Xeran
2006-11-13, 12:03 AM
I made this class today, once again with Shadowcraft's Class Construction Engine. The table is probably all messed up again, but I make my classes on word. Let me know what you think, I know it is a little different then other classes.
Deathsworn
A dark lord of the Undead, the Deathsworn combines the abilities and power of many Necromancy driven classes. Instead of the normal spellcasting angle at which Necromancy is looked at, the Deathsworn specializes instead on mastering his inborn command over the powers of life and death.
Adventures: Deathsworn are often cautious adventures, sending their minions before them and attempting to build up a veritable army beneath them. Though they can adventure for any reason, most do so to accumulate power. Power over the living, power over the dead.
Characteristics: The Deathsworn is an offensive powerhouse able to excel at its spell-like abilities for devastating results. While it does not have the spell selection of a wizard or the spell usage of a Sorcerer, it can be argued that its few abilities are quite a bit more powerful.
Alignment: While there are no restrictions against law or chaos for this class, Deathsworn tend to be more lawful then chaotic, simply because of their controlling nature. While not all Deathsworn are evil, none are good. The forces they call upon are so foul that no soul can be good and still wield them.
Religion: While not all Deathsworn are religious, most are, favoring deities of death like Nerull and Wee Jas. Some also follow gods of magic like Baccob. Another popular choice is Vecna, the Lich Lord appealing to many.
Background: Deathsworn are not common. When two meet, at best they will seek no confrontation, attempting to avoid each other. At worst, they will come to combat.
Races: Humans are by far the most common Deathsworn. With their arrogance, greed, and lust for power, they make perfect Deathsworn. Elven Deathsworn are rare, but not unheard of. Halfling and Gnome Deathsworn are almost non-existent. Dwarven Deathsworn, while rare, tend to be quite powerful. Half-Orcs tend to lack the mental faculties to become Deathsworn. Among savage humanoids, Deathsworn are not uncommon, most appearing in the ranks of the Dark Elves.
Other Classes: Deathsworn get along with any class except for the Paladin. They find their Holier-Then-Thou attitude annoying and the Paladins reciprocate their obvious distaste. It is not rare to see the two attack each other at sight.
Game Rule Information
Deathsworn have the following Game Statistics.
Abilities: A high Intelligence is essential for Deathsworn. Many of their abilities depend on it, and the higher their Intelligence, the more undead they can control. A high Strength helps both for attacks and a High Dexterity adds to his AC.
Alignment: Any non-good alignment.
Hit Die: D8
Class Skills: Bluff (CHA), Concentration (CHA), Craft (INT), Hide (DEX), Intimidate (CHA), Knowledge: Arcana (INT), Knowledge: History (INT), Knowledge: Religion (INT), Knowledge: The Planes (INT), Knowledge: Dungeoneering (INT), Listen (WIS), Move Silently (DEX), Search (WIS), Spellcraft (INT), and Spot (WIS).
Skill Points at 1st level: (2+Intelligence Modifier) x 4
Skill Points Thereafter: 2+Intelligence Modifier
Level Base Attack Bonus Fortitude Reflex Will Special
1 +0 +2 +0 +2 Death’s Touch 1d6, Darkvision (60 feet)
2 +1 +3 +0 +3 Dead Senses 1/Day, Shadowflesh 2
3 +2 +3 +1 +3 Death’s Touch 2d6
4 +3 +4 +1 +4 Lifesense (30 feet)
5 +3 +4 +1 +4 Death’s Touch 3d6, The Walking Dead
6 +4 +5 +2 +5 Shadowflesh 4
7 +5 +5 +2 +5 Death’s Touch 4d6, Tough as Bone
8 +6/+1 +6 +2 +6 Death’s Hand
9 +6/+1 +6 +3 +6 Death’s Touch 5d6
10 +7/+2 +7 +3 +7 Death Shield
11 +8/+3 +7 +3 +7 Death’s Touch 6d6, Shadowflesh 6
12 +9/+4 +8 +4 +8 Manifest Death 1/Day
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9 Death’s Touch 7d6
15 +11/+6/+1 +9 +5 +9 Manifest Deeper Death 1/Day
16 +12/+7/+2 +10 +5 +10 Shadowflesh 8
17 +12/+7/+2 +10 +5 +10 Death’s Touch 8d6
18 +13/+8/+3 +11 +6 +11 Deathless Mastery
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12 Death’s Touch 9d6
Weapon/Armor Proficiency: Deathsworn are proficient in Light armor, but not with Shields. To use Heavier Armor or Shields is to act as if the Deathsworn’s abilities are subject to the Arcane Spell Failure percentage. Deathsworn are proficient with all Simple Weapons. They are also proficient with the Light and Heavy Flail, the Scythe, and the Longsword. At first level the Deathsworn may also choose one weapon not listed above to be proficient in. Once it is chosen, it can never be changed.
