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View Full Version : Spiritcaster, Darkflame Dragon, Deathseed Adept Classes (3.5)



LordErebus12
2013-03-01, 03:01 PM
This homebrew is roughly based off of the anime/manga Yu Yu Hakusho. I had fun doing this, figured it would be interesting playing Yusuke Urameshi for once. it has since expanded a bit.

LordErebus12
2013-03-01, 03:02 PM
Spiritcaster
http://i.imgur.com/6xE3Egw.png

Spiritcasters embody the spiritual; protectors given control over their spiritual powers to aid those in need, or to cause terrible destruction. Each Spiritcaster favors a varying approach to their monastic training and utilize powers drawn from different spiritual sources. It comes partly from the spiritual energy itself; Spirit energy in its visual form is a colorful display. spirit energy often features vaguely humanoid soul-like forms; twisting in agony, howling with madness, calm sorrow or else in silent contemplation.

While a lawful spiritcaster's spirit energy is often more stable and purer in form, a chaotic spiritcaster's spirit energy is warped, hollow screams of agony from haunted faces. An evil spiritcaster's features a darker form with a flare for grotesque, while good spiritcaster's often have beautiful displays of sorrow and feature more somber forms. Despite this warped appearance, this is not necromancy; merely a reflection of your inner spirit, drawing on similar energies that infuse the natural world.

(No spirits were harmed in the making of this Spiritcaster :P)

Abilities: Nearly all Spiritcaster class features key off of Charisma. Constitution would be a close second as hit points are a precious resource. Dexterity is important to utilize its ranged abilities, such as the Spirit Gun. Strength is important to melee abilities, such as the Spirit Sword.
Races: Any
Alignment: Any.

Hit Die: d8
Starting Gold: 4d4x10gp
Starting Age: As Cleric (PHB 190)

Class Skills
The Spiritcaster’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points per Level: 6 + Int modifier (x4 at 1st level)

Class Table: Spiritcaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus|Pressure Pool

1st| +1 | +2 | +2 | +2 |Force of Personality, Improved Unarmed Strike| +0 | ---
2nd| +2 | +3 | +3 | +3 |Spirit Technique I, Spiritual Pressure| +0 | 5
3rd| +3 | +3 | +3 | +3 |Spirit Sense (30 ft.)| +0 | 5
4th| +4 | +4 | +4 | +4 |Spiritual Healing I | +0 | 10
5th| +5 | +4 | +4 | +4 |Stunning Fist| +1 | 10

6th| +6/+1 | +5 | +5 | +5 |Ghost Sight (Incorporeal)| +1| 15
7th| +7/+2 | +5 | +5 | +5 |Spiritual Strike| +1 | 15
8th| +8/+3 | +6 | +6 | +6 |Spiritual Healing II| +1| 20
9th| +9/+4 | +6 | +6 | +6 |Spirit Sense (60 ft.)| +1 | 20
10th| +10/+5 | +7 | +7 | +7 |Powerful Body| +2 | 25

11th| +11/+6/+1 | +7 | +7 | +7 |Ranged Healing| +2| 25
12th| +12/+7/+2 | +8 | +8 | +8 |Spiritual Healing III| +2 | 30
13th| +13/+8/+3 | +8 | +8 | +8 |Spirit Technique II| +2 | 30
14th| +14/+9/+4 | +9 | +9 | +9 |Ghost Sight (Invisible)| +2 | 35
15th| +15/+10/+5 | +9 | +9 | +9 |Spirit Sense (90 ft.)| +3| 35

16th| +16/+11/+6/+1 | +10 | +10 | +10 |Spiritual Healing IV| +3| 40
17th| +17/+12/+7/+2 | +10 | +10 | +10 |Improved Spiritual Strike| +3 | 40
18th| +18/+13/+8/+3 | +11 | +11 | +11 |Tongue of the Sun and Moon| +3| 45
19th| +19/+14/+9/+4 | +11 | +11 | +11 |Empty Body| +3| 45
20th| +20/+15/+10/+5 | +12 | +12 | +12 |Spirit Manifestation| +4| 50
[/table]

Class Features
All of the following are class features of the Spiritcaster.

Weapon and Armor Proficiency:
Spiritcasters are proficient with all simple weapons, plus one exotic or martial weapon of their choice. Spiritcasters are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Spiritcaster loses his AC bonus.

1st - Force of Personality (Su):
A Spiritcaster’s spiritual power is high enough that it begins to become substantial, allowing the Spiritcaster to slightly deflect incoming blows with his spiritual power. When unarmored and unencumbered, the Spiritcaster adds his Charisma bonus (if any) to her AC. In addition, a Spiritcaster gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four Spiritcaster levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and finally +5 at 20th).

These bonuses to AC apply even against touch attacks or when the Spiritcaster is flat-footed. The Spiritcaster loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

1st - Improved Unarmed Strike (Ex):
The Spiritcaster gains Improved Unarmed Strike as a bonus feat. A Spiritcaster’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Spiritcaster may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Spiritcaster striking unarmed. A Spiritcaster may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Spiritcaster’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A Spiritcaster’s unarmed strikes are treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

2nd - Spirit Technique I (Sp):
The Spiritcaster gains the first of two techniques from the chosen school.

2nd - Spiritual Pressure (Su):
Whenever the Spiritcaster suffers lethal damage from any source, he gains an equal number of pressure points in his Pressure Pool until the end of his next round.

For each five pressure points stored in the pressure pool, he adds a +2 bonus of Hit Points healed from Spiritual Healing ability or a +2 bonus to damage rolls with the spirit techniques.

This pool can hold the maximum of 5 points at 2nd level, and expands by 5 points for every other level thereafter (4th, 6th, 8th, 10th, etc.) to the maximum of 50 points at 20th level.

3rd - Spirit Sense (Su):
When the Spiritcaster activates this ability as a swift action, he automatically know whether any visible creature within range is alive, dead, undead, or neither alive nor dead (such as a construct). This power can be blocked by any effect that would prevent the effect of a detect undead spell. The range extends to 30 ft. at 3rd level, 60 ft. at 9th level, and finally 90 ft. at 15th level.

4th - Spiritual Healing I (Su):
With a melee touch attack as a standard action, the Spiritcaster can channel his powers into healing energy (which is neither positive nor negative) to heal the wounds of one target. If successful, this effect heals 1d8 + spiritcaster's level of damage on the target. This can be utilized at will.

5th - Stunning Fist:
The Spiritcaster gains Stunning Fist as a bonus feat. A Spiritcaster may attempt a stunning attack a number of times per day equal to his Spiritcaster level, plus one more time per day for every four levels he has in classes other than Spiritcaster. Instead of using the Wisdom modifier to calculate the saving throw, the Spiritcaster can substitute its Charisma modifier in its place.

6th - Ghost Sight (Incorporeal) (Su):
The Spiritcaster can see ethereal creatures as easily as he sees material creatures and objects.

7th - Spiritual Strike (Su):
A Spiritcaster adds half his Charisma modifier as bonus spirit damage made with melee attacks. All of the Spiritcaster’s strikes gain the Ghost Touch weapon quality.

8th - Spiritual Healing II (Su):
With a melee touch attack as a standard action, the Spiritcaster can channel his powers into healing energy (which is neither positive nor negative) to heal the wounds of one target. If successful, this effect heals 2d8 + Spiritcaster’s Level of damage on the target. This can be utilized at will.

10th - Powerful Body (Su):
The spiritual power seems to enhance the physical stature of the Spiritcaster, letting them function in many ways as if they were one size category larger. Whenever a Spiritcaster is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Spiritcaster is treated as one size larger if doing so is advantageous to him.

A Spiritcaster is also considered as one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The Spiritcaster can use weapons designed for a creature one size larger without penalty, as well as natural attacks increasing one step. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

11th - Ranged Healing (Su):
A spiritcaster can now utilize his healing abilities to cure wounds within 30 ft. Those unaware of the spiritcaster's intent require the spiritcaster to make a successful ranged touch attack against his target.

12th - Spiritual Healing III (Su):
With a melee touch attack as a standard action, the Spiritcaster can channel his powers into healing energy (which is neither positive nor negative) to heal the wounds of one target. If successful, this effect heals 3d8 + Spiritcaster’s Level of damage on the target. This can be utilized at will.

13th - Spirit Technique II (Sp):
The Spiritcaster gains the second of the two techniques from the chosen school.

14th - Ghost Sight (Invisible) (Su):
The Spiritcaster can see both ethereal and invisible creatures as easily as he sees material creatures and objects.

