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Road_Runner
2012-10-10, 07:17 PM
The Death Disciple


"Necromancers are masters of death. So am I."




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Description:
Death Disciples are masters of negative energy. They control negative energy as a pyromancer controls flame, or a druid nature, or an illusionist controls his opponent’s perceptions. Death Disciples manifest negative energy in the form of channels, which are almost at will spell like abilities, similar to the invocations of a warlock. They also have the ability to create shadow wisps, tiny beings of negative energy. Death Disciples recieve their powers innately, like a sorcerer or warlock. It is rumored that many have ancestry tracing back to denizens of the negative energy plane. Although some serve a diety, many do not.

Races: Any.

Alignment: Non-good.

Starting Gold: As a cleric.

Starting Age: As a cleric.

NOTE: Charisma Variant


Both death disciples and warlocks gain their power in a smilar manner and as such this class could easily be played with charisma as the primary stat for all class features.

Other Notes


Hey, this is my second homebrew. This class class is an alternate version to The Life Disciple (http://www.giantitp.com/forums/showthread.php?p=13670090), except now with more death and shadowy things. I wrote this class because the life disciple I was playing in a campaign died and was risen as undead. This class could be used to play as a fallen life disciple, or simply played as it's own class (either an undead or living character could play this class). You'll notice a lot of mechanics are recycled from the Life Disciple class; the classes overall both work similarly.

I would love to receive comments on:

1) How this compares balance-wise to Life Disciple

2) Any comments/criticisms of any class features/channels.

3) Any suggestions!
10/10/12
Finished class!


Class Skill List: Concentration(Con), Decipher Script(Int), Diplomacy(Cha), Heal(Wis), Knowledge(arcana), Knowledge(the planes), Knowledge(religion), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)

Skill Points: 4 + Int modifier (x4 at first level)


Hit Dice: d8
Death Disciple
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Channels Prepared

1st|
+0|
+2|
+0|
+2|Energy Pool, Least Channels, Dark Focus, Summon Shadow Wisps, Death Wave 1d6|1|

2nd|
+1|
+3|
+0|
+3||2|

3rd|
+2|
+3|
+1|
+3|Death Wave 2d6|3|

4th|
+3|
+4|
+1|
+4|Negative Energy Affinity|4|

5th|
+3|
+4|
+1|
+4|Death Wave 3d6|5|

6th|
+4|
+5|
+2|
+5|Lesser Channels|6|

7th|
+5|
+5|
+2|
+5|Dark Focus +2, Death Wave 4d6|7|

8th|
+6/+1|
+6|
+2|
+6|Wisp Mastery I|8|

9th|
+6/+1|
+6|
+3|
+6| Death Wave 5d6|9|

10th|
+7/+2|
+7|
+3|
+7|Swift Dark Focus|10|

11th|
+8/+3|
+7|
+3|
+7|Greater Channels, Death Wave 6d6|11|

12th|
+9/+4|
+8|
+4|
+8||12|

13th|
+9/+4|
+8|
+4|
+8|Dark Focus +3, Death Wave 7d6|13|

14th|
+10/+5|
+9|
+4|
+9|Summon Shadow Dragon|14|

15th|
+11/+6/+1|
+9|
+5|
+9|Death Wave 8d6|15|

16th|
+12/+7/+2|
+10|
+5|
+10|Dark Channels|16|

17th|
+12/+7/+2|
+10|
+5|
+10|Death Wave 9d6|17|

18th|
+13/+8/+3|
+11|
+6|
+11|Wisp Mastery II|18|

19th|
+14/+9/+4|
+11|
+6|
+11|Death Wave 10d6|19|

20th|
+15/+10/+5|
+12|
+6|
+12|Spirit Transformation|20| [/table]

Class Features:


Weapon and Armor Proficiency: Death Disciples are proficient with all simple weapons and light armor.

Channels: A death disciple does not prepare or cast spells as other wielders of divine magic do. Instead, he posses a repertoire of abilities known as channels that require him to focus the negative energy that suffuses his soul. A death disciple can use any channel at will, however focusing on a channel is difficult and as such a specific channel can only be used once every four rounds. Channels are spell-like abilities; using a channel is a standard action that provokes attacks of opportunity. Channels have somatic but no verbal components and a Concentration check can be used to cast defensively or prevent a channel from being disrupted by an attack just as a spellcaster could. The save DC for a channel is equal to 10 + equivalent spell level + the death disciple's Wisdom modifier. The four grades of channels are least channels, lesser channels, greater channels, and dark channels. Death disciples begin with knowledge of least channels, gaining access to lesser, greater, and dark channels at levels 6, 11, and 16 respectively. As a death disciple levels, he gains access to more channel slots. By meditating for one hour, a death disciple can prepare any channels in these slots from the death disciple channel list. However, only channels of an equal or lower grade to the highest grade channel available when a death disciple gained that slot can be prepared in that slot. For example, a 7th level death disciple can prepare a maximum of 2 lesser channels, since lesser channels were only available at levels 6 and 7.

Energy Pool(Su): A death disciple has a maximum number of energy points equal to their death disciple level + Wisdom modifier. Energy points are used to power channels and are regained by dark focus (see below). Energy points can be used in any of the effects below.


Still Channel: By spending 1 energy point, you can modify a channel so it has no somatic components.

Overchannel: By spending 5 energy points, you can cast a channel and focus at the same time. Consider the net change in energy points and ennervation charges as a result of casting this channel and then apply the changes to your energy pool and total ennervation charge number.

Metamagic Feats: Energy points are used to fuel metamagic feats for channels. These feats are described in the feats section below.

Energy Cost: Some channels have a cost to cast.