Death’s Touch: The Dark powers that imbue the Deathsworn’s power can be crafted into a weapon. At will, once per round, he can make a melee touch attack that is suffused with negative energy. Should it hit, it deals the damage listed plus the Deathsworn’s Intelligence Modifier. Should this touch an undead instead, it heals half the damage and the Intelligence Modifier is not applied.
Darkvision: The Deathsworn gains the ability to see through darkness. He gains Darkvision out to 60 feet. Should the Deathsworn already have Darkvision due to Race, its range is extended by 60 feet.
Dead Senses: Once a day you can call upon the powers of death to either blind or deafen an opponent. You gain the Spell-Like Ability of Blindness/Deafness. The save DC equals 10 + Intelligence Modifier + 2.
Shadowflesh: As the force of Death crawls through you, your skin gains an unrivaled strength against weapons. At 2nd level you gain Damage Reduction of 2/Magic and your skin turns ghostly white. At 6th level your skin takes on an ashen color and your Damage Reduction improves to 4/Magic. At 11th level you skin turns a dark gray and your Damage Reduction improves to 6/Magic. Finally at 16th level your skin turns the black of a moonless night and your Damage Reduction improves to 8/Magic.
Lifesense: The very power of Death becomes easy for you to see, giving you special knowledge of the living, and of the undead. You can sense any living or undead creature within thirty feet as if you could see them, but you gain no information about their surroundings or anything else.
The Walking Dead: At your touch, the dead rise as if you had cast Animate Undead upon them. Normally they only remain so animated for 1 minute/Intelligence Modifier, but if you sacrifice anything worth 25 GP at the time of the use of this Spell-Like Ability, they remain indefinitely, though you can only control 4 HD per level + Intelligence modifier of such undead.
Tough as Bone: Death grant’s yet more gifts to its Deathsworn. The Deathsworn takes on some of the qualities of an Undead. He becomes immune to non-lethal damage, disease, and stunning.
Death’s Hand: If the Deathsworn uses a full round attack and uses nothing but his Death’s Touch as a weapon, the Deathsworn may attack as many times as his Base Attack Bonus allows.
Death Shield: Death’s energy shields you. As you take on more of the undead qualities, you gain a continual use Spell-Like Ability of the Death’s Ward spell. This is only in affect when the Deathsworn is conscious.
Manifest Death: Death allows you to call it forth. You gain Create Undead as a Spell-Like Ability useable once per day. This is cast as if you were a 12th level caster, and the undead created are always under your control. They only remain for a number of rounds equal to your Intelligence Modifier times 2 before dissipating in a cloud of black smoke.
Manifest Deeper Death: Death allows you to call it forth in an even greater sense. You gain Create Greater Undead as a Spell-Like Ability useable once per day. This is cast as if you were a 15th level caster, and the undead created are always under your control. They only remain for a number of rounds equal to your Intelligence Modifier times 2 before dissipating in a cloud of black smoke. You also now use Manifest Death as a 15th level caster.
Deathless Mastery: Death infuses your body once more. He becomes immune to poison, sleep effects, critical hits, ability drain, and damage to ability scores. The Deathsworn no longer needs to sleep, though if he is a member of a class that requires sleep to gain new spells or something of that nature, he must still meditate in a sleep-like state.