16th - Spiritual Healing IV (Su):
With a melee touch attack as a standard action, the Spiritcaster can channel his powers into healing energy (which is neither positive nor negative) to heal the wounds of one target. If successful, this effect heals 4d8 + Spiritcaster’s Level of damage on the target. This can be utilized at will.

17th - Improved Spiritual Strike (Su):
A Spiritcaster adds his entire Charisma modifier to damage rolls made with melee attacks. All of the Spiritcaster’s strikes gain the Ghost Touch and the Ghost Strike (MIC 35) weapon qualities.

18th - Tongue of the Sun and Moon (Ex):
A spiritcaster can speak with any living creature.

19th - Empty Body (Su):
The Spiritcaster gains the ability to assume an ethereal state for 1 round per Spiritcaster level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his spiritual level.

20th - Spirit Manifestation (Su):
The spiritcaster can give in to his spiritual power, becoming swept away by it. He begins radiating spiritual energy intensely, anyone in contact with the spiritcaster for more than a round takes spirit damage equal to the spiritcaster's (newly improved) Charisma modifier. While in this state, any Pressure points gained from lethal damage are doubled.

Also, the Spiritcaster gains a +4 bonus to Dexterity if he chose the Spirit Gun school or +4 bonus to strength if he chose the spirit sword school, a +4 bonus to Charisma, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class.

While in this state, a spiritcaster cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

This state lasts for a number of rounds equal to 3 + the character’s (newly improved) Charisma modifier. A spiritcaster may prematurely end this state. At the end of the state, the spiritcaster loses the state modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. A Spiritcaster can fall into this state only once per encounter. Entering into this state takes no time itself, but a spiritcaster can do it only during his action, not in response to someone else’s action. He can use it three times per day.

Playing as Spiritcasters:

Personalities: Spiritcasters are typically loners, living outside the normal realms of society. They seem often aloof or depressed, quiet or withdrawn. Some dedicate themselves to personal perfection, while others seek to heal and help, others still hope to cause as much corruption and destruction as possible. Dealing with the mortal coil of death seems to bring a lot of misery; constantly carving deep mental scars and wearing heavy on their minds.

Party Affiliations: Spiritcasters get along with a varied bunch. Good Spiritcasters often are well received and well liked. They work well with Clerics and other divine classes of similar alignments, as well as druids and rangers. More superstitious barbarians might have a problem with you, as will those who see your powers as necromancy.While you cannot assume the paladin is gonna like an evil spiritcaster who keeps torturing his victims, some might be willing to overlook it if its revenge or in self defense.

Spiritual Techniques:

Note: Spiritual Damage ignores all incorporeal miss chance, hardness from objects, and DR (unless it is DR X/---). However, Spirit Damage only deals half damage to objects. A Spiritcaster can always chose to deal Spirit damage as normal or chose to deal nonlethal damage instead.

School of the Spirit Gun:

Technique I: Spirit Gun (Sp):
The first offensive ability a Spiritcaster learns is Spirit Gun. Spirit energy is concentrated into his right index finger and released as a projectile as though his hand were a gun and his finger the barrel. A Spiritcaster attacks his foes with spiritual power, using spiritual energy to deal damage and sometimes impart other debilitating effects.

A Spirit Gun is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A Spirit Gun deals 1d6 points of spirit damage at 2nd level and increases in power by 1d6 at every even level beyond that (max of 10d6 at 20th level). A Spirit Gun is the equivalent of a spell whose level is equal to one-half the Spiritcaster’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a Spiritcaster reaches 18th level or higher.

A Spirit Gun is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to Spirit Gun. Metamagic feats cannot improve a Spiritcaster’s Spirit Gun (because it is a spell-like ability, not a spell). However, the feat Ability Focus (Spirit Gun) increases the DC for all saving throws (if any) associated with a Spiritcaster’s Spirit Gun by 2. See page 303 of the Monster Manual.

This ability is usable at will.

Technique II - Spirit Wave (Sp):
A Spiritcaster has obtained the height of its offensive abilities. Mastering the spirit wave took hours of pain and suffering to master. The spirit absorbs power directly from the ethereal plane, supplementing its spirit gun in both size and power. As a full round action, the Spiritcaster focuses all of his reserve energy into one powerful attack.

The 60 ft. cone of energy created is incredibly destructive. The damage dealt is equal to 1d6 per spiritcaster level. Targets struck may make a reflex save (DC 10 + 1/2 Spiritcaster’s level + Spiritcaster’s Cha modifier) to reduce the damage by half and allows you to avoid the forceful push (see below).

In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. At the end of the push, the subject falls prone. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by energy push does not provoke attacks of opportunity.

This ability can be used a number of times per day equal to three plus Spiritcaster's Charisma modifier.

School of the Spirit Sword:

Technique I: Spirit Sword (Sp):
As a swift action, the spiritcaster can manifest a flowing weapon of spiritual energy, roughly the size of a bastard sword. This weapon is weightless but is substantial to the touch. The weapon remains in the spiritcaster's hand until dropped, thrown, or disarmed, at which point it vanishes as it leaves the spiritcaster's hand.

The weapon deals spirit damage based on the spiritcaster's level, dealing 1d4 damage at 2nd level, and increases to 2d4 at 6th, 3d4 at 10th, 4d4 at 14th, and finally stops at 5d4 at 18th level. In addition, the weapon has an enhancement bonus equal to the number of d4s it deals in damage (1d4 = +1, 3d4 = +3, 5d4 = +5, etc.). This weapon can be dismissed as a free action. This ability is usable at will.

Technique II - Spirit Sword Extend (Sp):
As a full round action, the spiritcaster can use his spirit sword to make a whirling attack that has a chance of strike all nearby opponents within 15 ft.

Instead of making the spiritcaster's regular attacks, he instead makes one melee attack at the spiritcaster's full attack bonus against each opponent within 15 ft. reach of the weapon. When using this ability, the spiritcaster's forfeits any bonus or extra attacks granted by other feats, spells, or abilities.

This ability can be used a number of times per day equal to three plus Spiritcaster's Charisma modifier.

Spirit Gun Feats

Double Tap
Glowing with spiritual energy, the spiritcaster fires two quick blasts at one target.

Prerequisite: Spirit Gun Technique

Benefit: The Spiritcaster can choose to fire two smaller blasts of spirit energy, one after another. As a full round action, the spiritcaster can make a single melee touch attack against one target. If it hits, the target suffers normal spirit gun damage, plus an additional 50% spiritual damage.

Spirit Beam
with a moment of concentration, the spiritcaster fires a powerful beam of spirit energy from an outstretched palm.

Prerequisite: Spirit Gun Technique

Benefit: The Spiritcaster can choose to fire a powerful beam of energy. As a full round action, the spiritcaster the fires a line with a range of 120 ft., dealing damage equal to the spirit gun. All those caught within the line must make a reflex save to avoid half of the damage. The DC is equal to ten plus the effective spell level of the spirit gun (see spirit gun entry above) plus the spiritcaster's charisma modifier.

Normal: The Spirit gun is a ray, requires a melee touch attack and offers no save.

Spirit Burst
with a moment of concentration, the spiritcaster unleashes his spiritual energy in a powerful cone of energy.

Prerequisite: Spirit Gun Technique

Benefit: The Spiritcaster can choose to fire a cone of spirit energy. As a full round action, the spiritcaster the fires a cone with a range of 60 ft., dealing damage equal to the spirit gun. All those caught within the cone must make a reflex save to avoid half of the damage. The DC is equal to ten plus the effective spell level of the spirit gun (see spirit gun entry above) plus the spiritcaster's charisma modifier.

Normal: The Spirit gun is a ray, requires a melee touch attack and offers no save.

Spiritual Alignment Feats

Sacred Spirit
Containing only the purest spiritual energy, the spiritcaster can infuse his spirit gun with sacred energy; the bane of those with evil within their hearts.

Prerequisite: Good alignment, Spirit Gun Technique
Benefit: The spirit damage is treated as good-aligned and thus bypasses the corresponding damage reduction. It also deals an extra 2d6 points of damage against all of evil alignment.

Unholy Wrath
Containing only the most corrupted spiritual energy, the spiritcaster can infuse his spirit gun with profane energy.

Prerequisite: Evil alignment, Spirit Gun Technique
Benefit: The spirit damage is treated as evil-aligned and thus bypasses the corresponding damage reduction. It also deals an extra 2d6 points of damage against all of good alignment.

Vile Darkness
Containing only the foulest spiritual energy, the spiritcaster can taint his spirit gun with vile energy; dealing wounds that do not heal normally.

