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thegurullamen
2008-12-11, 11:15 PM
Bokor

http://www.wizards.com/dnd/images/compmage_gallery/100471.jpg

Bokors are masters of life and death, distilling poisons with as much skill as they brew healing potions. While widely seen as necromancers, bokors abhor most undead and instead focus on spirits, souls, the workings of the physical bodies or the relationship between them all. Bokors can come from any background, though most are evil (or at least misanthropic) loners who shroud themselves in mystery and dangerous rumors to ward off troublemakers. Bokors can function as primary spellcasters or healers in an adventuring party with their spellcasting and wide array of magical skills.

Alignment: Any, but mostly chaotic or evil.

Hit Die: d4

Class Skills: Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft(Int), Survival (Wis), Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Brew Potion, Chastise Spirits|5|3|-|-|-|-|-|-|-|-

2nd|
+1|
+1|
+1|
+3|Toxins Master (+4)|6|4|-|-|-|-|-|-|-|-

3rd|
+1|
+1|
+1|
+3|--|6|5|3|-|-|-|-|-|-|-

4th|
+2|
+1|
+1|
+4|Spirit Ward (1/day)|6|6|4|-|-|-|-|-|-|-

5th|
+2|
+2|
+2|
+4|--|6|6|5|3|-|-|-|-|-|-

6th|
+3|
+2|
+2|
+5|Witch Doctor|6|6|6|4|-|-|-|-|-|-

7th|
+3|
+2|
+2|
+5|--|6|6|6|5|3|-|-|-|-|-

8th|
+4|
+3|
+3|
+6|Spirit Ward (2/day)|6|6|6|6|4|-|-|-|-|-

9th|
+4|
+3|
+3|
+6|--|6|6|6|6|5|3|-|-|-|-

10th|
+5|
+3|
+3|
+7|Communion|6|6|6|6|6|4|-|-|-|-

11th|
+5|
+4|
+4|
+7|Toxins Master (Immunity)|6|6|6|6|6|5|3|-|-|-

12th|
+6/+1|
+4|
+4|
+8|Spirit Ward (3/day)|6|6|6|6|6|6|4|-|-|-

13th|
+6/+1|
+4|
+4|
+8|--|6|6|6|6|6|6|5|3|-|-

14th|
+7/+2|
+5|
+5|
+9|Attune Fetish|6|6|6|6|6|6|6|4|-|-

15th|
+7/+2|
+5|
+5|
+9|--|6|6|6|6|6|6|6|5|3|-

16th|
+8/+3|
+5|
+5|
+10|Spirit Ward (4/day)|6|6|6|6|6|6|6|6|4|-

17th|
+8/+3|
+6|
+6|
+10|--|6|6|6|6|6|6|6|6|5|3

18th|
+9/+4|
+6|
+6|
+11|Dominate Spirit (1/day)|6|6|6|6|6|6|6|6|6|4

19th|
+9/+4|
+6|
+6|
+11|Toxins Master (Imbue)|6|6|6|6|6|6|6|6|6|5

20th|
+10/+5|
+7|
+7|
+12|Spirit Ward (5/day), Master of Life|6|6|6|6|6|6|6|6|6|6[/table]

Weapon and Armor Proficiency: Bokors are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a bokor's gestures, which can cause his spells with somatic components to fail.

Spellcasting: A bokor casts arcane spells which are drawn from the bokor spell list. (See below.) He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. To cast a spell, a bokor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bokorís spell is 10 + the spell level + the bokorís Charisma modifier.

Like other spellcasters, a bokor can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score. A bokorís selection of spells is limited. He may cast any spell he knows from the bokor spell list provided he can cast spells of that level, but may never learn to cast any other spells as a bokor.

Brew Potion: Bokors are the masters of mixing magic and the body. Distilling magical brews comes as second nature to them. At first level, the bokor gains the Brew Potion feat, even if he does not qualify for it.

Toxins Master: Bokors deal with toxins routinely and through exposure, have built up a magical defense against them. Some even store them in their own viens. At 2nd level the bokor gets a +4 bonus on all saves against poisons and toxins. At 11th level he becomes immune to poisons.