Deathsworn
A dark lord of the Undead, the Deathsworn combines the abilities and power of many Necromancy driven classes. Instead of the normal spellcasting angle at which Necromancy is looked at, the Deathsworn specializes instead on mastering his inborn command over the powers of life and death.
Adventures: Deathsworn are often cautious adventures, sending their minions before them and attempting to build up a veritable army beneath them. Though they can adventure for any reason, most do so to accumulate power. Power over the living, power over the dead.
Characteristics: The Deathsworn is an offensive powerhouse able to excel at its spell-like abilities for devastating results. While it does not have the spell selection of a wizard or the spell usage of a Sorcerer, it can be argued that its few abilities are quite a bit more powerful.
Alignment: While there are no restrictions against law or chaos for this class, Deathsworn tend to be more lawful then chaotic, simply because of their controlling nature. While not all Deathsworn are evil, none are good. The forces they call upon are so foul that no soul can be good and still wield them.
Religion: While not all Deathsworn are religious, most are, favoring deities of death like Nerull and Wee Jas. Some also follow gods of magic like Baccob. Another popular choice is Vecna, the Lich Lord appealing to many.
Background: Deathsworn are not common. When two meet, at best they will seek no confrontation, attempting to avoid each other. At worst, they will come to combat.
Races: Humans are by far the most common Deathsworn. With their arrogance, greed, and lust for power, they make perfect Deathsworn. Elven Deathsworn are rare, but not unheard of. Halfling and Gnome Deathsworn are almost non-existent. Dwarven Deathsworn, while rare, tend to be quite powerful. Half-Orcs tend to lack the mental faculties to become Deathsworn. Among savage humanoids, Deathsworn are not uncommon, most appearing in the ranks of the Dark Elves.
Other Classes: Deathsworn get along with any class except for the Paladin. They find their Holier-Then-Thou attitude annoying and the Paladins reciprocate their obvious distaste. It is not rare to see the two attack each other at sight.
Game Rule Information
Deathsworn have the following Game Statistics.
Abilities: A high Intelligence is essential for Deathsworn. Many of their abilities depend on it, and the higher their Intelligence, the more undead they can control. A high Strength helps both for attacks and a High Dexterity adds to his AC.
Alignment: Any non-good alignment.
Hit Die: D8
Class Skills: Bluff (CHA), Concentration (CHA), Craft (INT), Hide (DEX), Intimidate (CHA), Knowledge: Arcana (INT), Knowledge: History (INT), Knowledge: Religion (INT), Knowledge: The Planes (INT), Knowledge: Dungeoneering (INT), Listen (WIS), Move Silently (DEX), Search (WIS), Spellcraft (INT), and Spot (WIS).
Skill Points at 1st level: (2+Intelligence Modifier) x 4
Skill Points Thereafter: 2+Intelligence Modifier
Level Base Attack Bonus Fortitude Reflex Will Special
1 +0 +2 +0 +2 Death’s Touch 1d6, Darkvision (60 feet)
2 +1 +3 +0 +3 Dead Senses 1/Day, Shadowflesh 2
3 +2 +3 +1 +3 Death’s Touch 2d6
4 +3 +4 +1 +4 Lifesense (30 feet)
5 +3 +4 +1 +4 Death’s Touch 3d6, The Walking Dead
6 +4 +5 +2 +5 Shadowflesh 4
7 +5 +5 +2 +5 Death’s Touch 4d6, Tough as Bone
8 +6/+1 +6 +2 +6 Death’s Hand
9 +6/+1 +6 +3 +6 Death’s Touch 5d6
10 +7/+2 +7 +3 +7 Death Shield
11 +8/+3 +7 +3 +7 Death’s Touch 6d6, Shadowflesh 6
12 +9/+4 +8 +4 +8 Manifest Death 1/Day
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9 Death’s Touch 7d6
15 +11/+6/+1 +9 +5 +9 Manifest Deeper Death 1/Day
16 +12/+7/+2 +10 +5 +10 Shadowflesh 8
17 +12/+7/+2 +10 +5 +10 Death’s Touch 8d6
18 +13/+8/+3 +11 +6 +11 Deathless Mastery
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12 Death’s Touch 9d6
Weapon/Armor Proficiency: Deathsworn are proficient in Light armor, but not with Shields. To use Heavier Armor or Shields is to act as if the Deathsworn’s abilities are subject to the Arcane Spell Failure percentage. Deathsworn are proficient with all Simple Weapons. They are also proficient with the Light and Heavy Flail, the Scythe, and the Longsword. At first level the Deathsworn may also choose one weapon not listed above to be proficient in. Once it is chosen, it can never be changed.