Prerequisite: Any one vile feat, Evil alignment, Spirit Gun Technique
Benefit: The spirit damage is treated as evil-aligned and thus bypasses the corresponding damage reduction. It also deals an extra 2d6 points of vile damage. Vile damage cannot be healed, through magic or otherwise, unless done so within an area of a consecrate or hallow spell.

Guardians of the Dead
Containing spiritual energy infused with a more lawful nature, the spiritcaster can infuse his spirit gun with lawful energy.

Prerequisite: Lawful alignment, Spirit Gun Technique
Benefit: The spirit damage is treated as lawful-aligned and thus bypasses the corresponding damage reduction. It also deals an extra 2d6 points of damage against all of Chaotic alignment.

Lost Spirits
fueled by spiritual energy warped by chaos, the spiritcaster can infuse his spirit gun with Chaotic energy.

Prerequisite: Chaotic alignment, Spirit Gun Technique
Benefit: The spirit damage is treated as Chaotic-aligned and thus bypasses the corresponding damage reduction. It also deals an extra 2d6 points of damage against all of Lawful alignment.

LordErebus12
2013-03-01, 03:08 PM
Deathseed Adept

http://i.imgur.com/8iIbadu.png

Abilities: Nearly all Deathseed Adept class features key off of Charisma. Constitution would be a close second as hit points are a precious resource. Dexterity is important to utilize its ranged abilities, such as the Spirit Gun. Strength is important to melee abilities, such as the rose whiplash.
Races: Any
Alignment: Any Neutral.

Hit Die: d8
Starting Gold: 4d4x10gp
Starting Age: As Cleric (PHB 190)

Class Skills
The Deathseed Adept’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points per Level: 6 + Int modifier (x4 at 1st level)

Class Table: Deathseed Adept
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus|Pressure Pool

1st| +0 | +2 | +2 | +2 |Force of Personality, Improved Unarmed Strike| +0 | ---
2nd| +1 | +3 | +3 | +3 |Spirit Technique I, Spiritual Pressure| +0 | 5
3rd| +1 | +3 | +3 | +3 |Spirit Sense (30 ft.)| +0 | 5
4th| +2 | +4 | +4 | +4 |Rose Whiplash I| +0 | 10
5th| +2 | +4 | +4 | +4 |Stunning Fist| +1 | 10

6th| +3 | +5 | +5 | +5 |Ghost Sight (Incorporeal)| +1| 15
7th| +3 | +5 | +5 | +5 |Caustic Strike| +1 | 15
8th| +4 | +6 | +6 | +6 |Petals and Thorns I| +1| 20
9th| +4 | +6 | +6 | +6 |Spirit Sense (60 ft.)| +1 | 20
10th| +5 | +7 | +7 | +7 |Powerful Body| +2 | 25

11th| +5 | +7 | +7 | +7 |Plant Growth| +2| 25
12th| +6/+1 | +8 | +8 | +8 |Rose Whiplash II| +2 | 30
13th| +6/+1 | +8 | +8 | +8 |Spirit Technique II| +2 | 30
14th| +7/+2 | +9 | +9 | +9 |Ghost Sight (Invisible)| +2 | 35
15th| +7/+2 | +9 | +9 | +9 |Spirit Sense (90 ft.)| +3| 35

16th| +8/+3 | +10 | +10 | +10 |Petals and Thorns II| +3| 40
17th| +8/+3 | +10 | +10 | +10 |Improved Caustic Strike| +3 | 40
18th| +9/+4 | +11 | +11 | +11 |Tongue of the Sun and Moon| +3| 45
19th| +9/+4 | +11 | +11 | +11 |Empty Body| +3| 45
20th| +10/+5 | +12 | +12 | +12 |(Need Help)| +4| 50
[/table]

Class Features
All of the following are class features of the Deathseed Adept.

Weapon and Armor Proficiency:
Deathseed Adepts are proficient with all simple weapons, plus the whip and one other exotic or martial weapon of their choice. Deathseed Adepts are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Deathseed Adept loses his AC bonus.

1st - Force of Personality (Su):
A Deathseed Adept’s spiritual power is high enough that it begins to become substantial, allowing the Deathseed Adept to slightly deflect incoming blows with his spiritual power. When unarmored and unencumbered, the Deathseed Adept adds his Charisma bonus (if any) to her AC. In addition, a Deathseed Adept gains a +1 bonus to AC at 4th level. This bonus increases by +1 for every four Deathseed Adept levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and finally +5 at 20th).

These bonuses to AC apply even against touch attacks or when the Deathseed Adept is flat-footed. The Deathseed Adept loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

1st - Improved Unarmed Strike (Ex):
The Deathseed Adept gains Improved Unarmed Strike as a bonus feat. A Deathseed Adept’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Deathseed Adept may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Deathseed Adept striking unarmed. A Deathseed Adept may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Deathseed Adept’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A Deathseed Adept’s unarmed strikes are treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

2nd - Spirit Technique I (Sp):
The Deathseed Adept gains the first of two techniques from the chosen school.

2nd - Spiritual Pressure (Su):
Whenever the Deathseed Adept suffers lethal damage from any source, he gains an equal number of pressure points in his Pressure Pool until the end of his next round.

For each five pressure points stored in the pressure pool, a +2 bonus to damage rolls with the class abilities.

This pool can hold the maximum of 5 points at 2nd level, and expands by 5 points for every other level thereafter (4th, 6th, 8th, 10th, etc.) to the maximum of 50 points at 20th level.

3rd - Spirit Sense (Su):
When the Deathseed Adept activates this ability as a swift action, he automatically know whether any visible creature within range is alive, dead, undead, or neither alive nor dead (such as a construct). This power can be blocked by any effect that would prevent the effect of a detect undead spell. The range extends to 30 ft. at 3rd level, 60 ft. at 9th level, and finally 90 ft. at 15th level.

4th - Rose Whiplash I (Su):
As a standard action, the Deathseed Adept can cause a rose or rose seed to sprout in hand, growing to become a magical barbed whip. With this rose whip, the Deathseed Adept can make normal melee attacks at foes within a range of 15 ft., dealing 1d6 slashing plus 1d6 caustic damage on a successful hit against the target, scoring a critical hit on a natural 20 (x2). This whip does not suffer the standard penalties that whips have, dealing damage no matter the armor the target is wearing. This is usable at will, assuming you have a rose or rose seed.

5th - Stunning Fist:
The Deathseed Adept gains Stunning Fist as a bonus feat. A Deathseed Adept may attempt a stunning attack a number of times per day equal to his Deathseed Adept level, plus one more time per day for every four levels he has in classes other than Deathseed Adept. Instead of using the Wisdom modifier to calculate the saving throw, the Deathseed Adept can substitute its Charisma modifier in its place.

6th - Ghost Sight (Incorporeal) (Su):
The Deathseed Adept can see ethereal creatures as easily as he sees material creatures and objects.

7th - Caustic Strike (Su):
A Deathseed Adept adds half his Charisma modifier as bonus caustic damage made with melee attacks. All of the Deathseed Adept’s strikes gain the Ghost Touch weapon quality.

8th - Petals and Thorns I (Su):
As a full round action, the Deathseed Adept can cause a rose or rose seed to sprout in hand before launching it high in the air. The rose explodes into a cloud of thorned rose petals, which fills a 15 ft. radius around the Deathseed Adept. Any enemy within this cloud of petals suffers under difficult terrain penalties and takes 1d6 caustic damage. This cloud lasts for as long as the Deathseed Adept concentrates, plus three rounds longer.

10th - Powerful Body (Su):
The spiritual power seems to enhance the physical stature of the Deathseed Adept, letting them function in many ways as if they were one size category larger. Whenever a Deathseed Adept is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Deathseed Adept is treated as one size larger if doing so is advantageous to him.

A Deathseed Adept is also considered as one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The Deathseed Adept can use weapons designed for a creature one size larger without penalty, as well as natural attacks increasing one step. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

11th - Plant Growth (Sp):
The Deathseed Adept can as a standard action, enrich or overgrow an area of plants, as per the Plant Growth spell. This is useable at will.

12th - Rose Whiplash II (Su):
The Deathseed Adept’s rose whip now has the wounding special weapon quality, ignores hardness less than 20 and has an enhancement bonus equal to one-fourth the Deathseed Adept’s level, rounded down.

13th - Spirit Technique II (Sp):
The Deathseed Adept gains the second of the two techniques from the chosen school.

14th - Ghost Sight (Invisible) (Su):
The Deathseed Adept can see both ethereal and invisible creatures as easily as he sees material creatures and objects.

