gains are based off of the Vampire's ability to change into animals. The beast can grow bat wings instead of fully changing into a bat, or produce terrible sharp claws instead of fully manifesting its wolf.
Further its Claws can be found in Libris Mortis in the Savage Vampire Template.
'Children of the Night' is a vampire ability, as is the blood consumption presented in
'Wild Devour.'
'Staring from the Abyss' seems new, but could be a pretty easy change from Dominating Gaze.
'Attach' is new, but I want these guys to keep some things that the Vampire template doesn't offer.
'But a Window' is an easy way to become a vampire.
'Vigor Mortis' doesn't feel like it should be accessible to the Vampire kind...

Feral Vampire Variant
Speed: The Feral Vampire gains a Fly speed equal to twice its Base Land Speed, Average Manuverability. This replaces Gaseous Form in the Vampire's Special Qualities.
Abilities: The Feral Vampire gains +8 Strength, +6 Dexterity, +2 Wisdom These Replace the Normal Ability Increases for being a Vampire
Attacks: The Feral Vampire gains 2 Claw natural attacks that deal 1d6 damage each. (Medium) This replaces the Single Slam Attack Vampires normally Recieve
Special Attacks The Feral Vampire gains a Look of Horror Attack, crushing an opponent's will just by looking onto his or her eyes. This functions similar to a gaze attack, except the Feral vampire must use a standard action, and those merely looking at it are not affected. Anyone The Feral Vampire targets must suceed on a Will save or cow instantly under the vampire's Look of Horror, as though by a Fear spell (Caster Level equal to the Feral Vampire's HD, or 12th if you want to keep it like the vampire orriginal.) This ability jhas a range of 30 ft.
Challenge Rating: No difference.
Level Adjustment: -1. (7 if you think 8 is a reasonable Level Adjustment for Vampires.)

As for the Night-Touched Phantom...
Alright, Obfuscate needs something for the Vampire.
Hidden in blood would be super easy to just hand to the vampire, it doesn't make much for a boss creature, but for a player character it makes all sorts of fun.
Filthy Air, lifted this from Castlevania, wouldn't be hard to give a Vampire template.
The Phantom Powers would feel wrong to give to a Vampire, after all, this isn't about Becoming a Vampire, it is about Overcoming a certain aspect of vampirism.
Night Touch is based on Energy Drain.

Shadow Vampire Variant
Abilities: The Shadow Vampire gains +4 Strength, +8 Dexterity, and a +4 to Charisma These Replace the Normal Ability Increases for being a Vampire
Attacks The Shadow Vampire gains a Bite attack that deals 1d4 damage. (Medium)
Special Qualities:
Hidden in the Blood:As a full round action a Shadow Vampire may swallow any single dose liquid. This liquid, regardless of what it is, is not activated. It instead passively rides within the Shadow Vampire's body for later use. The Shadow Vampire may have a number of such 'stored' liquids equal to its Charisma modifier. A liquid may either be activated within the Shadow Vampire's body as a swift action, or the Shadow Vampire may draw it from his body with a full round action, spitting it from its mouth, this liquid can be applied to a weapon as part of this full round action.
Obfuscate: The Shadow Vampire is always treated as if it were under the effects of Nondetection (Caster Level Equal to the Shadow Vampire's HD or 12, depending on your Version of Dominate from the orriginal Vampire.)
Special Attacks
Bloodbourne Bite If the Shadow Vampire has and liquids stored in its body via Hidden in the Blood, it may, deliver anyone of its ‘stored’ liquids through a successful bite attack.This liquid may also be transferred without attack roll if the Shadow Vampire establishes a pin on another creature.
Airbourne Blood If the Shadow Vampire has and liquids stored in its body via Hidden in the Blood, it may, While in Gaseaous Form, consume a Poison as a swift action, it suffers no ill effects of the poison from doing so, rather it may deliver the poison as an Inhaled vector with a fortitude save DC (10+1/2 the Shadow Vampire's HD +Charisma Modifier). This poisoned air spreads out in a 5ft per Constitution Modifier radius around the Shadow Vampire.
Note: The Shadow Vampire does not Gain Dominate, Alternate Form, or Spider Climb.
Challenge Rating: +1.
Level Adjustment: +1. (or 8 if you think 8 is a reasonable Level Adjustment for Vampires.)


And The Bon-Vivant is based off of the Psychic and Persuasive Vampire variants I recall existing in Libris Mortis... yes, Pg. 170.