Dark Focus(Su): In the heat of battle, you can focus to collect negative energy and clear your mind. As a standard action, you can recover 1 energy point and also gain what is called an enervation charge. Enervation charges grant you an aura of baleful energy. All enemies within (level+wisdom modifier) * 10 ft/level suffer a -1 penalty to attack rolls and saving throw DCs per two enervation charges (rounding down, with a penalty of atleast -1). These charges last for 1 minute, after which they dissipate. If you use dark focus again, the bonuses stack and the duration refreshes. At 7th level you recover 2 points from your energy pool and gain 2 enervation charges every time you focus. At 13th level you recover 3 points and gain 3 charges. Charges do not accumulate out of combat. You can have a maximum number of enervation charges equal to 1/3 your level + Wisdom modifier.

Death Wave(Sp) One of the first abilities a death disciple learn is death wave. As a standard action at will a death disciple generates an arc of destructive energy to scour enemies, and potentially heal undead. A death wave is a ray with a range of 60 feet. It is considered a channel for the purposes of class features and feats and has an equivalent spell level equal to half the death disciple's class level (rounded down), with a minimum spell level of 1st and a maximum of 9th. A death wave deals 1d6 points of damage at first level and increases every two levels beyond that. This damage can be negative energy or eldritch energy, similar to a warlock’s eldritch blast. Against enemies a ranged touch attack is necessary (not needed for allies). Although there is no saving throw, spell resistance applies normally.

Summon Shadow Wisp: Death Disciples have the unique ability to summon Shadow Wisps. A Death Disciple can summon a Shadow Wisp as a standard action that provokes attacks of opportunity, as a channel with an effective level of class level/2. It is compatible with Still Channel and Overchannel. Unlike normal Channels, you may summon Shadow Wisps at will instead of once every four rounds, although they cost spirit charges to summon.

Shadow Wisps can be summoned up to 5ft/level away and last for one round/level. They are very small incorporeal beings made of negative energy, and appear as a shadowy mote of darkness of about 5 inches in diameter. Shadow Wisps are not considered summoned creatures for the purposes of effects that target summoned creatures, and as such do not wink out in the presence of an antimagic field. Although all Shadow Wisps have the same base statistics, they have special abilities based on color. A Death Disciple can also communicate telepathically with Shadow Wisps within 100ft/level.

All Shadow Wisps have the ability to torment enemies. When tormenting an enemy the Spirit Wisp occupies their square and floats around them, not dissimilar to an ioun stone. Torment penalties from wisps of the same color don't stack. All Shadow Wisps also have a sacrifice ability. The sacrifice ability destroys the Wisp but harms the target or provides a baleful effect unique to each type of wisp. To begin with, a Death Disciple can summon only least shadow wisps, but gain access to lesser/greater/dark shadow wisps at level 6/11/16 respectively. A Disciple can summon Wisps at will but must expend 1/2/3/4 enervation charges to summon a least/lesser/greater/dark Spirit Wisp respectively. Shadow Wisps also have three extra abilities listed in their description. Lesser Shadow Wisps gain access to the first ability, greater Shadow Wisps gain access to the first two abilities, and dark Shadow Wisps gain access to all three abilities. You gain access to three Shadow Wisps at level 1 (blue, red, and green), and three more at level six (yellow, orange and violet). Shadow Wisps are described in further detail below.

Least Shadow Wisp:
Cost to summon: 1 enervation charge
HD: Has a number of HD equal to the death disciple’s HD, not including levels from other classes. Has hp equal to (4 + disciple Wisdom Modifier) * disciple level / 2
Speed: 40 feet flying (perfect)
AC: 23 (+4 size, +5 Dex, +4 deflection) touch 23, flat-footed 19
Size: Diminutive
BAB/Grapple: 3 / -5
Attack: +16 5 ft ranged touch attack 1d2-1
Space/Reach: 1ft/0ft
Special Qualities: Shadow Wisp Traits, SR 8 + disciple level, Dancing Flight, Spirit Shroud, Torment, Sacrifice
Abilities: Str --, Dex 20, Con --, Int 10, Wis 14, Cha 10
Saves: Fort +3, Ref +8, Will +5
Alignment: As character
Skills: Spot +8, Listen +8, Move Silently +5, Escape Artist +8, Hide +18

Dancing Flight: A shadow wisp flies in an erratic swirling motion, and as such gets a +6 AC bonus vs attacks of opportunity. By moving at 1/3 speed, a wisp can move in such an erratic fashion that it does not provoke any attacks of opportunity (every square of movement without provoking takes 3 squares of normal movement).

Spirit Shroud: A shadow wisp surrounds itself with shadowy energy to protect itself from attacks. Gives a +4 deflection bonus to AC.

Torment: As a free action once per round a shadow wisp can designate a target in its square as being tormented. The spirit wisp hovers and flies around the target, giving a unique penalty on the type of shadow wisp. The wisp remains hovering around the target while it is tormenting it; if the target moves or is moved the wisp will float along with it automatically. If some effect forces the wisp out of the target’s square, the torment is broken and the harmful effect no longer applies.

Sacrifice(Su): As an immediate action a shadow wisp may destroy itself for a temporary baleful effect to the target. After sacrifice is resolved the target loses the effect of torment. Alternatively, a least shadow wisp can simply sacrifice itself to deal 1d4 damage/level to a target within 5 ft/level (up to max of 5d4). A reflex save reduces this damage by half. This ability triggers automatically on death, and cannot be used to interrupt actions (damage is considered before action is resolved).

Shadow Wisp Traits:
-Darkvision 60 feet (can see through regular and magical darkness)
-Incorporeal Undead traits
-Immune to mind-affecting effects, ability damage, ability drain, petrification, blindness, sickened, and the negative effects of the negative energy plane

Lesser Shadow Wisp:
Cost to summon: 2 enervation charges
HD: Has a number of HD equal to the death disciple’s HD, not including levels from other classes. Has hp equal to (4 + disciple Wisdom Modifier) * disciple level / 2
Speed: 50 feet flying (perfect)
AC: 26 (+4 size, +6 Dex, +6 deflection) touch 26, flat-footed 20
Size: Diminutive
BAB/Grapple: 6 / 0
Attack: +20 5 ft ranged touch attack 1d2-1
Space/Reach: 1ft/0ft
Special Qualities: Shadow Wisp Traits, SR 11 + disciple level, Dancing Flight, Spirit Shroud, Guard, Sacrifice
Abilities: Str --, Dex 22, Con --, Int 10, Wis 16, Cha 10
Saves: Fort +7, Ref +13, Will +10
Alignment: As character
Skills: Spot +12, Listen +12, Move Silently +8, Escape Artist +12, Hide +24

Dancing Flight: A shadow wisp flies in an erratic swirling motion, and as such gets a +6 AC bonus vs attacks of opportunity. By moving at 1/3 speed, a wisp can move in such an erratic fashion that it does not provoke any attacks of opportunity (every square of movement without provoking takes 3 squares of normal movement).