16th - Petals and Thorns II (Su):
The thorned petals now fill a 30 ft. radius and deal an extra 1d6 caustic damage, for a total of 2d6 caustic for each round of exposure.

17th - Improved Caustic Strike (Su):
A Deathseed Adept adds his entire Charisma modifier to damage rolls made with melee attacks. All of the Deathseed Adept’s strikes gain the Ghost Touch and the Ghost Strike (MIC 35) weapon qualities.

18th - Tongue of the Sun and Moon (Ex):
A Deathseed Adept can speak with any living creature.

19th - Empty Body (Su):
The Deathseed Adept gains the ability to assume an ethereal state for 1 round per Deathseed Adept level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his spiritual level.



Playing as Deathseed Adepts:

Personalities:

Party Affiliations:



Spiritual Techniques:

Note: Caustic Damage is half acid damage and half spirit energy. Spiritual Damage ignores all incorporeal miss chance, hardness from objects, and DR (unless it is DR X/---). However, Spirit Damage only deals half damage to objects. A Deathseed Adept cannot chose to deal nonlethal damage instead of spirit damage.

School of the Death Flower :

Technique I: Seed of the Death Flower (Sp):
As a standard action, the Deathseed Adept can hurl a seed from the Death Flower at any target within 30 ft. as a ranged touch attack with 10 ft. ranged increments. The seed cuts into the target (1d6 caustic damage), and begins growing unless the target makes a successful fortitude save (DC 10 + 1/2 Deathseed Adept’s level + Charisma modifier). If the target fails its save, the seed sprouts within the wound and begins sapping 1 point of strength and 1 point of constitution damage for each round the seed remains. If the target failed and chooses to, it can spend a full round action to rip the seed out of the wound, but it suffers 1d6 caustic damage for doing so. If successful with its save, the target only suffers the initial caustic damage. This ability is usable at will.

Technique II - Death Blooms (Sp):
The Deathseed Adept gains the ability to summon the Death Flower for a number of rounds equal to the Deathseed Adept's level. The Deathseed Adept designates where the central flower is to be summoned, and the four pods around 20 ft. away from that, spread out away from each other, in a X-like shape. This ability can be used a number of times per day equal to once plus half of the Deathseed Adept's Charisma modifier.

Death Flower
Huge Plant
Hit Dice: 14d8+70 (154 hp for flower; 38 hp for each pod)
Initiative: +7
Speed: 0 ft. (stationary)
Flower’s Armor Class: 22 (+12 Natural, +3 Dexterity, -3 Size)
Pod’s Armor Class: 19 (+8 Natural, +3 Dexterity, -2 Size)
BAB/Grapple: +10/+23
Attack: Vine +15 melee with 20 ft. reach (1d6+5 / 20x2)
Full Attack: Vines +15 melee and Bite +10 melee (1d8+2 / 20x2)
Space/Reach: one central flower (15 ft. by 15 ft. square) with four pods (10 ft. by 10 ft. square) spread out 20 ft. from the main flower, in a compass like pattern. / 10 ft. with central bite (20 ft. with vines)
Special Attacks: Constitution Drain, Engulf, Improved Grab, Vines
Special Qualities: Rooted In Place, Plant Traits, Low-Light Vision, Pods
Saves: Fortitude +9, Reflex +6, Will +6
Abilities: Str 20, Dex 16, Con 21, Int 5, Wis 10, Cha 3
Skills: Intimidate +2, Listen +4, Search +6, and Spot +4
Feats: Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (Vines), Weapon Focus (Bite)
Environment: Varies, generally Nine Hells of Baator or the Planes of the Abyss
Organization: Solitary
Challenge Rating: ???
Treasure: None
Alignment: Neutral
Advancement: 12th-16th (huge), 17th or higher (gargantuan)
Level Adjustment:---

Combat

Rooted in Place (Ex)
A Death Flower has dozens of long roots extending out underground then back to the surface, about 20 ft. away, to sprout its four main vine pods. The main flower and pods are stationary, but the pod’s vines can move freely to grapple any foes within 20 ft. reach of the pods. The pods use their vines to pull a target within reach of its biting mouths, one located at each of the four pods and the main flower itself. The Death flower itself can immediately make a free bite attack against any target pulled within reach.

Pods (Ex)
Each pod has one-fourth the main death flower’s hit points, separate from the main flower’s total. Destroying a pod does not damage the central flower, and each pod regenerates one day later.

Vines (Ex)
The pods can each attack with up to four vines at any one time. A creature can break free of a vine with a DC 20 Escape Artist or Strength check. Each vine possesses 10 hit points and can be attacked by making a successful sunder attempt (Hardness 10). Severing a vine does not damage the Death Flower. If a vine is severed, the Death Flower can generate a new one on its next turn as a free action. The save DC is Dexterity-based.

Improved Grab (Ex)
Whenever a vine successfully strikes a target with its attack, it establishes hold of the target as a free action and can begin draining the following round.

Constitution Drain (Su)
Any creature grabbed by a Death Flower’s vines must make a successful DC 23 Fortitude save or take1d4 points of Constitution drain each round the hold is maintained as the Death Flower drains the victim’s body fluids. The Death Flower heals 5 points of damage whenever it drains Constitution, gaining temporary hit points (if bonus hit points exceed the Death Flower’s total). At Constitution 0, the creature dies and its body is absorbed by the death flower’s vine. The save DC is Constitution-based.

Engulf (Ex)
If a Death Flower begins its turn with an opponent at least two size categories smaller than itself grappled in one of its vines, it can pull the target into one of its five sets of jaws, completely encasing itself around the foe by making a new grapple check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+5 points of damage and 2d6 caustic damage as the cavity floods with digestive enzymes.

The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant’s jaws, the death flower’s victim cannot be targeted by effects or attacks that require line of sight or line of effect. A Death Flower that is grappling or pinning a foe cannot attack other targets with that mouth, but is otherwise unhindered.

LordErebus12
2013-03-01, 03:25 PM
Darkflame Dragon

http://i.imgur.com/Izg2Vwj.png

Abilities: Nearly all Darkflame Dragon class features key off of Charisma. Constitution would be a close second as hit points are a precious resource. Strength is important to melee abilities, such as the Flashstep Strike ability.
Races: Any
Alignment: Any Evil.

Hit Die: d8
Starting Gold: 4d4x10gp
Starting Age: As Cleric (PHB 190)

Class Table: Darkflame Dragon
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus|Pressure Pool

1st| +0 | +2 | +2 | +2 |Force of Personality, Improved Unarmed Strike| +0 | ---
2nd| +1 | +3 | +3 | +3 |Spirit Technique I, Spiritual Pressure| +0 | 5
3rd| +2 | +3 | +3 | +3 |Spirit Sense (30 ft.)| +0 | 5
4th| +3 | +4 | +4 | +4 |Flashstep Strike I| +0 | 10
5th| +3 | +4 | +4 | +4 |Stunning Fist| +1 | 10

6th| +4 | +5 | +5 | +5 |Ghost Sight (Incorporeal)| +1| 15
7th| +5 | +5 | +5 | +5 |Darkflame Strike| +1 | 15
8th| +6/+1 | +6 | +6 | +6 |Flashstep Strike II| +1| 20
9th| +6/+1 | +6 | +6 | +6 |Spirit Sense (60 ft.)| +1 | 20
10th| +7/+2 | +7 | +7 | +7 |Powerful Body| +2 | 25

11th| +8/+3 | +7 | +7 | +7 |Furious Accuracy| +2| 25
12th| +9/+4 | +8 | +8 | +8 |Flashstep Strike III| +2 | 30
13th| +9/+4 | +8 | +8 | +8 |Spirit Technique II| +2 | 30
14th| +10/+5 | +9 | +9 | +9 |Ghost Sight (Invisible)| +2 | 35
15th| +11/+6/+6 | +9 | +9 | +9 |Spirit Sense (90 ft.)| +3| 35

16th| +12/+7/+7 | +10 | +10 | +10 |Flashstep Strike IV| +3| 40
17th| +12/+7/+7 | +10 | +10 | +10 |Improved Darkflame Strike| +3 | 40
18th| +13/+8/+8 | +11 | +11 | +11 |Tongue of the Sun and Moon| +3| 45
19th| +14/+9/+9 | +11 | +11 | +11 |Empty Body| +3| 45
20th| +15/+10/+10 | +12 | +12 | +12 |Against Time's Flow| +4| 50
[/table]

Class Features
All of the following are class features of the Darkflame Dragon.

Weapon and Armor Proficiency:
Darkflame Dragons are proficient with all simple weapons, plus the bastard sword and one other exotic or martial weapon of their choice. Darkflame Dragons are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Darkflame Dragon loses his AC bonus, as well as the use of his Flashstep Strike ability.