At 19th level, a bokor may willfully lower his poison immunity to make a save against a poison's effect. If he succeeds, his blood is permanently imbued with the toxin and he may inflict a point of Constitution damage to himself to apply it to a weapon or item via a wound. Alternatively, he may inflict a point of Constitution damage to himself and expend the poison from his blood entirely by infusing it into a spell. If he does this, any creatures affected by the spell are also affected by the poison and take a -4 penalty to their saves against it.

Chastise Spirits: A bokor can turn or destroy spirit creatures in the same way a good cleric can turn or destroy undead. A bokor may attempt to chastise spirits a number of times per day equal to 3 + his Charisma modifier. A bokor with 5 or more ranks in Knowledge (religion) or Knowledge (nature) gets a +2 bonus on chastisements. If a bokor has 5 or more ranks in both skills, he only receives the bonus once.

Spirits:

A spirit is defined as being:
All incorporeal undead
All fey
All elementals
Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
All creatures of the spirit subtype
Spirit folk and telthors
Spirit creatures created by spells such as Dream Sight or Wood Wose

[Text from Complete Divine]

Spirit Ward: At 4th level, a bokor can designate areas where spirits may not enter. As a standard action, the bokor makes a special chastise attempt on any number of squares (but no more than his bokor level.) Any spirits attempting to enter an affected square are subject to an immediate chastisement. Success means the spirit gains access to the area but immediately alerts the bokor. Failure means the spirit flees from the area as if turned (or if their Hit Dice are low enough, the bokor may, as a free action, decide to destroy them instead.) Once a spirit has been successfully turned by a ward, it cannot move into any of the warded squares until the ward has fallen. The spirit ward lasts a number of hours equal to the bokor's level.

Every four levels after 4th, the bokor can create one more spirit ward per day to a maximum of 5 wards at level twenty.

Witch Doctor: At 6th level, a bokor has advanced his knowledge of life and death to the point where he can alter the life forces of those near him. The bokor gains the ability to cast all Conjuration (Healing) spells and casts them as if they were Necromancy spells. Since this ability involves channeling positive energy and the bokor's magic is primarily negative energy-aligned, he must prepare all Healing spells after he rests, as a cleric does. Each morning, the bokor may select any number of spells from his total number of spells per day to prepare as Healing spells. Doing so effectively reduces the bokor's number of spells per day since while a spell slot is used to prepare a Healing spell, it cannot be used to spontaneously cast a spell from the bokor spell list.

Communion: Powerful bokors are capable of inviting benevolent spirits (or loa) into their own bodies in a ritual known as "communion". While in communion with a loa, a bokor gains a minor boost or ability related to the spirit's nature. When a bokor of 10th level or higher wishes to commune with a loa, he must draw a ritual circle on the ground large enough to encompass himself and any other participating bokors. Afterwards, he merely needs to say a short prayer to the specific loa to commune with it. A bokor can only benefit from one communion per week.

Loa and Rituals
Loa of Calling: While in communion with this loa, you may cast Greater Planar Binding as a cleric with your current level as CL. You may only summon spirits with this ritual. The ritual circle acts as an appropriate magic circle for the spell.

Loa of Death: A bokor in communion with this loa gains a special touch attack which he can use to momentarily bypass a creature's resistance to death effects. If he succeeds on a standard action touch attack, the creature must make a Will save (DC equal to half of the bokor's level + his Cha modifier + his Wis modifier) or become susceptible to death effects for two rounds. During this time, the creature takes damage from negative energy, but still reacts as it normally would to positive energy. Once a creature has successfully been affected by the touch attack (or a week passes), the bokor loses the ability to use it again.

Loa of Life: A bokor in communion with the loa of death makes a deal to protect his own life. The next time he would be reduced to -10 hit points or lower), he is automatically healed up to half of his maximum hit points and drained of half of his Constitution score. After this resurrection, he must perform the ritual again within 24 hours or he dies. Once the ritual is complete, the Con drain becomes Con damage instead and heals normally.

Loa of Power: If two or more bokors prepare their daily spells while in communion with this loa, each bokor may cast one spell of a level one higher than they normally could for the day. The spell must be prepared ahead of time if the bokor uses it to cast a Healing spell.

Loa of Sight: The bokor in communion with this loa may cast either Commune or Greater Scrying.