Spirit Shroud: A shadow wisp surrounds itself with shadowy energy to protect itself from attacks. Gives a +6 deflection bonus to AC.

Torment: As a free action once per round a shadow wisp can designate a target in its square as being tormented. The spirit wisp hovers and flies around the target, giving a unique penalty on the type of shadow wisp. The wisp remains hovering around the target while it is tormenting it; if the target moves or is moved the wisp will float along with it automatically. If some effect forces the wisp out of the target’s square, the torment is broken and the harmful effect no longer applies.

Sacrifice(Su): As an immediate action a shadow wisp may destroy itself for a temporary baleful effect to the target. After sacrifice is resolved the target loses the effect of torment. Alternatively, a least shadow wisp can simply sacrifice itself to deal 1d4 damage/level to a target within 5 ft/level (up to max of 10d4). A reflex save reduces this damage by half. This ability triggers automatically on death, and cannot be used to interrupt actions (damage is considered before action is resolved).

Shadow Wisp Traits:
-Darkvision 60 feet (can see through regular and magical darkness)
-Incorporeal Undead traits
-Immune to mind-affecting effects, ability damage, ability drain, petrification, blindness, and the negative effects of the negative energy plane

Greater Shadow Wisp:

Cost to summon: 3 enervation charges
HD: Has a number of HD equal to the death disciple’s HD, not including levels from other classes. Has hp equal to (4 + disciple Wisdom Modifier) * disciple level / 2
Speed: 60 feet flying (perfect)
AC: 29 (+4 size, +7 Dex, +8 deflection) touch 29, flat-footed 22
Size: Diminutive
BAB/Grapple: 9 / 4
Attack: +24 5 ft ranged touch attack 1d2-1
Space/Reach: 1ft/0ft
Special Qualities: Shadow Wisp Traits, SR 14 + disciple level, Dancing Flight, Spirit Shroud, Guard, Sacrifice
Abilities: Str --, Dex 24, Con --, Int 10, Wis 18, Cha 10
Saves: Fort +9, Ref +16, Will +13
Alignment: As character
Skills: Spot +16, Listen +16, Move Silently +12, Escape Artist +16, Hide +30

Dancing Flight: A shadow wisp flies in an erratic swirling motion, and as such gets a +6 AC bonus vs attacks of opportunity. By moving at 1/3 speed, a wisp can move in such an erratic fashion that it does not provoke any attacks of opportunity (every square of movement without provoking takes 3 squares of normal movement).

Spirit Shroud: A spirit wisp surrounds itself with shadowy energy to protect itself from attacks. Gives a +8 deflection bonus to AC.

Torment: As a free action once per round a shadow wisp can designate a target in its square as being tormented. The spirit wisp hovers and flies around the target, giving a unique penalty on the type of shadow wisp. The wisp remains hovering around the target while it is tormenting it; if the target moves or is moved the wisp will float along with it automatically. If some effect forces the wisp out of the target’s square, the torment is broken and the harmful effect no longer applies.

Sacrifice(Su): As an immediate action a shadow wisp may destroy itself for a temporary baleful effect to the target. After sacrifice is resolved the target loses the effect of torment. Alternatively, a least shadow wisp can simply sacrifice itself to deal 1d4 damage/level to a target within 5 ft/level (up to max of 15d4). A reflex save reduces this damage by half. This ability triggers automatically on death, and cannot be used to interrupt actions (damage is considered before action is resolved).

Shadow Wisp Traits:
-Darkvision 60 feet (can see through regular and magical darkness).
-Incorporeal Undead traits
-Immune to mind-affecting effects, ability damage, ability drain, petrification, blindness, sickened, and the negative effects of the negative energy plane

Dark Shadow Wisp
Cost to summon: 4 enervation charges
HD: Has a number of HD equal to the death disciple’s HD, not including levels from other classes. Has hp equal to (4 + disciple Wisdom Modifier) * disciple level / 2
Speed: 70 feet flying (perfect)
AC: 32 (+4 size, +8 Dex, +10 deflection) touch 32, flat-footed 24
Size: Diminutive
BAB/Grapple: 12 / 8
Attack: +28 5 ft ranged touch attack 1d2-1
Space/Reach: 1ft/0ft
Special Qualities: Shadow Wisp Traits, SR 17 + disciple level, Dancing Flight, Spirit Shroud, Guard, Sacrifice
Abilities: Str --, Dex 26, Con --, Int 10, Wis 20, Cha 10
Saves: Fort +11, Ref +19, Will +16
Alignment: As character
Skills: Spot +20, Listen +20, Move Silently +16, Escape Artist +20, Hide +36

Dancing Flight: A shadow wisp flies in an erratic swirling motion, and as such gets a +6 AC bonus vs attacks of opportunity. By moving at 1/3 speed, a wisp can move in such an erratic fashion that it does not provoke any attacks of opportunity (every square of movement without provoking takes 3 squares of normal movement).

Spirit Shroud: A shadow wisp surrounds itself with shadowy energy to protect itself from attacks. Gives a +8 deflection bonus to AC.

Torment: As a free action once per round a shadow wisp can designate a target in its square as being tormented. The spirit wisp hovers and flies around the target, giving a unique penalty on the type of shadow wisp. The wisp remains hovering around the target while it is tormenting it; if the target moves or is moved the wisp will float along with it automatically. If some effect forces the wisp out of the target’s square, the torment is broken and the harmful effect no longer applies.