1st - Force of Personality (Su):
A Darkflame Dragon’s spiritual power is high enough that it begins to become substantial, allowing the Darkflame Dragon to slightly deflect incoming blows with his spiritual power. When unarmored and unencumbered, the Darkflame Dragon adds his Charisma bonus (if any) to her AC. In addition, a Darkflame Dragon gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four Darkflame Dragon levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and finally +5 at 20th).

These bonuses to AC apply even against touch attacks or when the Darkflame Dragon is flat-footed. The Darkflame Dragon loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

1st - Improved Unarmed Strike (Ex):
The Darkflame Dragon gains Improved Unarmed Strike as a bonus feat. A Darkflame Dragon’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Darkflame Dragon may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Darkflame Dragon striking unarmed. A Darkflame Dragon may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Darkflame Dragon’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A Darkflame Dragon’s unarmed strikes are treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

2nd - Spirit Technique I (Sp):
The Darkflame Dragon gains the first of two techniques from the chosen school.

2nd - Spiritual Pressure (Su):
Whenever the Darkflame Dragon suffers lethal damage from any source, he gains an equal number of pressure points in his Pressure Pool until the end of his next round.

For each five pressure points stored in the pressure pool, he adds a +2 bonus to damage rolls with the spirit techniques.

This pool can hold the maximum of 5 points at 2nd level, and expands by 5 points for every other level thereafter (4th, 6th, 8th, 10th, etc.) to the maximum of 50 points at 20th level.

3rd - Spirit Sense (Su):
When the Darkflame Dragon activates this ability as a swift action, he automatically know whether any visible creature within range is alive, dead, undead, or neither alive nor dead (such as a construct). This power can be blocked by any effect that would prevent the effect of a detect undead spell. The range extends to 30 ft. at 3rd level, 60 ft. at 9th level, and finally 90 ft. at 15th level.

4th - Flashstep Strike I (Su):
As a Full round action, The Darkflame Dragon can fly forward in a charge, vanishing from view as if under the invisibility spell. At the end of the charge, the Darkflame Dragon attacks, leaving the foe flat-footed for the attack. The attack deals an extra 1d6 darkflame damage on a successful strike.

5th - Stunning Fist:
The Darkflame Dragon gains Stunning Fist as a bonus feat. A Darkflame Dragon may attempt a stunning attack a number of times per day equal to his Darkflame Dragon level, plus one more time per day for every four levels he has in classes other than Darkflame Dragon. Instead of using the Wisdom modifier to calculate the saving throw, the Darkflame Dragon can substitute its Charisma modifier in its place.

6th - Ghost Sight (Incorporeal) (Su):
The Darkflame Dragon can see ethereal creatures as easily as he sees material creatures and objects.

7th - Darkflame Strike (Su):
A Darkflame Dragon adds his Charisma modifier as bonus darkflame damage made with melee attacks. All of the Darkflame Dragon’s strikes gain the Ghost Touch weapon quality.

8th - Flashstep Strike II (Su):
Flashstep Strike now deals an extra 2d6 points of darkflame damage on a successful hit, rather than 1d6. Flashstep Strike is now a move action.

10th - Powerful Body (Su):
The spiritual power seems to enhance the physical stature of the Darkflame Dragon, letting them function in many ways as if they were one size category larger. Whenever a Darkflame Dragon is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Darkflame Dragon is treated as one size larger if doing so is advantageous to him.

A Darkflame Dragon is also considered as one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The Darkflame Dragon can use weapons designed for a creature one size larger without penalty, as well as natural attacks increasing one step. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

11th - Furious Accuracy (Ex):
The iterative attacks granted from having a high base attack bonus only ever suffer a -5 penalty.

12th - Flashstep Strike III (Su):
Flashstep Strike now deals an extra 3d6 points of darkflame damage on a successful hit, rather than 2d6.

13th - Spirit Technique II (Sp):
The Darkflame Dragon gains the second of the two techniques from the chosen school.

14th - Ghost Sight (Invisible) (Su):
The Darkflame Dragon can see both ethereal and invisible creatures as easily as he sees material creatures and objects.

16th - Flashstep Strike IV (Su):
Flashstep Strike now deals an extra 4d6 points of darkflame damage on a successful hit, rather than 3d6. Flashstep Strike is now a swift action.

17th - Improved Darkflame Strike (Su):
A Darkflame Dragon adds twice his Charisma modifier to damage rolls made with melee attacks, dealing darkflame damage. All of the Darkflame Dragon’s strikes gain the Ghost Touch and the Ghost Strike (MIC 35) weapon qualities.

18th - Tongue of the Sun and Moon (Ex):
A Darkflame Dragon can speak with any living creature.

19th - Empty Body (Su):
The Darkflame Dragon gains the ability to assume an ethereal state for 1 round per Darkflame Dragon level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his spiritual level.

20th - Against Time's Flow:
As a swift action, the Darkflame Dragon increases his speed and agility to the point that it seems that he slows down time. He is free to act for 1d4+1 rounds of apparent time, during which no other creature may take any actions. Normal and magical fire, cold, gas, and the like can still harm him.

During this time he may only move up to his speed or make melee or ranged attacks, foes are considered flat-footed against any of these attacks He can still attempt to trip or disarm foes, however it is resolved at the end of this ability.

Since he is simply moving at incredible speeds he can not preform other actions that require a set amount of time, for example casting spells, powers, or other such abilities. The Darkflame Dragon may make climb, swim or balance checks as needed. Due to his speed he does not provoke attacks of opportunity from enemies, nor can he make any. This ability can only be used once per day.

Playing as Darkflame Dragons:

Personalities:

Party Affiliations:


Spiritual Techniques:

Note: Darkflame Damage is half fire damage and half spirit energy. Spiritual Damage ignores all incorporeal miss chance, hardness from objects, and DR (unless it is DR X/---). However, Spirit Damage only deals half damage to objects. A Darkflame Dragon cannot chose to deal nonlethal damage instead of spirit damage.

School of the Darkness Dragon:

Technique I: Sword of the Darkness Flame (Sp):
As a swift action, the Darkflame Dragon can manifest darkflame across his weapons. The darkflamed weapon deals darkflame damage based on the darkflame dragon's level, dealing 1d4 damage at 2nd level, and increases to 2d4 at 6th, 3d4 at 10th, 4d4 at 14th, and finally stops at 5d4 at 18th level.

In addition, the weapon has an enhancement bonus equal to the number of d4s it deals in damage (1d4 = +1, 3d4 = +3, 5d4 = +5, etc.) or better (if the weapon's enhancement is higher). This weapon quality can be dismissed as a free action. This ability is usable at will.

Technique II – Dragon of the Darkness Flame (Sp):
The Darkflame Dragon gains the ability to summon the Dragon of the Darkness Flame for a number of rounds equal to the Darkflame Dragon's level. This ability can be used a number of times per day equal to once plus half of the Darkflame Dragon's Charisma modifier.

Dragon of the Darkness Flame
Large Dragon (Extraplanar, Fire, Incorporeal)
Hit Dice: 10d12+60 (150 hp)
Initiative: +3
Speed: 90 ft. flight (good)
Armor Class: 17 (-1 Size, +5 Deflection, +3 Dex), Touch 17, Flat-Footed 14
BAB/Grapple: +10/---
Attack: Incorporeal Bite +13 melee touch (2d6 darkflame / 19-20x2)
Full Attack:Incorporeal Bite +13/+8
Space/Reach:15 ft. long by 5 ft. wide /10 ft.
Special Attacks:breath weapon (120 ft. line or 60 ft. cone of darkflame; DC 21; 10d6 darkflame), spell like abilities
Special Qualities:incorporeal traits, keen senses, immunities (fire, darkflame, magical sleep and paralysis), clinging darkflame, blindsense, SR 20
Saves: Fortitude +13, Reflex +10, Will +10
Abilities: Str ---, Dex 16, Con 22, Int 8, Wis 16, Cha 20
Skills: Concentration +16, Intimidate +15, Knowledge (the planes) +4, Listen +13, Search +10, Sense Motive +3, Spot +13 and Use Magic Device +15.
Feats: Fly-by Attack B, Hover B,
Environment:Shadow Plane or Plane of Fire
Organization:Solitary or Mated Pair
Challenge Rating: ???
Treasure:Triple Standard
Alignment:Chaotic Evil
Advancement:10th-12th (large), 13th-18th (huge), 19th and beyond (gargantuan)
Level Adjustment:---

Creature's Description

Combat

Frightful Presence (Ex):
A Darkflame dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 90 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Breath Weapon (Su):
Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.

