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    Default Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Okay, last one in this project. A while ago I set out to make prestige classes for Angelic Paragons, and now this is the last one. Woof, that took a while. Please PEACH, and thank you in advance for the help, as well as thank you to everyone who helped me with this project!

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    WARNING: If you've read the fluff for Moriphractiel and Seraphitus elsewhere, skip to below the dotted line, that has the last paragraph of Moriphractiel's fluff from the base thread, then new stuff.

    Long ago, two angels were born from the essense of good, whether previously mortal or purely divine in nature it is not known. These angelic twins, Seraphitus and Moriphractiel, fought side by side in the War of Pesh, aiding the celestial hosts, quickly making names for themselves. And so it was decided, by the powers of law and the gods, that after the signing of the Pact Primeval, all remaining angels would be divided between the two. Seraphitus advised the lawful angels from the Alabaster Spires in K'un-L'un, while Moriphractiel led mighty hunts across Panagea, the Beastlands and Arborea, training the chaotic angels to hunt and watch, ever ready.

    As time passed new angels rose to the level of the twins, and they welcomed them with open arms, seeking new brothers-in-arms. But Seraphitus secretly councilled Moriphractiel to avoid the others, not trusting those who had not been born in times of test by flame, proving mettle by hardship and war. These were softer angels, born of mortal virtues and deeds, and were thus flawed by mortal natures. A dark seed was planted by these words in the mind of Moriphractiel, and he withdrew to Pangaea, taking the angels directly under his command to the demiplane as well. Where once he had been an angel of strict emotion, unbridled joy, limitless sorrow, titanic fury and unquenchable lust, he now was ruled by a new master, doubt. It gnawed at his soul, causing him to place his faith in the vast beasts of Pangaea over the other angelic paragons, even sending his host of angels away to serve his brother.

    Often he would send his astral form out upon the planes, spying on the "machinations" of the other paragons, and often having dalliances with mortal women, leading in those formative days of mortalkind to the Bloodline of Moriphractiel, a bloodline now weak and muddied ages later. Those who carried this bloodline often became great heroes, or great villains, the angelic blood giving mighty strength, burning passions, and keen minds.

    While Moriphractiel fought a shadow war against non-existent enemies, Seraphitus carried on with his own goals. The advent of the new angels had left Seraphitus with little to do, and many angels to do it with, and so he sought new goals and aspirations, joining the Blood War for a short time, fighting on neither side but revelling in the bloodshed and death as the fiends threw themselves at each other, endless waves of tanar'ri breaking on the iron-wrought shield walls of the baatezu. Whenever one side would gain the upper hand, he would capture and kill their spies, cripple their supply lines, destroy their diviners, anything to leave the forces without vital knowledge and resources that would guarantee victory. When news of his actions reached the ears of the gods, they brought Seraphitus forth in chains to stand trial.

    All wrong-doing was scourged from Seraphitus by Scarumaiel using the mists of Avalon, and the gods sent Seraphitus to parley with the now estranged Moriphractiel, hoping to assuage his fears and bring him back to the host of angelic paragons. When Seraphitus finally found his brother, he was more animal than angel, a furious monster of tooth and claw, bristling wings battered by titanic clashes with the prehistoric denizens of Pangaea, formed covered in literal "vines of doubt", sprouted by the seed planted in his soul long ago by his brother. And Seraphitus smiled.

    The mists desperately sought to extinguish the smoldering coals of evil within Seraphitus, and he in turn sought to place them in another. After confronting his brother, he reached out with a hand and touched his face, Moriphractiel looking into his brother's eyes, and the lost angel spoke but three words, "End this please." Seraphitus, a loving smile on his lips and a twinkle in his eye, let the mists slip forth into Moriphractiel's body, scourging his soul and mind, attempting to redeem him, instead leaving him with naught by his wild and monsterous form, his soul convalescing in Seraphitus' hands. With this, Seraphitus fled to the Outlands, and from there entered K'un L'un, stealing into his Alabaster Spires and setting about fortifying it against attack. Each of the angels under his command underwent an apotheosis, the male angels becoming foul dark-scaled drakes of shadow, and the females becoming beautiful winged creatures similar to the erinyes of Baator, though wrapped in sharps wires and blades, wearing metal masks, never showing their visages.