Sacrifice(Su): As an immediate action a shadow wisp may destroy itself for a temporary baleful effect to the target. After sacrifice is resolved the target loses the effect of torment. Alternatively, a least shadow wisp can simply sacrifice itself to deal 1d4 damage/level to a target within 5 ft/level. A reflex save reduces this damage by half. This ability triggers automatically on death, and cannot be used to interrupt actions (damage is considered before action is resolved).

Shadow Wisp Traits:
-Darkvision 60 feet (can see through regular and magical darkness)
-Incorporeal Undead traits
-Immune to mind-affecting effects, ability damage, ability drain, petrification, blindness, and the negative effects of the negative energy plane


Wisp Types:

Blue Shadow Wisp

This shadow wisp floats about slowly and seems to disrupt willpower and concentration.

Torment: An enemy tormented by a blue shadow wisp takes a -1/2/3/4 circumstance penalty to AC and Will saves.

Sacrifice-Distraction: The blue shadow wisp vibrates rapidly and then explodes, disrupting the target’s thought process for a short time, causing them to lose their next action unless they succeed on a Will saving throw (DC = 10 + ½ level + disciple Wisdom modifier). This can be used to interrupt the target mid action or cause their next standard/move/full action to fail (you can specify which action type(s) you would like to disrupt). Causing an action to fail in this way precedes the actual action as the target loses the mental focus to complete it (in other words, they don't lose the spell or other resources that would be expended in undergoing the action).

Foresight: You can use distraction after learning the result of the action they take.
Weakened Defense: Targets takes an additionally 1/2/3/4 damage from attacks.
Lingering Curse: Applies penalty (including Weakened Defense penalty) for 2 rounds after the wisp dies.


Green Shadow Wisp

This shadow wisp pulses with sickly green energy.

Torment: An enemy tormented by a green spirit wisp takes 2/4/6/8 damage per round and takes a -1/2/3/4 circumstance penalty to Fortitude saving throws. Only one enemy can be damaged by this ability in a given round. That is, if the green shadow wisp switches from tormenting one enemy to another on your turn, you can choose which enemy gets hurt by the torment ability but you cannot affect both with the damage. The green wisp damage over time does not stack with multiple wisps on one enemy.

Sacrifice- Degenerate: The green spirit wisp melts into the body of an enemy, causing their form to weaken and atrophy. Damages an enemy as if by your death wave (Cast from the position of the wisp, but using the attack roll of the death disciple, as if the disciple cast it from the wisp's position), up to a maximum of 3d6 damage.
Lesser Infliction: Up to a maximum of 5d6.
Greater Infliction: Up to a maximum of 8d6.
Superior Infliction: No maximum.

Special: You must have the corresponding channel prepared in order for the shadow wisp to modify the death wave with that channel.

Orange Shadow Wisp

This wisp has an orange luminescence lurking inside its shadowy form, casting flickering shadows as it dims and brightens rapidly.

Torment: Imposes a -3/4/5/6 circumstance penalty to spell resistance and a -0/1/2/3 penalty to saving throws against spells, SLAs and supernatural abilities generated by shadow wisps or dragons.

Sacrifice-Shatter Defense: Target takes a -12 penalty to SR for 3/4/5/6 rounds or is affected as if by dispel magic (without limit on caster level; caster level equal to disciple level).

Mystic Perception: Automatically know the spell resistance/spell immunities of target the wisp is tormenting.
Greater Mystic Perception: Each turn the orange wisp automatically become aware of 2 spells or SLAs affecting the target (or 1/3 of total effects, rounded up, whichever is higher). It automatically learns their effect and caster level. Which buffs it becomes aware of is determined randomly, but it is aware of any detected by an orange wisp in the previous rounds, and effects that have already been discovered are not considered when randomly determining which effects the wisp becomes aware.
Volatile Erosion: Target takes 1d12 points of damage for each buff that was removed for the dispel magic version of sacrifice (maximum is 1d12/level). For the -12 penalty to SR version, every time the target’s SR or spell immunity successfully absorbs a spell or SLA, they still take 6*spell level in damage and an additional -4 penalty to SR for the duration of the [I[shatter defense[/I] ability.

Violet Shadow Wisp

This wisp flutters around while petals of violet light shed off its shadowy form.

Torment: Imposes a -1/2/3/4 penalty to caster level for spells and SLAs.

Sacrifice: Mystic Interference: The violet wisp temporarily turns bright silver, then back to violet, then fades. The tormented target’s spell or spell-like ability is negated as long as you succeed on a disciple level check vs the target’s caster level.

Supernatural Impairment: Torment penalty applies to effective level or HD of supernatural abilities as well (whichever determines power for supernatural abilities, if applicable).
Mystic Impotence: DCs of all spell/SLA/supernatural abilities reduced by 2.
Mystic Perserverence: If mystic interference is unsuccessful, there is a 50% chance the wisp is not destroyed. Also grants a 25% chance of returning at full health if killed or destroyed through a successful sacrifice.

Red Shadow Wisp

This spirit wisp spins around violently with a dark red glow

Summons a least/lesser/greater/radiant red spirit wisp at the cost of 1/2/3/4 spirit charges.

Torment: An enemy tormented by a red spirit wisp takes a -1/2/3/4 circumstance penalty to attack and damage rolls.

Sacrifice-Curse: Forces an attacker to reroll a successful attack and damage roll, with a –Wisdom penalty to both, or take this penalty to their next attack. Also deals 1/1d2/1d3/1d4 damage/level. A reflex save reduces this damage by half.

Dulled Strikes: Criticals must be confirmed twice.
Unluck: Every time a 1 is rolled, the attack automatically backfires and hits the target themselves.
Moment of Failure: When the red wisp sacrifices itself, the penalty on the first attack applies to all other attacks in the target’s turn.

Yellow Shadow Wisp

Electricity crackles around this shadow wisp as it zig zags back and forth rapidly.

Torment: Target suffers a -1/2/3/4 penalty to attack rolls and a -30% penalty to movespeed (round down).

