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Thread: PrC XV: Where the Wyld Things Are

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    Default Re: PrC XV: Where the Wyld Things Are

    UNHOLY EYE OF BALOR

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    "Let the new gods tremble; the faerie has returned."

    With every passing day, mankind encroaches further into the wilderness. With each new farm, an ancient wood is lost; with each house, a pristine glenn; and with each new church, the old spirits of the land find themselves fading. The old ways - the good ways - are being destroyed. They have been since man man lost their respect for the faerie, when they turned from nature to their machines. Soon, the fey may be nothing more than a memory.

    That is, they would be if you weren't around.

    You take your name from Balor, the king of the Fomoiri, an ancient race of the faerie that stood and fought the will of gods and men. Though they fell, their souls dispersed to the astral sea, they are far from gone. Your fey-tainted soul calls to them. Your thirst for justice ignites their need for vengeance. You pluck the shattered remains of the Fomoiri from the seas of time, and you let them fight once again. You are the new Balor. You are vengeance.

    BECOMING AN UNHOLY EYE OF BALOR
    Nearly all Unholy Eyes are Totemists that multiclass as warlocks.

    ENTRY REQUIREMENTS
    Eldritch Blast: 2d6
    Meldshaping: You must be able to bind souldmelds to the crown and totem chakras.
    Skills: Profession (Herbalist) 4 ranks OR Craft (Alchemy) 4 ranks
    Special: You must craft a special brew of herbs and chemicals costing 100 gp. In an hour long ceremony, you anoint your eyes with this brew to imitate the process that gave Balor his infamous powers.

    Class Skills
    The Unholy Eye's class skills (and the key ability for each skill) are Bluff, Concentration, Craft, Intimidate, Listen, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Profession, Spellcraft, Spot, Survival, Use Magic Device.
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Eldritch Eye, Strength of the Fomoiri

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Eldritch Blast +1d6, Godsbane

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Primordial Claws, Whispers of the Old Gods

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Chakra Binds (Arms, Brow, Shoulders)

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Primordial Eye

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Eldritch Army

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Screaming Blast of the Fomoiri, Chakra Binds (Throat, Waist)

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Eldritch Blast +2d6

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Chakra Binds (Heart)

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Balor's Unholy Eye[/table]

    {table=head]Level | Meldshaping | Invocations
    1 | - | +1 Level of Invoking
    2 | +1 Level of Meldshaping | +1 Level of Invoking
    3 | +1 Level of Meldshaping | +1 Level of Invoking
    4 | +1 Level of Meldshaping | +1 Level of Invoking
    5 | +1 Level of Meldshaping | +1 Level of Invoking
    6 | +1 Level of Meldshaping | +1 Level of Invoking
    7 | +1 Level of Meldshaping | +1 Level of Invoking
    8 | +1 Level of Meldshaping | +1 Level of Invoking
    9 | +1 Level of Meldshaping | +1 Level of Invoking
    10 | +1 Level of Meldshaping | -[/table]

    Invoking: At each level except 10th, you gain invocations known and advanced tiers of invocations as though you had gained a level of the invoking class in which you have levels. If you have levels in more than one invoking class, you must choose which class to advance. You do not gain any other benefits the class would normally grant, such as Eldritch Blast progression.

    Meldshaping: At every level except 1st, you increase the size of your Essentia pool, the amount of essentia you can invest into a soulmeld, your number of chakra binds, and the number of soulmelds that can be shaped at once as though you had gained a level in your previous meldshaping class. You do not gain any other benefit of that class. If you had more than one meldshaping class before becoming a Blind Eye, you must choose which class to advance.

    Eldritch Eye (Su): The ritual used to become an Unholy Eye opens a special channel from your soul to your eyes. This connection is metaphysical; even if you lose your eyes, you do not lose this ability.
    Your Eldritch Blast is treated as both an invocation and a soulmeld, though it does not count against the number of soulmelds you have active at a given time. You can invest essentia into your Eldritch Blast, granting you a +1 bonus to caster level checks for the purpose of overcoming spell resistance.
    You can bind your Eldritch Blast to your Crown chakra. While so bound, your Eldritch blast requires no somatic components, and is considered a gaze attack for the purpose of meeting prerequisities, though it does not otherwise function as a gaze attack. Your Eldritch Blast deals an additional 1d6 points of damage for each point of essentia invested in it.

    Strength of the Fomoiri (Su): Channeling the souls of the mighty fomoiri grants you a tiny fraction of their monstrous power. For each soulmeld you have shaped (excluding your eldritch blast), you gain a +1 enhancement bonus to Strength and DR 1/Cold Iron. This Damage Reduction stacks with similar DR.

    Eldritch Blast (Su): At 2nd level, and again at 8th level, you add 1d6 to your Eldritch Blast damage.

    Godsbane (Sp): At 2nd level, you gain the Godsbane invocation. Godsbane is an Eldritch Essence invocation (4th; lesser). When you attack a creature that can cast divine spells with this essence, you gain a +2 bonus on the attack roll and deal an additional 2d6 points of damage.