    --------------------------------------------------------------------------

    Seraphitus ever sits in his Alabaster Spires, never leaving his throne at the most reinforced part of the towers, at the heart of a keep so strongly fortified that the sounds of battle outside don't even shake the crystal goblet in his hand. Seraphitus is waited upon hand and foot by his "maidens", while his "beasts" war against the armies of the angelic paragons outside. Sometimes, while falling into a "deep sleep", Seraphitus will send out an astral form in the shape of a great black drake, smashing the armies of good, or destroying temples or libraries, ever lashing out at knowledge to make others weak, so that he might be strong.

    Seraphitus' goals of destroying his foes, especially the other angelic paragons, requires him to sever them from their mortal Orders. To this end, he has also founded an order, called the Order of Oathbreakers, made up of those who had forsaken their oaths and bonds. This order, as well as battling and undermining the angelic orders when possible, destroy libraries and magical repositories in order to lessen the chance that others will learn of his foes. This has brought the order into an alliance with the rakshasa, mythic beasts who perform similar attacks for their own reasons. A mutual bond of fellowship, as much as can be shared by two paranoid and treacherous groups, has been founded between the two, even to the point of an alliance between Seraphitus and the rakshasa god Ravana, his only divine alliance.

    Seraphitus appears as a small child most often, though he can change his age, mostly always appearing as the same beautiful man in various stages of life. He is always dressed in finery, furs and samite of such exquisite quality that it looks as if he could barely stand. He rarely does though, instead sitting in a gilded throne within his impregnable throne room, his wing resting to either side of his throne lazily and his silver curls kept neatly beneath a platinum circlet. Though he looks non-threatening, his eyes, starry expanses of void, seem to twinkle with malevolence and sadism, his childish smile almost a perverse grin when one looks again.


    Oathbreaker of Seraphitus

    Requirements
    To qualify to become an oathbreaker of Seraphitus, a character must fulfill all the following criteria.
    Alignment: Any evil
    Skills: Bluff 9 ranks, Disguise 7 ranks, Hide 9 ranks, Knowledge (religion) 4 ranks, Sense Motive 4 ranks
    Feats: Emblem of Seraphitus
    Special: Must have the poison use ability as a class ability, feat or racial ability.

    Oathbreaker of Seraphitus
    hit dice:d6

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

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Willing possession


    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Betrayal, ne’er failing light


    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Sneak attack +1d6

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Ceremony of wings

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Inspire hatred

    6th|
    +6
    |
    +2
    |
    +5
    |
    +5
    |Ceremony of becoming, sneak attack +2d6

    7th|
    +7
    |
    +2
    |
    +5
    |
    +5
    |Pact of ignorance

    8th|
    +8
    |
    +2
    |
    +6
    |
    +6
    |Ceremony of flesh

    9th|
    +9
    |
    +3
    |
    +6
    |
    +6
    | Sneak attack +3d6

    10th|
    +10
    |
    +3
    |
    +7
    |
    +7
    |Darkness o’er all[/table]

    Class Skills

    The oathbreaker of Seraphitus’ class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

    Skill Points
    6 + Int modifier

    Willing Possession: Upon entering the class, an oathbreaker of Seraphitus is visited in her dreams by one of her lord’s fallen angels, either a maiden or beast of Seraphitus. Knowing his mortal servants’ minds intimately, he sends the one most suited to the oathbreaker’s skills and temperament (i.e. the oathbreaker chooses which she’d prefer basically).

    An oathbreaker bonded with a maiden of Seraphitus gains the ability once per day for every two levels in this class to make her face resemble that of one of her enemies’ loved ones or hated enemies.

    This counts as a gaze attack with a 30ft range (Will save, DC 10+ half oathbreaker’s class level + her Cha modifier), and her face’s appearance is subjective to each of her opponents loved ones and hated enemies. When using this ability, the oathbreaker can choose to incite shock, weariness, or despair with her gaze. If the enemies fail their saves, they are affected by a status affliction based on the emotions invoked. Shock causes the dazed condition, weariness the fatigued condition, and despair the sickened condition. The gaze attack remains active for a number of rounds equal to the oathbreaker's class level, and the conditions last for a number of rounds equal to the oathbreaker's Charisma modifier, though they allow a new save each round to shake them off. Creatures who gain boni aginast mind-affecting effects gain those bonuses on their saves against this ability, but boni against fear specifically do not apply.

