View Full Version : Orzhov Haunter

2019-08-06, 11:44 AM
Orzhov Haunter

"Your debt is erased. As is your life."
- Hilgur, Human Orzhov Haunter


Making an Orzhov Haunter

Abilities: Text

Races: Text

Alignment: Text

Starting Gold: As Cleric.

Starting Age: As Cleric.

Table 1: The Orzhov Haunter
Hit Die: d8

Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th 5th 6th
1 +0 +0 +2 +2 Extort — — — — — —
2 +1 +0 +3 +3 Haunt - Clumsiness 0 — — — — —
3 +2 +1 +3 +3 Group Haunt 1 — — — — —
4 +3 +1 +4 +4 Haunt - Sightlessness 2 0 — — — —
5 +3 +1 +4 +4 Echoing Haunt 3 1 — — — —
6 +4 +2 +5 +5 Haunt - Ill Luck, Group Haunt 3 2 — — — —
7 +5 +2 +5 +5 Afterlife 3 2 0 — — —
8 +6 +2 +6 +6 Haunt - Servitude 3 3 1 — — —
9 +6 +3 +6 +6 Group Haunt 3 3 2 — — —
10 +7 +3 +7 +7 Haunt - Siphon Lifeforce 3 3 2 0 — —
11 +8 +3 +7 +7 Expel 3 3 3 1 — —
12 +9 +4 +8 +8 Haunt - Mortify, Group Haunt 3 3 3 2 — —
13 +9 +4 +8 +8 3 3 3 2 0 —
14 +10 +4 +9 +9 Haunt - Pillory 3 3 3 3 1 —
15 +11 +5 +9 +9 Group Haunt 4 3 3 3 2 —
16 +12 +5 +10 +10 Haunt - Penance 4 4 3 3 2 0
17 +12 +5 +10 +10 4 4 4 3 3 1
18 +13 +6 +11 +11 Haunt - Castigate, Group Haunt 4 4 4 4 3 2
19 +14 +6 +11 +11 4 4 4 4 4 3
20 +15 +6 +12 +12 Haunt - Justice 4 4 4 4 4 4

Class skills (6 + Int modifier per level, x4 at first level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Intimidate, Knowledge (all), Search, Sense Motive

Class Features

Weapon and Armor Proficiency: Orzhov Haunters are proficient with simple and martial weapons and light and medium armor. He suffers arcane spell failure in armor above light.
Spellcasting: A Orzhov Haunter casts arcane spells, which are drawn from the dread necromancer's spell list. Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When an Orzhov Haunter gains access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer's spell list. To cast a spell, an Orzhov Haunter must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against an Orzhov Haunter's spell is 10 + the spell's level + his Charisma modifier. Like other spellcasters, a Orzhov Haunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Charisma score.
Extort (Su): The Orzhov are nothing if not capable of binding others around them to their contracts. Whenever an enemy is successfully affected by a spell, ability, or attack from the Orzhov Haunter, the enemy must make a Will save against 10 + ˝ Orzhov Haunter level + the Orzhov Haunter’s Charisma modifier or take 1 points of damage per Orzhov Haunter level. The Orzhov Haunter is healed by this amount. Any healing that would exceed the Orzhov Haunter’s normal maximum hit points is wasted.
Haunt (Su): Spirits at the beck and call of the Orzhov Haunter surround both him and his enemies. Although they do take a little while to arrive. Each use of Haunt affects a single creature within 30 ft. of the Orzhov Haunter, and the effect resolves on the round after it Haunt is used. Using Haunt is a Standard action, and there is no limit on the number of times per day an Orzhov Haunter can use this ability. The DC is 10 + ˝ Orzhov Haunter level + the Orzhov Haunter’s Charisma modifier. The duration is the Orzhov Haunter’s Charisma modifier in rounds. A creature can only be affected by a single Haunt at a time.