Sacrifice-Inhibit: Force a reroll on a successful Reflex saving throw.

Dulled Reflexes: Target loses evasion or improved evasion is reduced to regular evasion.
Lesser Slow: Each round the target has 50% chance of being slowed for 1 round (reflex save negates; new save against each instance). The movement speed penalty from the slow effect does not stack with torment movespeed penalty. The sacrifice effect can force a reroll against this an instance of this effect, and also cause it to persist for 2 more rounds than normal.
Greater Slow: As lesser slow, but 100% chance of occurring.



Negative Energy Affinity At 4th level, you suffer none of the negative effects of the negative energy plane. You also gain one energy point per round on the Negative Energy Plane.

Wisp Mastery(Sp): At 8th level you gain the ability to summon a shadow wisp without expending enervation charges. With this ability you can summon a shadow wisp that lasts indefinitely. You can only have 1 wisp summoned at a time with this ability. Summoning a wisp in this way takes 3 rounds. Summoning a new wisp with this ability causes the old one to be destroyed. At 18th level you can summon 2 wisps at a time with this ability.

Swift Focus: At 10th level, you can use dark focus as a move action. However, you only recover 1 energy point and gain 1 charge.

Summon Shadow Dragon(Su): At 14th level a death disciple is able to summon a shadow dragon. A shadow dragon is a powerful being of negative energy. Despite its name and appearance, a shadow dragon has no relation to actual dragons, it just chooses to take their form. Summoning a shadow dragon takes 10 minutes and can be done 1/day. A lot of energy is required to summon a shadow dragon, and so a death disciple must expend 8 energy points to do so. These energy points are invested in the shadow dragon, effectively permanently reducing the maximum amount of points a death disciple can have by 8. If the shadow dragon dies the disciple does not recover the invested points but the maximum number of energy points they can have returns to normal. A death disciple can communicate telepathically with its shadow dragon on the same plane within 1 mile/level. Shadow dragons are not considered summoned creatures for the purposes of effects that target summoned creatures. Shadow dragons last until they are killed. You can only have 1 shadow dragon at a time. Summoning a new one returns the old one back to the positive energy plane. A shadow dragon is described below.

Shadow Dragon:

HD: Has a number of HD equal to the death disciple’s HD, except use Wisdom to health
Type: Incorporeal outsider
Speed: 100 feet flying (good)
AC: 30 (+5 Dex, +10 deflection, +5 natural armor) touch 25, flat-footed 25
Size: Medium
BAB/Grapple: 14 / 18
Attack: bite +19 melee (2d8+14) and 2 wings +17 (2d6+9)
Space/Reach: 10 ft/5 feet
Special Qualities: Shadow Dragon Traits, Scintellating Scales, Mist Breath, Chromatic Bolts, Healing Touch, Protection Aura, Tongues, SR = 18 + level
Abilities: Str --, Dex 20, Con 20, Int 12, Wis 20, Cha 16
Saves: Fort +18, Ref +18, Will +18
Alignment: As character
Skills: Spot +20, Listen +20, Heal +15

Scintillating Scales: A shadow dragon has shimmering chromatic scales. Gives a +5 natural armor and +10 deflection bonus to AC.

Mist Breath(Su): A shadow dragon can breath a 30 foot cone of a silver mist. Affects incorporeal and corporal creatures normally. All creatures take 1d3 damage/HD and must make a Will save or fall asleep (DC as if disciple was casting a level 7 channel) for 1 round/level. Has a cooldown of 1d4 rounds.

Chromatic Bolts(Su): As a standard action a shadow dragon opens its mouth to fire 1d2+1 magic force bolts at a target within 70 feet. Each bolt deals 3d4 points of damage and randomly has one of the following effects.

Red: Target takes -1 penalty to attack and damage rolls for 1 round.
Orange: Target takes -1 penalty to saving throws against spells and SLAs for 1 round.
Yellow: Target takes -1 penalty to Reflex saves and -5ft movespeed for 1 round.
Green: Target takes -1 penalty to Fortitude saves for one round and spirit dragon heals 5 hp.
Blue: Target takes -1 penalty to AC and Will saves for one round
Violet: 20% chance to affect target as if by greater bestow curse (as if cast by disciple, for DC treat as 7th level effect)

Harmful Touch(Su): As a standard action a spirit dragon can cast harm, as the spell. Caster level equal to spirit dragon HD. Can be used as heal if used on death disciple. Cannot cast for one minute after usage.

Protection Aura(Su): A spirit dragon exudes a 10ft radius aura of magic circle against good or magic circle against evil (whatever is the opposite of the death disciple’s alignment, can be either if disciple is neutral).

Tongues(Su): A spirit dragon can speak as if by a tongues spell.

Spirit Dragon Traits:
-Darkvision 60 feet
-Incorporeal
-healed by negative energy, unaffected by positive energy
-Immune to poison, disease, mind-affecting effects, ability damage, ability drain, petrification, blindness, sickened, nauseated, and negative effects of the negative energy plane
-does not need to eat, breathe, or sleep



At levels 16, 18, and 20 the deflection bonus granted by scintellating scales increases by 1 and all the shadow dragon's base saves increase by 1. At levels 15, 17, and 19 it gains an additional +2 bonus to all attributes and increase the amount of chromatic bolts to 1d3+1, 1d4+1, and 1d3+2, respectively.

Shadow Transformation(Ex): At 20th level, you become a celestial being of negative energy. You transform as if by Visage of the Deity, Greater (SC 231), except the effect is permanent. This transformation also has the added effect of a permanent death ward or life ward, depending on whether the death disciple is alive or undead.

Road_Runner
2012-10-10, 07:18 PM
Channels:


Cost: Some death disciple channels have an energy point cost to use.

Death Wave Modifiers: These death disciple channels modify the death disciple's death wave. These channels have an effective spell level equal to the effective spell level of death wave (which is one half disciple level rounded down).