    In addition, the oathbreaker gains a death attack. If an oathbreaker studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (oathbreaker’s choice). While studying the victim, the assassin can undertake other actions so long as her attention stays focused on the target and the target does not detect the oathbreaker or recognize the oathbreaker as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the oathbreaker’s class level + the oathbreaker’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the oathbreaker. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the oathbreaker has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.

    If a death attack is attempted and fails (the victim makes her save) or if the oathbreaker does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

    Levels in this class stack with levels in other classes that have death attack for the purpose of determining the effects and save of death attack.

    An oathbeaker bonded with a beast of Seraphitus gains the ability to once per day gain a rush of power, the fallen angel taking over for the wounded and tired oathbreaker. When the oathbreaker has less than half her hit points left, she can enter a frenzy as an immediate action, immediately gaining temporary hit points equal to twice her class level as well as damage reduction (class level)/good or evil. Also, while in this frenzy the oathbreaker can use one-handed weapons while grappling and can make a grapple check while grappling to constrict her opponent. This constrict attack deals 2d6+1.5times the oahtbreaker's Strength. This frenzy lasts for three rounds plus one round per point of the oathbreaker's Con modifier, or until her current hit points are once again more than half of her total hit points, which ever occurs first.

    Betrayal: Anytime a 2nd level oathbreaker of Seraphitus deals damage to a creature who is indifferent (i.e. anything that doesn't want to hinder, hurt or attack her, DM's final decision), friendly or helpful towards her with an attack, the victim must make a Will save (DC 10+ the oathbreaker’s class level + his Cha modifier) or be stunned for 1d4 rounds.

    Ne’er Failing Light: A 2nd level oathbreaker of Seraphitus is able to tap into the holy energy she may have had before her fall and conversion to Seraphitus. If the oathbreaker has any feats that require the character to be good-aligned or exalted to take them, she is considered still eligible for them, though she cannot take new feats with these requirements. The oathbreaker must still fulfil all requirements of the feat not having to do with be exalted or good. For instance, if the oathbreaker has the Vow of Nonviolence, she cannot deal lethal damage or cause pain to humanoids or monstrous humanoids, but she is not bound to treating prisoners well or not using poisons (except on humanoids and monsterous humanoids), as those are requirements of being exalted, not the feat itself.

    An oathbreaker with the Vow of Poverty feat may still carry and wield Firfiski (see below) without violating her vow.

    The oathbreaker does not regain access to any of these feats though: Servant of the Heavens, Favoured of the Companions, Knight of the Stars, Acolyte of the Archangels.

    Sneak Attack: If a 3rd level oathbreaker of Seraphitus can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The oathbreaker of Seraphitus’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the oathbreaker of Seraphitus flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every three levels. Should the oathbreaker of Seraphitus score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, an oathbreaker of Seraphitus can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    An oathbreaker of Seraphitus can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The oathbreaker of Seraphitus must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An oathbreaker of Seraphitus cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    If an oathbreaker of Seraphitus gets a sneak attack bonus from another source the bonuses on damage stack.

    Ceremony of Wings: At 4th level, an oathbreaker of Seraphitus undergoes a ritual to become more in touch with her inner fallen angel, gaining the ability to call and dismiss magical wings as a move action. These wings provide a fly speed equal to twice the oathbreaker’s base speed at average maneuverability. The wings are either feathery (maiden) or leathery (beast).

    Gaining this ability requires 10 uninterrupted minutes of work upon reaching 4th level for either the Order of Oathbreakers or the oathbreaker herself to inscribe scarification and tattoos in the shape of wings upon the oathbreaker’s back.

    Inspire Hatred: Three times per day as a standard action a 5th level oathbreaker of Seraphitus can ignite passionate and unreasoning hatred in one or more creatures within 30ft. The oathbreaker must indicate an object of hatred for the targets. The oathbreaker can affect a number of target equal to half his class level. Each target must be able to hear the oathbreaker, and is entitled to a Will save (DC 10+ oathbreaker’s class level+ her Cha modifier). If the target fails, he/she is filled with hatred towards the indicated object of hatred, and attacks it to the exclusion of all others. If the affected creature is attacked, he/she can defend him/herself normally, but returns as soon as possible to attacking the object of his/her hatred. This effect is considered mind-affecting and lasts for a number of rounds equal to the oathbreaker’s class level plus twice her Charisma modifier.