A 120 ft. line or a 60 ft. cone of 10d6 darkflame damage.

Spell-Like Abilities:
Its caster level is equal to its number of hit dice for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level.

at will - Darkness, Fireball (damage dealt is darkflame), pyrotechnics.

Damage Reduction:
Darkflame dragons have damage reduction 10/Magic. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex):
All dragons have immunity to sleep and paralysis effects, darkflame dragons have two immunities; fire and darkflame.

Blindsense (Ex):
Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex):
A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Clinging Darkflame (Su):
Darkflame damage dealt by the Darkflame Dragon deals half the damage dealt again the next round. For example, a foe struck by its bite might suffer 10 points of damage. The following round, it suffers another 5 points of damage from his wounds. There is no save for the damage.

Obiwanjablome
2013-03-02, 03:44 AM
Unlimited healing seems pretty overpowered even if it is limited in how much. I would either make it in combat only or limit it to times per day equal to Cha modifier.

Ghost Sight should be higher level than 5th. Seeing ethereal creatures is one thing but a see invis at all times at that low a level is another. You might consider making it a scaling ability, like at 5th they can see ethereal, X invis and X maybe offering another ability. That might just be me, but it seems strong for that level.

Spirit Wave ignoring hardness might be something abusable as well. Castle wall? No problem, just let me take 6 to 18 seconds to smash a massive hole through it. Is there a reason it ignores hardness while the Spirit Gun deals half damage to objects, or is it also subject to that rule?

Other than that, I like the class, even if I don't like the anime. I think the Spirit monk catch is neat and could be played in a variety of campaigns. :)

Regalus
2013-03-02, 12:01 PM
Spirit Healing: Is the healing really broken? I mean at best we're looking at 3d8+25 heals at a level in which most enemies and PCs are consistently doing or nearing tripple digit damage per turn. I mean infinite out of combat healing doesn't break anything, given how easy it is to get fast healing; and this takes an action to do rather than being constantly on. It's great at low levels, but at high level game play it's just barely going to be noticed in the grand scheme of things. Besides, by tenth lvl wands of cure light wounds can be bought by the dozens, and fast healing is easy enough to get from items, or with just a feat; to my understanding this a rather common strategy, so your just saving yourself from having to buy a few wands later on.

Ghost Sight:I agree with you there. Maybe start it off by seeing ethereal, and either at that level or the next stage give blindsight, then have it grant See invisibility. Ya know base it of spiritual perception/sense rather than just being able to see spirit. Possibly grant a true seeing/anti-illusion effect at higher levels by the same token.

Spirit Wave : By my reading it's just spirit gun with more kick to it. So sure, it ignore hardeness; but its still only dealing half damage. Also, by 13 level castle walls should be more of a nuisence than a challenge unless they've been enchanting or otherwise reeforced against this sort of thing.

Lord Erebus: have you considered somwthing for the spirit Shot Gun? Like maybe halving the spirit gun damage in order to launch multiple/iterative attacks against different targets?

Obiwanjablome
2013-03-03, 12:54 AM
Regalus, I agree about high level play. They get the ability at level 3 though, which makes levels 3-10, where resources still matter, matter a lot less. Maybe make the later level versions of it infinite? About Spirit Wave though, I guess it just comes down to personal preference. I guess I tend to play with guys that take abilities like that and try and conquer kingdoms. lol

Regalus
2013-03-03, 07:46 AM
True, Maybe limit it to Cha mod+ CL, maybe+3 too, starting off so that's It's still useful but not as big of a game changer as before?

No worries. Homebrew os mostly balancing personal preference against mechanics after all!

LordErebus12
2013-03-03, 01:55 PM
True, Maybe limit it to Cha mod+ CL, maybe+3 too, starting off so that's It's still useful but not as big of a game changer as before?

No worries. Homebrew os mostly balancing personal preference against mechanics after all!

limit which? spirit wave is already 1+cha modifier times per day.

LordErebus12
2013-03-03, 01:58 PM
Ghost Sight:I agree with you there. Maybe start it off by seeing ethereal, and either at that level or the next stage give blindsight, then have it grant See invisibility. Ya know base it of spiritual perception/sense rather than just being able to see spirit. Possibly grant a true seeing/anti-illusion effect at higher levels by the same token.

its now ethereal creatures at 5th, invisible creatures at 10th.

Lord Erebus: have you considered somwthing for the spirit Shot Gun? Like maybe halving the spirit gun damage in order to launch multiple/iterative attacks against different targets?

Thinking a feat progression or something...

LordErebus12
2013-03-03, 02:03 PM
i for one do not find infinitive healing broken or OP. healing is under powered and underrated overall. this way if the party has one of these guys they can at least cover the healing, out of combat.

LordErebus12
2013-03-03, 03:15 PM
First Feat Posted.
Thinking i need several more...

LordErebus12
2013-03-04, 05:35 AM
threw some rough feats together, see if anyone approves or disproves

LordErebus12
2013-03-04, 06:24 AM
tried to add some fluff to it.
added in a part about the energy being almost like spirits in their own right, giving it a haunted feel to the character. i really like this idea but i need help getting the fluff to sound right and be a bit more expansive. anyone got some ideas or outright additions?

Regalus
2013-03-05, 10:19 PM
Hey shouldn't Spirit Gun ignore the 50% miss chance from attacking Ethereal creatures? As it stands, I don't think it does.

As for the feats Shot gun seems to be pretty weak compared to all the other options; at level 20 we're looking at doing 10d6 damage with a normal spirit gun attack against one target, a 120ft line or a 60ft Cone at a range, or 15d6 as a melee touch attack V.S. 4 attacks dealing 1d6 damage...that's a bit lack luster. Might I suggest dealing half as many dice of damage in the spirit shot gun attack rather than just a single 1d6(i.e. a 20th level Spirit Caster Using Spirit Shotgun would be launching 4 seperate shots each dealing around 5d6 damage)? I think that keeps the spirit of the attack without crippling it as a combat option.

Shouldn't Sacred Energy and Unholy Wrath be limited to good and evil spirit casters respectively given that Spiritual Energy, as you've defined it, is an exression of the individuals soul? Have you considered about them applying to the Spirit Caster's Spiritual Strikes in addition to the Spirit Gun to make them a bit more worth while given their limited scope of effect? That said, I think it might be okay to make them permanent, or at least toggable, improvements to the Spirit Caster's arsenal rather than just a limited number of times per day seeing as they're the equivalent of weapon enchantments.

As for Vile Darkness...shouldn't this be limited to Evil characters; also this may be just me, but should I level 6 character be doing 6d4 vile damage per day?

Also I was re-reading the spirit gun entry and I noticed you mentioned that it could also cause deliterous effects; have you given any thought to these? Cause, I think I might have a few suggestions for ya.

That said, have you considered instead of making these into feats making a feature for Special Spirit Caster techniques and placing Shot Gun, Sacred Energy and friends in there. Maybe having them gain 1 at level 1, another at level 2 and then a new one every even level? Would give you a bit more room for diversity and versatility in the class, heck you could even make Kuwabara's spirit sword a technique too (kinda like the Eldritch Glaive). Would do you think?

LordErebus12
2013-03-05, 10:24 PM
Hey shouldn't Spirit Gun ignore the 50% miss chance from attacking Ethereal creatures? As it stands, I don't think it does.

it should, let me edit it...

As for the feats Shot gun seems to be pretty weak compared to all the other options; at level 20 we're looking at doing 10d6 damage with a normal spirit gun attack against one target, a 120ft line or a 60ft Cone at a range, or 15d6 as a melee touch attack V.S. 4 attacks dealing 1d6 damage...that's a bit lack luster. Might I suggest dealing half as many dice of damage in the spirit shot gun attack rather than just a single 1d6(i.e. a 20th level Spirit Caster Using Spirit Shotgun would be launching 4 seperate shots each dealing around 5d6 damage)? I think that keeps the spirit of the attack without crippling it as a combat option.

let me think on this

Shouldn't Sacred Energy and Unholy Wrath be limited to good and evil spirit casters respectively given that Spiritual Energy, as you've defined it, is an exression of the individuals soul? Have you considered about them applying to the Spirit Caster's Spiritual Strikes in addition to the Spirit Gun to make them a bit more worth while given their limited scope of effect? That said, I think it might be okay to make them permanent, or at least toggable, improvements to the Spirit Caster's arsenal rather than just a limited number of times per day seeing as they're the equivalent of weapon enchantments.

that makes sense

As for Vile Darkness...shouldn't this be limited to Evil characters; also this may be just me, but should I level 6 character be doing 6d4 vile damage per day?

it should only deal 2d6 vile, plus whatever your spirit damage is, it doesnt change the base type, just added extra damage to the total.