    Primordial Claws (Su): By 3rd level, your soul has become strong enough to exert influence over the ancient fey that you channel. When you take a standard action to attack using a weapon or natural weapon granted by a soulmeld, you can apply a single Eldritch Essence invocation to the attack, as though the weapon were your Eldritch Blast.

    Whispers of the Old Gods (Ex): The ancient spirits of the faerie smile upon you, providing you with boons in your fight. At 3rd level, you gain Spell Resistance against divine spells equal to 10 + your character level + the number of Chakra Binds you currently have active.

    Primordial Eye (Su): As of 5th level, you can bind your Eldritch Blast to your Brow chakra. While bound to your Brow, your Eldritch Blast does not require somatic components. In addition, you gain blindsense out to 5 feet, plus 5 feet per point of essentia invested in your Eldritch Blast. Your Eldritch Blast is considered a gaze attack for the purpose of meeting prerequisites, though it does not otherwise function as a gaze attack. You deal an additional 1d6 points of damage for each point of essentia invested into your Eldritch Blast.

    Eldritch Army (Sp): At 6th level, you gain access to the Eldritch Army invocation, a Blast Shape invocation (Greater; 6th).
    When you use the Eldritch Army shape, you place four pillars of arcane-infused soulstuff within 30 feet of you. Each square takes up a five-foot by five-foot space. These pillars remain until you dismiss them, but you cannot use your Eldritch Blast again until you have done so.
    Any creature that passes through the soulstuff takes damage equal to your Eldritch Blast. If you are granted a weapon or natural weapon attack from one of your soulmelds, you may choose to consider one of the pillars as the origin square of the attack. Creatures do not provoke attacks of opportunity from you for moving away from a pillar.

    Screaming Blast of the Fomoiri (Su): The fury of the fomoiri is beyond words. Their rage and vengeful thirst can be overwhelming to you sometimes. But at other times, your fury and theirs are in tune. When this happens, you can unbind their souls from your body and unleash them upon your foes.
    When you use your Eldritch Blast, you can choose to unbind a single soulmeld from a Chakra of your choice. In doing so, you can add two Eldritch Essence invocations to your Eldritch Blast, rather than one. You deal an additional 1d6 points of damage per point of essentia that was invested in the soulmeld at the time of its unbinding.
    If you unbind your Eldritch Blast to use this ability, the target must make a Fortitude Save (DC10 + your class level + your Charisma modifier) or be Disintegrated, as the spell, with a caster level equal to twice your class level. A target who succeeds on its save takes Eldritch Blast damage, as normal.

    Balor's Unholy Eye (Su): As of 10th level, you can bind your Eldritch Blast to your Totem chakra. While your Eldritch Blast is bound to your Totem Chakra, it may also be bound to either your Brow or your Crown chakra.
    When you hit a creature with your Eldritch Blast while it is bound to your Totem chakra, that creature becomes unable to cast divine spells until the beginning of your next turn.
    If you bind your Eldritch Blast to your Brow and Totem Chakra, you gain Blindsight out to 5 feet, plus 5 feet per point of essentia invested in your Eldritch Blast.
    If you bind your Eldritch Blast to your Crown and Totem Chakra, you gain an additional +1 bonus to caster level checks to overcome spell resistance for each point of essentia invested in your Eldritch Blast.

    PLAYING AN UNHOLY EYE OF BALOR
    Despite the implications, you need not be evil. A good Unholy Eye might hope to bring his people back to compromise with the faerie, only using his monstrous power when things get ugly. A neutral or evil Unholy Eye is more likely to simply wipe out the targets of his anger in a bloody rampage.
    Combat: You are a destroyer first and foremost. Your invocations and soulmelds provide you with numerous attack options, and your class features help to combine the disparate parts into a great engine of death.
    Advancement: Increasing your Essentia pool and taking Incarnum feats are never bad ideas. Consider whether you prefer to fight tooth-and-claw, from range, or mixing it up. You might focus on feats such as power attack, point blank shot, or a combination of melee and ranged.
    Resources: An Unholy Eye only has himself and close friends to rely on. However, the actions of an Unholy Eye will sometimes attract greater attention from ancient fey. These entities will sometimes leave you gifts to let you know of their support. These gifts might come in the way of information, easy food and shelter while in the wilderness, or even (rarely) allies.

    UNOLY EYE OF BALOR IN THE WORLD
    "Monster's what they are. Anarchists. Crazies. Civilization's a GOOD thing, I dunno why they don't get that."

    Your peers don't understand you. Even in the fey realms you are something of a controversy, though you would not be openly opposed by the courts. You don't need them to like you, to understand you. You know your purpose, rallied on by the ancients entities from the primordial faerie.
    Daily Life: You're called a terrorist, an anarchist, a monster. When you aren't fulfilling your purpose, you tend to avoid towns and cities. You make a living off of the land, hunting and gathering as need be.
    Organizations: Unholy are so few and far between that most don't even know others exist.

    NPC Reaction
    Most mortals who discover your nature are hostile to you. Certain fey, such as nymphs or others that enjoy interacting with mortals, will sometimes be unfriendly towards you. You might find more primal entities, such as greater elementals and more ancient fey, friendly to you.
    Last edited by Xallace; 2009-11-30 at 09:48 PM.
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