    Ceremony of Becoming: Upon reaching 6th level, an oathbreaker undergoes another ritual to become even further bonded with the fallen angel possessing her.

    If the oathbreaker is bonded with a maiden of Seraphitus, she gains a special touch attack. Once per day, the oathbreaker of Seraphitus can touch a target and make her forget the oathbreaker's specific features and identifying details. This acts as a modify memory spell (Will save negates DC 10+ oathbreaker's class level+ Cha modifier). Also, for one day per oathbreaker level the target cannot communicate about the events surrounding her encounter with the oathbreaker (DM's discretion on what involves and doesn't involve the encounter). Speech turns to gibberish, writing to unintelligible scrawl, etc. If the target is forced to communicate on the subject continuously, after a minute of this failure to communicate the target suffers the effect of a wrack spell.

    Also, the oathbreaker's gaze attack improves. She can now incite obsession as well as the others, and inciting shock now causes the stunned condition, weariness the exhausted condition, and despair the nauseated condition (it only lasts one round), while obsession causes the fascinated condition. The oathbreaker can still choose to cause the lesser conditions if desired.

    If the oathbreaker is bonded with a beast of Seraphitus, she gains the powerful build ability, essentially making her considered large size for the purpose of rolls and checks when it would be beneficial. Also, she can breathe a cone of force, dealing 1d6 points of damage per class level (Reflex for half DC 10+ oathbreaker’s class level+ her Con modifier) in a 30ft cone. Once this ability is used, it cannot be used for 1d4 rounds.

    Gaining this ability requires 30 uninterrupted minutes of work upon reaching 6th level for either the Order of Oathbreakers or the oathbreaker herself to inscribe scarification and tattoos upon the oathbreaker’s face, head and neck.

    Pact of Ignorance: Once per week a 7th level oathbreaker of Seraphitus can invoke the pact that Seraphitus forged with the rakshasa when he began his defense of the Alabaster Spires. When a oathbreaker would take damage that would drop her to -1 hit points or below, she can take an immeidiate action to summon a rakshasa, who is disguised as her. This raksha takes the damage and continues to fight in the oathbreaker’s stead for one round per class level, and at the same time, the oathbreaker receives the benefit of a dimension door spell as if cast by a caster of her character level.

    Ceremony of Flesh: Upon reaching 8th level, an oathbreaker of Seraphitus undergoes the last rite of her order, becoming a true mortal vessel of Seraphitus’ machinations. The Order of Oathbreakers, when perfoming this ritual, is gifted a small piece of celestial or fiendish flesh by their patron, taken from his foes. The oathbreaker consumes this flesh at the height of the ritual.

    An oathbreaker bonded with a maiden of Seraphitus gains the ability to store her armour, firfiski and up to 50 lbs of other objects within her body. These items do not count towards encumberance when stored, and can be stored and retrieved as a free action. While the oathbreaker is unarmoured, unarmed and unencumbered, the tattoos across her flesh disappear, removing the ability of those with Knowledge (religion) ranks to identify her. She also becomes totally unthreatening to others (Opponent's Sense Motive check vs. Oathbreaker's Bluff check, with the Oathbreaker gaining a bonus equal half her class level) granting her a +4 bonus on attacks and damage against flat-footed opponents, as well as to the DC of her death attack.

    Also, the oathbreaker's gaze attack once again improves. She can now focus her gaze as a standard action to target one creature, which intensifies the effects but causes the area effect of the gaze attack to cease working until the start of the oathbreaker's next turn. Inciting shock in this way causes the paralyzed condition, weariness the staggered condition (only with respects towards actions available) and a -4 to AC, attacks and saves, despair the disabled condition (only with respects to actions available, taking a standard action (or some free) causing 1 point of damage and moving at half speed), while obsession causes the confused condition.

    An oathbreaker bonded with a beast of Seraphitus gains regeneration 10, which is overcome by good-aligned or evil-aligned weapons. She also gains the ability to once per encounter turn a regular attack into a smite attack, gaining a bonus on attacks equal to her Charisma modifier, and a bonus on damage equal to her level. This smite attack also carries a small amount of the beast's poison (Dmg Primary: 1d6 Str & Dex damage/Secondary: 1 Str & Dex drain, DC 10+ oathbreaker's level + Con or Cha modifier, whichever is higher)

    Gaining this ability requires 1 uninterrupted hour of work upon reaching 8th level for either the Order of Oathbreakers or the oathbreaker herself to inscribe scarification and tattoos on the oathbreaker’s chest, shoulders and arms.