Cost: For an hour after the last vision is seen, the bokor is blinded. This blindness may not be healed in any way short of a Wish or Miracle spell.


Attune Fetish: At 14th level, a bokor gains the ability to create items that aid him in his spellcrafting and dealings with spirits; fetishes. Attuning a fetish takes a week, not because of some complicated crafting ordeal but because the bokor must attune himself to the item. Any item can become a fetish, but bokors tend to prefer to use items that they can keep on themselves such as walking sticks, necklaces, bracelets and other innocuous or small items. If an item is destroyed, it no longer functions as a fetish.

Some fetishes can be sacrificed to grant greater effects. Sacrificing a fetish is a free action. A sacrificed fetish no longer grants any bonuses.

Fetishes
Chastisement Fetish: When you chastise spirits, this fetish allows you to add your Wis modifier to the turning roll. If you destroy any spirits while holding this fetish, you may opt to command them instead as an evil cleric commands undead.

If you have a fetish but do not use in in a Chastisement attempt, you do not gain your Cha modifier to the turning roll. If you have a fetish but it is not on your person, you lose a number of turning attempts per day equal to your Wis modifier.

You may only ever have one chastisement fetish active at one time.


Healing Fetish If you have this fetish in hand when you cast a prepared healing spell, you may attempt to make a Spellcraft check against a DC equal to 10 + three times the spell's level + your Cha modifier to cast the spell spontaneously instead, keeping the spell prepared. If you use this fetish more than once per day, the DC for each Spellcraft check increases by 5 per additional usage.


Spell Fetish When you attune this fetish, you specify one spell that you can cast. While holding this fetish, whenever you cast that spell, your caster level is considered two higher for all effects. If you do not have this fetish in hand when casting that spell, your caster level is considered four lower. You may permanently sacrifice this fetish to add a one-time +2 bonus to the spell's save DC. You may only have a number of spell fetishes active at one time equal to your Cha modifier and no more than one per spell.


Ward Fetish If you have this fetish in hand when making a spirit ward, you add your Wis modifier to the turning checks for that ward. You may sacrifice this fetish while creating a spirit ward to make it permanent. While you have a permanent ward in effect, you can create one less ward per day and may not make or use another ward fetish. You may only have one permanent ward in effect at any given time.


Dominate Spirit: Once per day at 18th level, a bokor may attempt to dominate a spirit as if he had cast the Dominate Monster spell. If the spirit fails a Will save (DC equal to 10 + 1/2 the bokor's caster level + the bokor's Wisdom modifier) it is dominated. Unlike Dominate Monster, the effect is permanent unless it is dispelled. The bokor may release the dominated spirit as a free action. The bokor may only have one such dominated spirit at a time.

Master of Life: At 20th level, the bokor has reached the height of his art. The negative and positive energies that suffuse his soul manifest as a complex and brilliantly white arcane mark somewhere on his body. The bokor is immune to all death effects, negative levels and energy drain. Furthermore, he receives a +4 insight bonus on all Fortitude saves.

__________________________________________________

Bokor Spell List

0th Level
Ghost Sound, Light, Detect Poison, Detect Magic, Touch of Fatigue, Arcane Mark, Message

1st Level
Wall of Smoke, Net of Shadow, Spirit Worm, Babau Slime, Ebon Eyes, Ray of Clumsiness, Distract, Incite, Inhibit, Death's Call, Reaving Aura, Obscuring Mist, Sleep, Ray of Enfeeblement

2nd Level
Create Magic Tattoo, Chain of Eyes, Marked Object, Mindless Rage, Ray of Stupidity, Sting Ray, Wall of Gloom, Ghoul Glyph, Wracking Touch, Earthbound, Touch of Idiocy, Torrent of Tears, Escalating Enfeeblement, Black Karma Curse, Vertigo, Grave Mist, Increase Virulence, Veil of Shadow, Wave of Grief, Blindness/Deafness, Ghoul Touch, Tasha's Hideous Laughter

3rd Level
Bands of Steel, Contagious Fog, Corpse Candle, Nauseating Breath, Viper Gout, Unluck, Mesmerizing Glare, Miser's Envy, Ray of Exhaustion, Great Thunderclap, Shatter Floor, Healing Touch, MInd Poison, Skull Watch, Vertigo Field, Halt, Karmic Backlash, Bothersome Babble, Sepia Snake Sigil, Vampiric Touch, Bestow Curse, remove Curse, Rage, Deep Slumber, Suggestion, Hold Person, Slow