Also I was re-reading the spirit gun entry and I noticed you mentioned that it could also cause deliterous effects; have you given any thought to these? Cause, I think I might have a few suggestions for ya.

havent designed any yet, its on a to do list.

That said, have you considered instead of making these into feats making a feature for Special Spirit Caster techniques and placing Shot Gun, Sacred Energy and friends in there. Maybe having them gain 1 at level 1, another at level 2 and then a new one every even level? Would give you a bit more room for diversity and versatility in the class, heck you could even make Kuwabara's spirit sword a technique too (kinda like the Eldritch Glaive). Would do you think?

ill give it some thought, overall, its a lot to change in one day, anyways.

LordErebus12
2013-03-06, 09:13 PM
big change to the class. gonna add the spirit sword to the list of techniques, as per Regalus's idea.

LordErebus12
2013-03-06, 10:04 PM
spirit sword is up.

LordErebus12
2013-03-06, 10:24 PM
need help coming up with a useful capstone ability.

Titled it Spiritual Mastery, although im at a loss for words.

EDIT: Did away with the Furious Accuracy ability for ranged healing.

LordErebus12
2013-03-07, 04:44 AM
toying with a class based of Hiei.

spiritcaster still needs a capstone.

LordErebus12
2013-03-07, 12:45 PM
still need help on a capstone...

LordErebus12
2013-03-07, 03:19 PM
both classes are finished except for the capstones.

Vauron
2013-03-07, 04:40 PM
Whenever a creature dies after suffering darkflame damage, the creature must make a will save (DC 10 + Darkflame Dragon’s Level + Darkflame Dragon’s Charisma modifier) or rise again as a Zombie-like demon creature under the Darkflame Dragon’s control. Apply the Jagan Oni Template to the raised creature. The darkflame dragon may only control a number of creatures with hit dice equal to his level.


I have an issue with the above. As written, if an individual ever suffers darkflame damage, they rise up from the dead. They could have taken the damage centuries ago, have long since healed the damage, and have slain the Darkflame Dragon, and if they fail the save the only difference is that they would not be controlled by anyone. This strikes me as a problem.

LordErebus12
2013-03-07, 04:43 PM
I have an issue with the above. As written, if an individual ever suffers darkflame damage, they rise up from the dead. They could have taken the damage centuries ago, have long since healed the damage, and have slain the Darkflame Dragon, and if they fail the save the only difference is that they would not be controlled by anyone. This strikes me as a problem.

bad wording, i agree. how would you clarify it?

EDIT:
Whenever a creature dies in combat after suffering darkflame damage from a Darkflame Dragon, the creature must make a will save (DC 10 + Darkflame Dragon’s Level + Darkflame Dragon’s Charisma modifier). This means that if the burns are not healed and the target dies from its wounds, then the effect triggers. If cured, the target will not turn if he so happens to die later.

Should the target die, it rises again as a Zombie-like demon creature under the Darkflame Dragon’s control. Apply the Jagan Oni Template to the raised creature. The darkflame dragon may only control a number of creatures with hit dice equal to his level.

desero clades
2013-03-08, 12:53 AM
Loving where you're going with these! Can't wait to see Kurama!

Edit: I'd suggest giving the Darkness Dragon class something to do with speed. I mean that was Hiei's main deal.

LordErebus12
2013-03-08, 11:38 AM
Loving where you're going with these! Can't wait to see Kurama!

Edit: I'd suggest giving the Darkness Dragon class something to do with speed. I mean that was Hiei's main deal.

they get speed now.

Kurama is gonna be a trip. summoning nasty plants from the outer planes and using his rose whiplash at a ranged.

LordErebus12
2013-03-08, 12:54 PM
Deathseed Adept is up, still missing capstone for all three, plus i need to make a plant creature for the Death Flower

LordErebus12
2013-03-08, 05:52 PM
Added the Death Flower. might need someone to look it over.

LordErebus12
2013-03-08, 08:17 PM
realized the whole minion making ability was a sword Hiei used... removed from class features... added Flashstep to emphasis speed without increasing speed.

LordErebus12
2013-03-08, 09:02 PM
filled in each entry, altered things here and there.

LordErebus12
2013-03-08, 09:06 PM
Spiritcaster = a ranged healer with some potent melee and ranged abilities.
Darkflame Dragon = a damage expert with a potent flashstep ability and one sweet summon. its just begging levels in rogue or ninja.
Deathseed Adept = Crowd control, long range melee and one wicked summon.

Still need an idea for a capstone ability.

desero clades
2013-03-09, 01:36 PM
Spiritcaster = a ranged healer with some potent melee and ranged abilities.
Darkflame Dragon = a damage expert with a potent flashstep ability and one sweet summon. its just begging levels in rogue or ninja.
Deathseed Adept = Crowd control, long range melee and one wicked summon.

Still need an idea for a capstone ability.

Ideas for capstones:

Spiritcaster has some "super power up" mode? I mean that's what Yusuke basically does when he finds out he has demon ancestry in him.

Darkflame Dragon: Still going with speed, why not some sort of once a day time stop where he can still make melee attacks and move but nothing else.

Deathseed Adept: I'm having some trouble with coming up with one for it... Maybe dual summons for a limited time?

LordErebus12
2013-03-10, 12:15 AM
Ideas for capstones:

Spiritcaster has some "super power up" mode? I mean that's what Yusuke basically does when he finds out he has demon ancestry in him.

Spiritcaster idea: I like it.

Suggestion:
The spiritcaster can give in to his spiritual power, becoming swept away by it. He begins radiating spiritual energy intensely, anyone in contact with the spiritcaster for more than a round takes spirit damage equal to the spiritcaster's (newly improved) Charisma modifier. While in this state, any Pressure points gained from lethal damage are doubled. Also, the Spiritcaster gains a +4 bonus to Dexterity, a +4 bonus to Charisma, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class.

While in this state, a spiritcaster cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

This state lasts for a number of rounds equal to 3 + the character’s (newly improved) Charisma modifier. A spiritcaster may prematurely end this state. At the end of the state, the spiritcaster loses the state modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. A Spiritcaster can fall into this state only once per encounter. He can use it six times per day. Entering into this state takes no time itself, but a spiritcaster can do it only during his action, not in response to someone else’s action.

LordErebus12
2013-03-10, 12:21 AM
Ideas for capstones:

Darkflame Dragon: Still going with speed, why not some sort of once a day time stop where he can still make melee attacks and move but nothing else.

Deathseed Adept: I'm having some trouble with coming up with one for it... Maybe dual summons for a limited time?


Darkflame Dragon: Entirely possible, how would you word it?

Deathseed Adept: no, definitely not.

desero clades
2013-03-10, 08:38 PM
I'd suggest also giving the spirit caster the same bonus to strength, just in case they go the spirit sword route rather than gun. That or giving them a bonus to dex or str depending on their path.

For darkflame dragon maybe something like this? (I'm copy pasting a little from the time stop spell)

As a swift action, the Darkflame Dragon increases his speed and agility to the point that it seems that he slows down time. he is free to act for 1d4+1 rounds of apparent time, during which no other creature may take any actions. Normal and magical fire, cold, gas, and the like can still harm him. During this time he may only move up to his speed or make melee or ranged attacks, foes are considered flat-footed against any of these attacks He can still attempt to trip or disarm foes, however it is resolved at the end of this ability.
Since he is simply moving at incredible speeds he can not preform other actions that require a set amount of time, for example casting spells, powers, or other such abilities. The Darkflame Dragon may make climb, swim or balance checks as needed. Due to his speed he does not provoke attacks of opportunity from enemies, nor can he make any.
This ability can only be used once per day.

Rough idea of how to word it.

LordErebus12
2013-03-10, 11:55 PM
okay, the Spiritcaster's "Spirit Manifestation" and the Darkflame Dragon's "Against Time's Flow" are posted.

Just need a capstone for the Deathseed Adept.

desero clades
2013-03-11, 12:58 AM
He's supposed to be control... so maybe a super version of Evard's Black Tentacles? Like summon/control a huge forest?

LordErebus12
2013-03-11, 01:13 AM
He's supposed to be control... so maybe a super version of Evard's Black Tentacles? Like summon/control a huge forest?

that one horrifying forest spell...
SHADOW LANDSCAPE
Illusion (Shadow)
Level: Druid 9
Components: V, S, DF
Casting Time: 1 hour
Range: Long (400 ft. + 40 ft./level)
Area: One-mile-radius spread centered on a point in space
Duration: 24 hours/level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

By infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding terrain a more savage, dangerous place.