Least Channels:
Aphotic Shield
Dark Lance
Empowered Death Wave
Eyes of Darkness
Lesser Decaying Wave
Orbs of Darkness
Remove Fear
Resurgence
Spiritual Weapon
Wave of Fatigue

Lesser Channels:
Cover of Darkness
Chain Death Wave
Clarity of Mind
Crushing Death Wave
Dark Resurgence
Dispel Magic
Greater Decaying Wave
Maximized Death Wave
Shadow Wings
Siphon Link
Spirit Bane
Vitality Shield

Greater Channels:
Dark Control
Harm
Haunt
Lifesight
Quickened Death Wave
Magic Breaker
Mirror of Agony
Plane Shift
Spirit Breaker
Shadow Dance

Dark Channels:
Chaos Infliction
Dark Imprisonment
Dual Death Wave
Energize
Flicker
Shadow Storm
Spirit Binding


Least Channels

Aphotic shield
Least; 2nd

Summon a nimbus of dark energy around you that lasts for 1 minute/level. Creatures that strike you with melee attacks against you take 1d6+(Wisdom modifier or level, whichever is lower) damage.

Dark Lance
Least; wave modifier

Instead of a stream of energy, you change your death wave into a condensed lance of darkness. This increases the range of your death wave to 120 feet. It also gives you a +6 bonus on the attack roll to hit an enemy.

Empowered Death Wave
Least; wave modifier

Your death wave is noticeably brighter and courses with more energy. Multiply the total damage amount by 1.5.

Eyes of Darkness
Least; 1st

Your eyes seem to glow slightly, giving you 60 ft darkvision (this darkvision can allows you to see through magical darkness) and a +10 bonus on Spot checks for 24 hours. You gain an additional +10 bonus for the purpose of trying to see invisible creatures.

Lesser Decaying Wave
Least; wave modifier

Your death wave deals damage normally and also deals 1d6 points of ability damage to a random physical stat (either Strength, Dex, or Constitution). A fort save reduces this by half. Undead do not take ability damage but their already decaying form falls apart, dealing 2d4s instead of 1d6.

Orbs of Darkness
Least; 3rd

You summon a number of small floating orbs of darkness. Each orb lasts for 10 minutes/level, and you can summon up to 1 + 1 per 3 levels orbs maximum. Summoning new orbs destroys older orbs if it would put you over the maximum limit. The orbs float around your space, but as a free action 1/round you can direct them to move up to 30 feet in any direction. Each orb suppresses and negates light spells of 1st level or lower in a 30 foot radius. Orbs with overlapping areas can negate higher levels light spells (for example, if 3 orbs overlap a square light spells of 3rd level or lower are negated). An orb of darkness can be combined with a shadow wisp by moving the orb into the wisp, which consumes the orb but makes the wisp shadowed. A shadowed wisp suppresses light effects as an orb of darkness, but also gains 20% concealment. You can also consume an available orb of darkness as part of summoning a wisp to make it shadowed automatically.

Remove Fear
Least; 1st

Cast remove fear (http://www.d20srd.org/srd/spells/removeFear.htm), as the spell.

Resurgence
Least; 1st

One creature within 5ft/level gets a second attempt at a saving throw, as if by the spell resurgence (SC 174).

Shadow Dagger
Least; wave modifier

You manifest your death wave as a dagger of shadow energy. It deals eldritch damage equal to your death wave, and also grants 1 energy point with each successful attack against an enemy. It can be used to make single melee touch attacks as a standard action or multiple melee touch attacks as a full action. The shadow dagger lasts for 1 round/level, and can be used to make attacks of opportunity once manifested. You can manifest your dagger as part of the attack; you do not need to use a standard action to summon the dagger beforehand.

Spiritual Weapon
Least; 2nd

Cast Spiritual Weapon (http://www.d20srd.org/srd/spells/spiritualWeapon.htm), as the spell. You summon a warhammer with this ability.

Wave of Fatigue
Least; 2nd

As a swift action you temporarily drain some energy out of single target within 25 ft + 5ft/2 levels. The target becomes fatigued for 1d4 rounds.


Lesser Channels

Cover of Darkness
5th; lesser

Summons darkness as if by the spell darkness, except it affects a 100 foot radius centered on a point within 20 feet. All allies within the radius of an orb of darkness or shadowed wisp are unaffected by the miss chance. As a secondary effect, you gain enervation charges as if you had used dark focus.

Chain Death Wave
Lesser; wave modifier

Your death wave can bounce to other targets. Your healing wave can affect an additional 1 target per 5 levels within 60 feet, requiring another ranged touch attack if necessary.

Clarity of Mind
Lesser, 4th

You gain the benefit of clarity of mind, as the spell for 24 hours. (SC pg 46).

Crushing Death Wave
Lesser; wave modifier

Your death wave crushes the life force of the target. The must make a Fortitude save or be stunned for 1d4 rounds. Undead creatures become overwhelmed by the surge of energy, and are alternatively confused for 1d4 rounds (this ignores their normal immunity to mind-affecting).

Dark Resurgence
Lesser; 4th

As resurgence, except if successful whoever inflicted the effect on the target must make a saving throw against the effect or suffer it themselves. The inflictor of the effect must be within 10 ft/level (line of effect not required).

Dispel Magic
Lesser; 5th

This channels acts as the spell dispel magic, except without the limit on the caster level check.

Greater Decaying Wave
Lesser; wave modifier

As lesser decaying wave, except deals 1d6 ability damage to every physical stat, with a fort save reducing this by half to only 1d2+1 random physical stats. Undead do not suffer this ability damage but take 2d6s instead of 1d6s.

Maximized Death Wave
Lesser; wave modifier

Your death wave becomes a surge of crackling energy. All rolls become the maximum possible amount.