4th Level
Burning Blood, Backlash, Contagion, Vortex of Teeth, Speak with Dead, Confusion, Evard's Black Tentacles, Crushing Despair, Ennervation, Fear, Finger of Agony, Touch of Years, Horrid Sickness, Malevolent Whisper

5th Level
Spiritwall, Reciprocal Gyre, Arc of Lightning, Shadowfade, Greymantle, M. of Entropy, Night's Caress, Wrack, Channeled Lifetheft, Cryptwarden's Grasp, Feeblemind, Hold Monster, Death Ward, Cloudkill

6th Level
Howling Chain, Aura of Terror, Contagion- Mass, Fleshshiver, Imperious Glare, Incorporeal Nova, Ray of Entropy, Opalescent Glare, True Seeing, Endless Slumber, Circle of Death, Eyebite, Symbol of Fear

7th level
Power Word: Blind, Hold Person- Mass, Insanity, Symbol of Stunning, Choking Cobwebs, Retributive Ennervation, Necrotic Curse, Finger of Death, Waves of Fatigue, Symbol of Weakness, Banishment, Stunning Ray, Hiss of Sleep, Final Rebuke, Symphonic Nightmare, Avasculate, Energy Ebb, Evil Glare, Synastodweomer, Glass Strike

8th Level
Maddening Whispers, Wrathful Castigation, Mass Avascular, Greater Bestow Curse, Blackfire, Flensing, Plague, Horrid wilting, Symbol of Insanity, Power Word: Stun, Symbol of Death, Binding, Demand, Trap the Soul, Control Plants

9th Level
Maw of Chaos, Hindsight, Programmed Amnesia, Genius Loci, Power Word: Kill, Wail of the Banshee, Foresight, Dominate Monster, Refuge, Imprisonment, Energy Drain, Weird, Soul Bind

thegurullamen
2008-12-14, 10:48 PM
Not a thing? Really? I am ashamed. (bump)

Baron Corm
2008-12-14, 11:59 PM
Using less words might help. For example, Witch Doctor would be better represented by just adding all healing spells to the bokor's spell list. Also, a summary of what we're about to read would help make reading it easier. I just read Ritual of the Loa's intro paragraph and have no idea what it does. I opened the spoiler and gave up. Not to mention that the loa of calling (an added 40 thousand words) is basically the same thing as planar binding. The loa of death ability is cool, but better broken up into two distinct class features with bolded titles than buried under mounds of text and spoilers. And that's as much as I read.

One question about the class itself.. what is the flavor reason for being associated with poisons?

Dragonus45
2008-12-15, 12:09 AM
i really like the idea but it is a bit much to read. Seems like it might be a bit under powered but i've never been good at telling these things.

thegurullamen
2008-12-15, 02:17 AM
Using less words might help. For example, Witch Doctor would be better represented by just adding all healing spells to the bokor's spell list. Also, a summary of what we're about to read would help make reading it easier. I just read Ritual of the Loa's intro paragraph and have no idea what it does. I opened the spoiler and gave up. Not to mention that the loa of calling (an added 40 thousand words) is basically the same thing as planar binding. The loa of death ability is cool, but better broken up into two distinct class features with bolded titles than buried under mounds of text and spoilers. And that's as much as I read.

One question about the class itself.. what is the flavor reason for being associated with poisons?

Okay, I shortened some things and made others much more understandable. It still looks a little wordy, but no more than some WotC classes.

A bokor is a voodoo version of a mystic theurge; it's a person who can both assault and heal you of both magical and physical maladies. Magic takes care of healing either, poison's just the physical counterpart to most non-undead-related necromancy spells. Also, it gives him that nature feel I'm trying to edge in.

sigurd
2009-06-18, 08:16 PM
I like this! Any news on its performance in game?


Sigurd

Bhu
2009-06-19, 07:21 AM
One question about the class itself.. what is the flavor reason for being associated with poisons?

Watch "The Serpent and the Rainbow" for ideas. Bokor are experts in poisons and potions, and some of their poison victims are said to have given rise to the myth of zombies.