Clumsiness: Somehow, items slip from the grip of the creature, almost as if someone was pulling them from its hand. Whenever the creature uses a manufactured item as part of an action (such as attacking with a weapon, drinking a potion, using a wand, or similar), the creature must succeed on a Reflex save or drop the item, wasting the action.
Sightlessness: A dark shroud enfolds the head of the target, rendering it blind unless it succeeds at a Will save.
Ill Luck: Forces from the beyond curse the target, stealing its luck. The target creature takes a -1 penalty on all dice rolls for every four Orzhov Haunter levels (minimum -1).
Servitude: What good is a debtor who refuses to honour their debts? Their body shall be the Orzhov Haunter’s, regardless of their will. Unless he succeeds at a Fortitude save, the target is affected as if by the control body psionic power, although the duration is as normal for Haunt. Where the power specifies the manifester’s Intelligence, use the Orzhov Haunter’s Charisma.
Siphon Lifeforce: The spirit forces at the beck and call of the Orzhov Haunter take from others and give to him. Each round that it is haunted, the creature takes damage equal to the Orzhov Haunter’s class level plus Charisma modifier, and the Orzhov Haunter is healed this same amount. A Fortitude save by the creature negates both damage and healing.
Mortify: Magical protections fail beneath the withering willpower of the Orzhov Haunter. Each round, the creature is struct by a targeted greater dispel magic with a caster level equal to the Orzhov Haunter’s class level.
Pillory: A bizarre ennui pins the target in place, even in the middle of a roaring battle. Unless it succeeds at a Will save, the creature is paralyzed.
Penance: A proper application of understanding means the flagellation of the penitent. The target is dealt twice the damage they do on any physical attack. This bypasses any damage reduction.
Castigate: So much promise, but so little follow-through. It is best that the Orzhov Haunter unburden such creatures. The target creature takes a 1 negative level for every four Orzhov Haunter levels (minimum 1), unless it succeeds at a Fortitude save.
Justice: Those who break their word in such a foul manner must be made to serve as a warning to those who would seek to follow in their footsteps. Unless the target succeeds at a Will save, they are immediately assailed by a Balor and a Solar, who each appear adjacent to the target. Both disappear immediately upon either the death of the target or the end of the Haunt’s duration, whichever comes sooner.

Group Haunt (Su): At 3rd level, and at every 3rd level thereafter (6th, 9th, 12th, 15th, 18th), the Orzhov Haunter can affect one additional creature when he uses the Haunt ability.
Echoing Haunt (Su): Haunting isn’t just for the living. Whenever a creature dies and is under the effect of Haunt, as a swift action the Orzhov Haunter may choose to target another valid creature with the same Haunt that was affecting the deceased creature.
Afterlife (Su): Just because someone is dead does not mean that their debts are forgiven. Whenever a creature dies in the same round that they were affected by Extort, they have a chance equal to 5% per point of Charisma modifier to rise as an undead creature and fight on the side of the Orzhov Haunter. Change the creature's type to undead, but otherwise do not recalculate anything. Any uses of abilities that were expended while alive are still expended. Creatures animated this way have 3 hit points per hit dice, a -4 penalty to all dice rolls, and are destroyed when they reach 0 hit points. They last for 1 round per point of Charisma modifier, and act on the Orzhov Haunter’s initiative.
Expel (Su): A soul can have purpose in so many ways. As a standard action, the Orzhov Haunter can choose to destroy a creature animated with Afterlife. If he does so, one target of the Orzhov Haunter’s choice within 30 ft. must succeed at a Fortitude save of 10 + ˝ Orzhov Haunter level + the Orzhov Haunter’s Charisma modifier or die. This is a death effect, and the affected target takes a penalty on the save equal to ˝ the hit dice of the creature destroyed to trigger this ability.

2019-08-06, 12:25 PM
I love the flavor of it, but the Extort ability is too much.

Imagine a standard combat with you and your party of four and five enemies. Every time the enemies take any action, they have to make a save and everytime they fail they get weaker and you get healed. EVERY action. With five enemies that's going to be 10-20 actions in a round. that's 10-20 saving throws the DM has to make. And it doesn't cost you any actions at all, its just an extra benefit that doesn't action-cost you. You become a living terrain obstacle. Which, I"m sure, is the idea, but this is too, too powerful. Especially with everything else the class has going on. (mid casting, haunt ability, etc.)

Change it to having to have some kind of focus on a particular enemy at a time (like the pathfinder mesmerist stare) or change it to affecting any enemy you have under the effect of a haunt or change it to only move actions or change it in some fashion, but as it, I would never allow it for that one ability regardless of how much I love the flavor of it.

2019-08-06, 08:07 PM
Replaced it with a different version suggested by one of the folks on the MMX Discord.