    Darkness O’er All: Once per encounter, a 10th level oathbreaker of Seraphitus can surround herself with an aura out to 50ft. This aura lasts for a number of rounds equal to the oathbreaker’s Charisma modifier. The oathbreaker is considered to have partial concealment from her opponents, and all supernatural or spell-like abilities, as well as spellcasting, gain a 20% failure chance. This effect affects spells that have targets or target areas within the aura. The oathbreaker also gains spell resistance equal to 20+ her charisma modifier. If the oathbreaker wishes, she can end the effect early in order to gain a bonus to her attack, damage and AC for one round equal to the number of rounds she had left.

    And now the feat

    Emblem of Seraphitus (Vile)
    You have forsaken all other oaths prior to pledge your life to the Order of Oathbreakers and their fallen master. In exchange for your sworn fealty, you gain the mystical and forgotten knowledge of how to wield the favoured weapon of the Order, and you become a consummate professional at getting answers through violence.

    Benefit: You gain proficiency with the Firfiski (see below) as well as gaining a +1 bonus to attacks with the weapon. Also, victims of torture by you do not gain the usual +4 bonus to Bluff checks, as you are well aware of their desire to say anything to make the pain stop.

    Special: In order to take this feat, you must have betrayed a major oath or code of conduct that your previously held (i.e. you are a fallen paladin, ex-monk, ex-healer, ex-cleric, ex-samurai, ex-knight, or have betrayed a sworn oath in character). Any character with ranks in Knowledge (religion) can identify you as a member of the Order of Oathbreakers with a Knowledge (religion) check (DC = your ranks in Disguise - your level in Oathbreaker of Seraphitus).You lose access to these feats if you have them: Servant of the Heavens, Favoured of the Companions, Knight of the Stars, Acolyte of the Archangels, Bloodline of Moriphractiel, Brand of the Nine Hells, Disciple of Darkness or Thrall to Demon.

    Firfiski
    Elven for “the void between light and darkness”, this title was originally applied to Seraphitus to refer to his fall from light and his animosity towards both the celestials and fiends. His mortal Order designed a unique weapon, a small rapier thin point of metal, that instead of having a handle has a series of rings that slip over the wielder’s knuckles, making the weapon a strange thing to wield, but a vicious and painful weapon in the hands of the Order.

    {table=head]Firfiski|Light Exotic Weapon|Cost 10gp|Damage:1d6|Crit:18-20/x2|piercing|1 lb.[/table]

    Special: A character can only gain proficiency with this weapon through the Emblem of Seraphitus feat. When the wielder confirms a critical hit with this weapon, the weapon leaves a grievous bleeding wound that continues to deal 1 point of damage each round until healed with a DC 15 Heal check or the application of any sort of healing magic.
    Last edited by Sir_Chivalry; 2010-12-02 at 04:42 PM.
    Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

    "One of us is tender,
    One of us is not,
    One of us takes vengeance,
    All four tied in a knot
    "

    My homebrew

    (U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

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    Mulletmanalive's Avatar

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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    I like the bonded villainy. Always fun.

    Betrayal this would probably be better if it included Indifferent targets as there is a certain trust to ignoring someone, othersiwe it's being unfriendly. Makes it more useful and you can imagine a fight starting with one of those knuckle knives cutting a gash in the victim's face and him holding his eye in disbelief.

    Ceremony of Becoming the male version should have it's breath weapon more often, at least once per encounter, if not once every 5 rounds [i know that's more or less the same thing in core, but whatever], otherwise it'll become that "incase there's a bigger robot crab later" situation like with special guns in video games...

    Pact of Ignorance there's something about this that doesn't sit right with me and I can't place it. Might be the seeming selflessness on the part of the Rakhsasha...

    Ceremony of Flesh Again, the male portion is a little weak. Regeneration 10 would be more like it, otherwise it has no combat effect at these levels save for making it impossible to keep him down [unless that was the intention, in which case Regeneration 0 would be sufficient]. The regeneration should be overcome by something symbolic, perhaps Good or even Sacred... Then again, I've prefered the Pathfinder/4e version of Regeneration since they emerged anyway.