Siphon Link
Lesser; 5th

This channel links the life force of two creatures, living or undead. The targets must be within 10 ft/caster level and no more than 30 feet apart. If you target two living creatures or two undead creatures, you can siphon life from one target to the other. One target takes damage equal to your death wave and the other is healed for that amount of damage the target took. You can also transfer one of the following physical conditions: blindness, deafened, diseased, poisoned, exhausted, fatigued, nauseated, or sickened. This causes the condition to be removed from one target and given to the other. The receiving target can make a fortitude save to negate this effect and half of the damage. Alternatively you can use this to connect a living and undead creature. By doing this you briefly combine their life forces, causing a powerful shock to both creatures as their positive and negative life forces mix and weaken each other. They must succeed on a fort saving throw or be stunned for one round (this can stun undead creatures even though they cannot normally be stunned). They also both take damage equal to your death wave.

Cost: If you successfully transfer a physical condition it costs an extra 2 energy points. If you do not have these energy points available the transfer fails.

Shadow Wings:
Lesser, 4th

You grow a pair of wings made of shadow energy. You can fly at a speed equal to your base land speed with good maneuverability for 24 hours.

Spirit Bane
Lesser; 5th

One creature within 25 ft + 5ft/2 levels must make a Will save or suffer from bestow curse (http://www.d20srd.org/srd/spells/bestowCurse.htm), as the spell. However, the effect only lasts for 1 round/level.

Vitality Shield
Lesser; 4th

You can cast death ward as the spell, except can only target yourself. If you are undead, this functions as life ward.

Greater Channels

Dark Control
Greater; 8th

You target one creature within 10 ft/level, causing their dark negative energy side to take over them. Living targets make a will save or suffer as if by Insanity. If the target is undead, and already animated by negative energy, then you overwhelm them with your mastery of negative energy, forcing them to make a will save or be affected as if by dominate monster (ignores mind-affecting immunity of undead).

Harm
Greater; 6th

Cast harm as the spell.

Haunt
Greater; 7th

One target creature within 25 ft + 5 ft/level must make a Will saving throw or become haunted. While haunted, the target’s shadow turns against them, striking them and making them suffer any damage they take again (i.e, target takes twice any damage they receive while haunted). The haunted creature’s shadow (all creatures are considered to have a shadow, despite actual lighting circumstances) also counts as 4 orbs of darkness for the purpose of suppressing light. Additionally, a haunted creature is much more vulnerable to shadow creatures. All shadow creatures (wisps and dragons) are immune to attacks from a haunted creature. Shadow wisps also apply double the normal penalties when tormenting a haunted creature. When sacrificing against a haunted creature, shadow wisps can sacrifice to deal both damage and the normal baleful effect. The haunted effect is not dispellable nor can it be removed in any way, even by limited wish. However, a light spell of 1st level or higher can dispel the haunted effect as it would a darkness effect. However, a death disciple can make it very difficult for an enemy to remove the haunted effect by surrounding them with orbs of darkness and shadowed wisps, which can suppress and negate light spells in the area.

Lifesight
Greater; 6th

You can easily perceive the life forces of other creatures, sensing living creatures as small flames of positive energy and undead creature as small dark voids. This works as the blindsense ability, except only working on living and undead creatures. You can also immediately sense their affinity for negative energy, if they are healed or damaged by negative energy. This ability has a range of 10 feet/level and lasts for 24 hours.

Magic Breaker
Greater; 8th

Cast break enchantment (http://www.d20srd.org/srd/spells/breakEnchantment.htm) as the spell, except without the +15 max caster level. This is an exception to the rule that casting a channel is a standard action.

Mirror of Agony
Greater; 7th

This channel targets one ally within 10 ft/level. This channels allows them relief by reflecting the pain of their wounds back at the inflictors. Every creature that damaged your ally last turn suffers the same damage they dealt. A fortitude saving throw negates this damage (undead are affected normally). Your ally heals back half of the damage dealt by this ability.

Plane Shift
Greater; 7th

This spell functions like plane shift, greater (SC 159) , except you can only travel to the negative energy plane or the material plane.

Quickened Death Wave
Greater; wave modifier

Cast death wave as a swift action.

Spirit Breaker
Greater; 8th

This channel sends a shattering force at an enemy's soul or animating force, draining energy to create a shadow wisp. One enemy within 10 feet/level is stunned and takes a -6 penalty to all ability scores for 1 round. This ability can stun creatures that are normally immune to stunning, such as undead and plants. A fortitude saving throw negates the stun. This channel then creates a shadow wisp as if summoned by the shadow wisp summon ability. This ability does not affect constructs.

Cost: A number of energy points equal to the number of spirit charges normally required to summon the shadow wisp.

Shadow Dance
Greater; 6th

Streams of shadowy energy arc out in a 60 foot radius centered on you. All shadow wisps/dragon are healed as if by a harm spell. Additionally, all wisps in the area become shadowed. You also gain 2 enervation charges.

Cost: 2 energy points


Dark Channels

Chaos Infliction
Dark; 9th

You gather enervating energy and send it in a powerful surge towards an opponent. This channel allows you to transfer your enervation charges to a single enemy within 10 ft/level. You lose all your enervation charges, and your enemy gains a corresponding amount of negative spirit charges. A negative spirit charge imposes a -1 penalty to AC, saves, and Concentration checks. This channel also deals 1d6 damage/level. Your enemy can make a Reflex, Will, and Fortitude saving throw. Each successful save reduces the amount of negative spirit charges they receive by 1/3 of the total amount (rounded down). (Note: evasion and mettle do not allow the target to avoid the entire effect if they succeed on one of the Fort, Reflex, or Will Saves). You can choose to put a limit on the number of enervation charges transferred; ensuring that you hold onto a minimum amount. The target's body can naturally expel enervation charges at a rate of one enervation charge per round, at the beginning of their turn. As a free action you can also choose to end this channel, causing the effect to end. When the target loses these negative spirit charges, you can recover the energy, gaining a corresponding amount of enervation charges. If you cast this channel again, the effect stacks, adding more negative spirit charges to the target.

Dark Imprisonment
Dark; 9th

This spell imprisons a creature within 25 ft + 5 ft/level, as the spell Imprisonment (will save negates, as normal). However, this channel only lasts for 1 round/level, instead of permanently. Additionally, you can target them with single target channels and death waves, despite not being able to see them or have line of effect (attack rolls not required for death waves). You are aware of the target’s general health state as if you could see them, and are also aware if they fail any saving throws of the channels you target them with.