The spell’s exact effects vary with the terrain upon which it is cast.

Desert: The spell transforms a desert into a place where no one goes willingly. The average temperature increases by 30 degrees, or decreases by 30 degrees if the desert is actually a tundra (see Cold Dangers and Heat Dangers, DMG 302–303). Sandstorms (or snowstorms if in a tundra) blow through a shadow landscape desert on an hourly basis.

Forest: Forests augmented with a shadow landscape spell become frightening places where a canopy of rotting leaves blocks the sun and all the trees are strangely twisted. Spaces with light undergrowth have heavy undergrowth instead, and spaces covered with heavy undergrowth grasp at passersby as if an entangle spell (PH 227) had been cast on them (save DC equal to the shadow landscape’s DC).

Hill: Even gentle hills become more treacherous under the effect of a shadow landscape spell. Light undergrowth becomes heavy undergrowth in hill terrain, and slopes seem steeper than their elevation would indicate. It takes 2 squares of movement to move uphill on a gradual slope, and 4 squares to move uphill on a steep slope. Cliffs have frequent overhangs and are made of crumbling rock, requiring a DC 25 Climb check to ascend or descend.

Marsh: Marshes seem swampier and more forbidding. Half the undergrowth spaces in the marsh become quicksand (DMG 88).

Mountain: The mountains become places of jagged peaks, slippery slopes, and howling winds. Cliffs and chasms require a DC 25 Climb check to scale. Creatures who fail Climb checks or make loud noises have a 10% chance of starting an avalanche (DMG 90). Altitude effects are one category worse: areas lower than 5,000 feet are treated as the 5,000- to 15,000-foot category, and anything above 5,000 feet is treated as being above 15,000 feet.

Plain: Only natural grasslands change as a result of shadow landscape, but they become wide-open spaces with stands of thick bushes where thunderstorms and tornados are frequent. Half the spaces with undergrowth (light or heavy) grasp at passersby as if an entangle spell (PH 227) had been cast on them (save DC equal to the shadow landscape’s DC).

Underground: Ordinary dungeons aren’t affected by shadow landscape, but naturally occurring caverns are. Natural stone floors take 4 squares of movement per space to enter. Stalagmites cover 10% of the available floor space.

In addition to terrain-specific effects, a shadow landscape spell worsens the weather within the spell’s area. When rolling random weather (DMG 94), roll twice and take the higher result. In plains terrain, roll three times and take the highest result. This effect does not apply underground. You don’t suffer the terrain-specific effects (entangling terrain, hindrances to movement, altitude effects, higher Climb DCs, and so on) of a shadow landscape you created. When you cast shadow landscape, you can designate one creature per four caster levels as a designated traveler.

Creatures so designated don’t suffer the terrain-specific effects of the spell, but they’re still subject to the bad weather. You can also designate one or more animals, plants, or magical beasts native to the spell’s area as shadow guardians of the landscape. You can designate 1 HD of creature per caster level, split up however you like. For example, a 20th-level druid could designate two treants (7 HD each) and a dire wolf (6 HD) as shadow guardians.

As long as the designated guardians remain within the spell’s area, they have a friendly attitude toward you and the travelers you have designated, and they also gain the following special qualities: resistance to cold 10, darkvision out to 60 feet, damage reduction 5/magic, evasion, and lowlight vision. If the creature already has one or more of these special qualities, use the better value.

desero clades
2013-03-12, 12:14 PM
I like it! It's a rather epic ability! The only thing I would maybe add is something like

"Whenever the caster is within the area, once per round as a standard (maybe swift?) action, he maybe use the terrain and nature to impede and damage his foes. Targeting one enemy within line of sight who is also in the affected land, the land and plants assault the enemy dealing 1d6 slashing and bludgeoning damage per level (half on a reflex save). If the enemy failed the reflex save they are also considered entagled as per the entangle spell."

LordErebus12
2013-03-12, 03:15 PM
I like it! It's a rather epic ability! The only thing I would maybe add is something like

"Whenever the caster is within the area, once per round as a standard (maybe swift?) action, he maybe use the terrain and nature to impede and damage his foes. Targeting one enemy within line of sight who is also in the affected land, the land and plants assault the enemy dealing 1d6 slashing and bludgeoning damage per level (half on a reflex save). If the enemy failed the reflex save they are also considered entangled as per the entangle spell."

i didnt intend on using the whole spell, figured we would just adapt part of it or maybe it would just give us ideas. its not really in the flavor of Yoko Kurama, especially as a capstone.

How about this:

As a full round action, the Deathseed Adept can invoke his most powerful ability. The Deathseed Adept begins by launching a dozen roses or rose seeds high into the air before they fall back down around the Deathseed Adept. After doing this, the seeds sprout into a field of stinging brambles and choking vines on contact with the ground, growing at lightning speeds to reach maturity within moments.

The Deathseed Adept ability produces a field of grasping vines that fills an area that is 50 ft. radius, centered on the Deathseed Adept. They grasp and entwine around enemies that enter the area, holding them fast and crushing them with great strength.

Every enemy within the area of the ability must make a grapple check, opposed by the grapple check of the vines. Treat the vines attacking a particular target as a Large creature with a base attack bonus equal to the Deathseed Adept's level and a Strength score of 26. Thus, its grapple check modifier is equal to the Deathseed Adept's level +12. The vines are immune to all types of damage, with the exception of fire damage. The Vines grasping the target wither if dealt 5 points of fire damage. The following round, the vines grow back.

Once the vines grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+8 points of bludgeoning/Piercing damage plus an additional 2d6 caustic damage. The vines continue to crush the opponent until the ability ends or the opponent escapes.

Any enemy that enters the area of the ability is immediately attacked by the vines. Even enemies who aren’t grappling with the vines may move through the area at only half normal speed, the ground being difficult terrain. The Deathseed Adept and all of his allies are unaffected by the vines, but still suffer from difficult terrain penalties while within the area of effect.

This ability lasts for 1 round per Deathseed Adept's level, but can be dismissed as a swift action, the vines dying out and crumbling to soil. This ability can be used a number of times per day equal to once plus the Deathseed Adept's Charisma modifier.

desero clades
2013-03-12, 05:25 PM
A few things in my opinion:

I think enemies should be able to escape dealing X (probably a lot) slashing or fire damage (since if they don't leave the area they'll just be grappled by new vines anyways.

I think it should be stated that the plants and whatnot contort and move around the user, not impeding his own movement.

1 minute per level plus usable CHA mod per day? That's a long time... Maybe just 1 round per level.

LordErebus12
2013-03-12, 06:21 PM
As a full round action, the Deathseed Adept can invoke his most powerful ability. The Deathseed Adept begins by launching a dozen roses or rose seeds high into the air before they fall back down around the Deathseed Adept. After doing this, the seeds sprout into a field of stinging brambles and choking vines on contact with the ground, growing at lightning speeds to reach maturity within moments.

The Deathseed Adept ability produces a field of grasping vines that fills an area that is 50 ft. radius, centered on the Deathseed Adept. They grasp and entwine around enemies that enter the area, holding them fast and crushing them with great strength.

Every enemy within the area of the ability must make a grapple check, opposed by the grapple check of the vines. Treat the vines attacking a particular target as a Large creature with a base attack bonus equal to the Deathseed Adept's level and a Strength score of 26. Thus, its grapple check modifier is equal to the Deathseed Adept's level +12. The vines are immune to all types of damage, with the exception of fire damage. The Vines grasping the target wither if dealt 5 points of fire damage. The following round, the vines grow back.

Once the vines grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+8 points of Bludgeoning/Piercing damage plus an additional 2d6 caustic damage. The vines continue to crush the opponent until the ability ends or the opponent escapes.

Any enemy that enters the area of the ability is immediately attacked by the vines. Even enemies who aren’t grappling with the vines may move through the area at only half normal speed, the ground being difficult terrain. The Deathseed Adept and all of his allies are unaffected by the vines, but still suffer from difficult terrain penalties while within the area of effect.

This ability lasts for 1 round per Deathseed Adept's level, but can be dismissed as a swift action, the vines dying out and crumbling to soil. This ability can be used a number of times per day equal to once plus the Deathseed Adept's Charisma modifier.

desero clades
2013-03-12, 09:08 PM
I think his allies treating as difficult terrain is fine but I think the user should not be affected at all. Just my opinion though.
Other than that, It really cool/perfect! I totally want to play all 3 classes!