    Darkness O'er All this should probably be once per encounter; once per day capstones are a pain and at this level, you need every aid you can get against magic. SR might be in order if they expect betrayal at all points too.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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  3. Top - End - #3
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    Sir_Chivalry's Avatar

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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Quote Originally Posted by Mulletmanalive View Post
    I like the bonded villainy. Always fun.

    Betrayal this would probably be better if it included Indifferent targets as there is a certain trust to ignoring someone, othersiwe it's being unfriendly. Makes it more useful and you can imagine a fight starting with one of those knuckle knives cutting a gash in the victim's face and him holding his eye in disbelief.

    Ceremony of Becoming the male version should have it's breath weapon more often, at least once per encounter, if not once every 5 rounds [i know that's more or less the same thing in core, but whatever], otherwise it'll become that "incase there's a bigger robot crab later" situation like with special guns in video games...

    Pact of Ignorance there's something about this that doesn't sit right with me and I can't place it. Might be the seeming selflessness on the part of the Rakhsasha...

    Ceremony of Flesh Again, the male portion is a little weak. Regeneration 10 would be more like it, otherwise it has no combat effect at these levels save for making it impossible to keep him down [unless that was the intention, in which case Regeneration 0 would be sufficient]. The regeneration should be overcome by something symbolic, perhaps Good or even Sacred... Then again, I've prefered the Pathfinder/4e version of Regeneration since they emerged anyway.

    Darkness O'er All this should probably be once per encounter; once per day capstones are a pain and at this level, you need every aid you can get against magic. SR might be in order if they expect betrayal at all points too.
    All done. Thanks as usual! Thoughts on the fluff?
    Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

    "One of us is tender,
    One of us is not,
    One of us takes vengeance,
    All four tied in a knot
    "

    My homebrew

    (U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

  4. Top - End - #4
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    GreenSorcererElf

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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    I really like the fluff for the class. The abilities and the backstory are all solid conceptually and I very much approve. Linking to rakshasas is cool and I wasn't aware of that association for those guys.

    You need to specify what maneuverability of flight the wings grant. I would advocate average.

    The natural armor bonus from ceremony of flesh is too high, especially considering it stacks with everything else. Drop it down to a +1 increase or make it a +4 or +5 enhancement bonus to natural armor. Similarly, the regeneration makes the guy basically never require healing again from some sources and should be made limited-duration (such as for 2 rounds per level, activated as a free action).

    I disagree with Mulletmanalive and think you should return the capstone to being 1/day.
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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Quote Originally Posted by MythMage View Post
    I really like the fluff for the class. The abilities and the backstory are all solid conceptually and I very much approve. Linking to rakshasas is cool and I wasn't aware of that association for those guys.

    You need to specify what maneuverability of flight the wings grant. I would advocate average.

    The natural armor bonus from ceremony of flesh is too high, especially considering it stacks with everything else. Drop it down to a +1 increase or make it a +4 or +5 enhancement bonus to natural armor. Similarly, the regeneration makes the guy basically never require healing again from some sources and should be made limited-duration (such as for 2 rounds per level, activated as a free action).

    I disagree with Mulletmanalive and think you should return the capstone to being 1/day.
    Changes have been made to the things you mentioned.

    Made the natural armour not stack with other natural armour, and the regeneration was dropped to five.

    Back to 1/day
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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Even if it stacks with no other natural armor at all, +8 is extraordinarily high for a PC's natural armor. +6 is really the highest that should ever go, if you're being generous.

    I still disagree with leaving the regeneration constant, but it's not so bad on a villain who is expected not to need balancing for PC encounter-oriented play.
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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Quote Originally Posted by MythMage View Post
    Even if it stacks with no other natural armor at all, +8 is extraordinarily high for a PC's natural armor. +6 is really the highest that should ever go, if you're being generous.

    I still disagree with leaving the regeneration constant, but it's not so bad on a villain who is expected not to need balancing for PC encounter-oriented play.
    The highest I've ever seen was +9, Kyton tainted PrC, 10th level, but that could be taken as early as 2nd level. I'll lower it to +6 if you like though.

    What if the regeneration was active only when in that rage-like ability from Willing Possession?
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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Reopening this so someone can PEACH it, doing a little PEACH exchange.