Death’s Touch: The Dark powers that imbue the Deathsworn’s power can be crafted into a weapon. At will, once per round, he can make a melee touch attack that is suffused with negative energy. Should it hit, it deals the damage listed plus the Deathsworn’s Intelligence Modifier. Should this touch an undead instead, it heals half the damage and the Intelligence Modifier is not applied.
Darkvision: The Deathsworn gains the ability to see through darkness. He gains Darkvision out to 60 feet. Should the Deathsworn already have Darkvision due to Race, its range is extended by 60 feet.
Dead Senses: Once a day you can call upon the powers of death to either blind or deafen an opponent. You gain the Spell-Like Ability of Blindness/Deafness. The save DC equals 10 + Intelligence Modifier + 2.
Shadowflesh: As the force of Death crawls through you, your skin gains an unrivaled strength against weapons. At 2nd level you gain Damage Reduction of 2/Magic and your skin turns ghostly white. At 6th level your skin takes on an ashen color and your Damage Reduction improves to 4/Magic. At 11th level you skin turns a dark gray and your Damage Reduction improves to 6/Magic. Finally at 16th level your skin turns the black of a moonless night and your Damage Reduction improves to 8/Magic.
Lifesense: The very power of Death becomes easy for you to see, giving you special knowledge of the living, and of the undead. You can sense any living or undead creature within thirty feet as if you could see them, but you gain no information about their surroundings or anything else.
The Walking Dead: At your touch, the dead rise as if you had cast Animate Undead upon them. Normally they only remain so animated for 1 minute/Intelligence Modifier, but if you sacrifice anything worth 25 GP at the time of the use of this Spell-Like Ability, they remain indefinitely, though you can only control 4 HD per level + Intelligence modifier of such undead.
Tough as Bone: Death grant’s yet more gifts to its Deathsworn. The Deathsworn takes on some of the qualities of an Undead. He becomes immune to non-lethal damage, disease, and stunning.
Death’s Hand: If the Deathsworn uses a full round attack and uses nothing but his Death’s Touch as a weapon, the Deathsworn may attack as many times as his Base Attack Bonus allows.
Death Shield: Death’s energy shields you. As you take on more of the undead qualities, you gain a continual use Spell-Like Ability of the Death’s Ward spell. This is only in affect when the Deathsworn is conscious.
Manifest Death: Death allows you to call it forth. You gain Create Undead as a Spell-Like Ability useable once per day. This is cast as if you were a 12th level caster, and the undead created are always under your control. They only remain for a number of rounds equal to your Intelligence Modifier times 2 before dissipating in a cloud of black smoke.
Manifest Deeper Death: Death allows you to call it forth in an even greater sense. You gain Create Greater Undead as a Spell-Like Ability useable once per day. This is cast as if you were a 15th level caster, and the undead created are always under your control. They only remain for a number of rounds equal to your Intelligence Modifier times 2 before dissipating in a cloud of black smoke. You also now use Manifest Death as a 15th level caster.
Deathless Mastery: Death infuses your body once more. He becomes immune to poison, sleep effects, critical hits, ability drain, and damage to ability scores. The Deathsworn no longer needs to sleep, though if he is a member of a class that requires sleep to gain new spells or something of that nature, he must still meditate in a sleep-like state.