Dual Death Wave
Dark; wave modifier.

This channel allows you to modify a death wave with two other death wave modifiers you have prepared. For example, you could cast a chained greater decaying death wave to deal ability damage to multiple enemies, or use a maximized empowered death wave to deal heavy damage to a foe. Quickened death wave cannot be used to make casting dual death wave a swift action.

Energize
Dark; 8th

Cast this channel as a swift action. You recover 3 energy points.

Flicker
Dark; 8th

As an immediate action teleport yourself or an ally 5 feet/level. If Flicker is used in response to an attack, the attack has a 50% miss chance.

Shadow Storm
Dark; 9th

Immediately as you cast this channel, as darkness fills the area (20% concealment, dispels and counters light spells of 9th level or lower). This spell targets a shapeable area centered 100 ft + 10ft/level away comprising of two 10 ft cubes/level. A shrill vibrating moan fills the air as nightmarish shapes rise up through the ground, ripping through the area and forming a whirling maelstrom of shrieking shadow forms. Droplets of pure black shadow energy hail down in a torrential downpour, splashing and sizzling through creatures and solid objects like acid. All the shadow wisps in the area quadruple in size, sending black tendrils of lightning energy tinted with their respective color to add to the storm above them. Creatures in the area suffer 1d6 damage/level, and become tormented, suffering the combined penalties of all the wisps in the area for 3 rounds. They must make a will save or cower in fear for 1 round. Then they must make another will save, with a -10 penalty if they failed the first, or become haunted, as if by the haunt channel. The storm lasts for 1 round, and then dissipates. This channel requires atleast 4 shadow wisps in the area to cast, as they are needed to fuel energy for the storm . You and shadow creatures (wisps and dragons) are unaffected.

Cost: 8 energy points

Spirit Bind
Dark; 9th

This spell completely binds a target's magical abilities. One enemy within 10 feet/level must succeed on a Will saving throw or be be cursed as if by greater bestow curse (SC 27), except instead of the normal effects be unable to use any spells, SLAs, or supernatural abilities for 1 round/level.



Feats


Channel Penetration
Benefit: Your channels penetrate spell resistance more easily, granting a +2 bonus to beat a creature's spell resistance.

Greater Channel Penetration
Prerequisite: Channel Penetration
Benefit: Your channels penetrate spell resistance even more easily, granting an additional +4 bonus to beat a creature's spell resistance. Does not stack with Channel Penetration.

Intuitive Accuracy
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier for the purpose of ranged attack rolls when using channels or your healing wave.

Shadow Resilience
Benefit: Your shadow wisps and shadow dragon become more resilient, granting a +1 increase in SR and +3 insight bonus to AC and saves.

Improved Shadow Resilience
Prerequisite: Shadow Resilience
Benefit: Your shadow wisps and shadow dragon become more resilient, granting a +2 increase in SR and +6 insight bonus to AC and saves. Does not stack with Shadow Resilience.

Shadow Summoning Mastery
Prerequisite: Improved Shadow Resilience, Wisp Mastery I
Benefit: You can summon 1 extra wisp than normal with the Wisp Mastery ability. However, this extra shadow wisp comes at a cost, and requires an energy point investment equal to the normal spirit charge cost (energy point investment described in summon spirit dragon class feature).

Extra Channel
Benefit: In addition to your normal channels you can prepare one extra channel. This channel can be any grade up to one lower than the highest grade you can prepare. If you only have access to least channels you get an extra least channel.
Special: You can take this feat multiple times.

Increased Capacity
Benefit: Increases the maximum number of energy points and enervation charges you can have by 2
Special: You can take this feat multiple times

Empower Channel
Prerequisite: 6th level disciple
Benefit: By expending 2 energy points, you can empower one channel. You can only empower a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

Maximize Channel
Prerequisite: 9th level disciple
Benefit: By expending 3 energy points, you can maximize one channel. You can only maximize a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

Quicken Channel
Prerequisite: 12th level disciple
Benefit: By expending 4 energy points, you can quicken one channel. You can only quicken a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

NosferatuZodd
2012-10-21, 09:33 AM
This and the Life Disciple are both really well-done, i'd like to see some sort of alternate class feature for them that replaces the summoning and wisps with something for a build more focused on non-summoning though. If you'd ever consider that option.

Razanir
2012-10-21, 10:05 AM
I feel as if the summons should be true neutral or [as character]. Death-themed classes don't quite scream "good guys" to me. Also, shouldn't the dragon be from negative energy not positive?

Road_Runner
2012-10-21, 04:38 PM
This and the Life Disciple are both really well-done, i'd like to see some sort of alternate class feature for them that replaces the summoning and wisps with something for a build more focused on non-summoning though. If you'd ever consider that option.

Thanks, maybe sometime in the future I can come up with an alternative.


I feel as if the summons should be true neutral or [as character]. Death-themed classes don't quite scream "good guys" to me. Also, shouldn't the dragon be from negative energy not positive?

Yes, thank you for reminding me, I meant to change that (it is now non-good only). The summons are now as character, that was an oversight (I copied the base statistics from the Life Disciple).

Road_Runner
2013-06-12, 04:10 AM
Some balance changes:

-add saving throws to wisp default sacrifice (was missing before)
-add saving throw to red wisp sacrifice (was missing before)
-haunted now only allows for 1 saving throw
-Mirror of agony is now fort negates.
-Shadow Dance doesn’t triple aura penalty, to parallel the spirit dance channel.
-clarified attack roll necessary for green spirit wisp
-removed redundant/incorrectly worded ability on red shadow wisp (part of unluck).
-clarified some missing intent in the blue shadow wisp sacrifice ability.

EDIT:
-wisp sacrifices all d4/level now, with caps based on strength of wisp
-green wisp sacrifice only does base death wave, with cap being greater with higher grades of wisp.