    Note:
    Quote Originally Posted by Forum rules excerpt
    Homebrew (and only that poster) may revive a creation beyond the six-week threshold without prior Moderator approval.
    Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Assassin prereq in core, a few other options outside of core, but Rogue seems the intended entrance. Trades 2 skill point for a good BAB, slightly slows SA. That alone looks fair, now let's take a look at the abilities.

    Betrayal: Interesting, but a bit clumsy, many DMs prefer to roleplay NPC interaction more and only use Diplomacy when the PC makes a particular request/suggestion/etc. or on occasion when the conversation doesn't really need to be roleplayed out. Experienced DMs also favor more fluid DCs for Diplomacy checks, and so many DMs don't keep track of NPC state towards the player in those terms, so this would be something else to keep track of. Not reason enough to change it though. Balance wise it seems... okay. Potentially very abusable, but a good DM will keep it in mind.

    Ne’er Failing Light: Part of it necessitates the DM using the "if you no longer qualify you no longer benefit" stand point, which most do. Also not useful to characters who have none of the mentioned feats, but still abusable for players who plan ahead. Overall, fine for the first level, but varying degrees of usefulness, from downright useless, to potentially overpowered.

    Willing Possession: Beast is clearly superior because of the DR, even considering how common aligned attacks are. Wording is a bit clumsy. Not much else to say. I don't really like it, but I understand what you're trying to do, and it could work alright. Seems like it'd be a better ability at first level.

    Ceremony of Wings: Flight. Not much to say other than: why would they want to dismiss the wings? Doesn't make much sense. There may be some neat cinematic things you could do, but I would just give them flight, or add in a reason why it's a good idea to have them hidden.

    Inspire Hatred: This is really great. Best ability so far, well written, clear and easily understood. Only change I might make is to have the effect last longer. I envision this being used by a villain (this is an Evil PRC) to turn a crowd of commoners against a hero or heroes. Assuming the Oathbreaker has... let's see, about a 22 Cha or so, the effect only lasts 6 rounds, which is less than a minute. Hardly one of the great cinematic events you see when such an ability is used. My idea is to make the ability as is usable only twice per day, but add a second piece, usable once per day as a full round action that lasts a number of rounds equal to the Oathbreaker's charisma score. The ones usable twice per day would then be more for distractions while he escapes, while the longer lasting one would be a good combat tactic. I would also add in a clause that says that the ability may not be used to make a target hate itself.

    Ceremony of Becoming: Once again, Beast seems superior to me, even for a rogue type, actually especially for a rogue type. Also, "her Con modifier for half" what does this mean?

    Pact of Ignorance: Very powerful, odd name. The recharge is a bit inconvenient, a better limitation would just be that it's only usable 1/week or something similar. As is, it draws focus away from the story of the campaign in order to recharge an ability.

    Ceremony of Flesh: Once again, Beast is better. The constant DR from Maiden is nice, but non-stacking Natural Armor bonus is not nice. Class features should always stack with the creature's base stats. Regeneration 5 is also superior to DR, especially since the Regeneration is overcome by only Good, and DR by Good and Evil. A possible fix for this would be, instead of giving the two choices a different way to do the same thing, (that is, they both have defensive combat abilities) is to give the two options entirely different strengths. Rework the Maiden choice so that it gives an advantage in another region, say stealth/skills/something along those lines.

    Darkness O’er All: Very nice capstone. Good for dealing with spellcasters, and not useless against meleers. I might add that spells targeting the area within the aura have the failure chance even if the caster isn't within the aura.

    The class overall is... okay. Few of the abilities need to be moved, it's doesn't have any really apparent balance problem, but it could still use some work as noted above. I'd say... 5 or 6 out of 10. Again, tentatively, I'm really bad at estimating those kinds of numbers.
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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Updated the maiden parts to more assassin-y, let me know what you think!
    Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    I'll have a thorough look when I'm a little more with it. I'm still baffled by the arguments that led to the nerfing of the male chain.

    A spellcaster can achieve regeneration with no antigen with three spells, only one of which is over 3rd level [trollish vigor, 6th] but a melee creater has the same as it's sole feature for that level and the sky is falling...

    Sometimes even from people who say that a class with 5/10 casting is underpowered... doy!
    Last edited by Mulletmanalive; 2010-11-30 at 03:30 PM.
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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Quote Originally Posted by Mulletmanalive View Post
    I'll have a thorough look when I'm a little more with it. I'm still baffled by the arguments that led to the nerfing of the male chain.

    A spellcaster can achieve regeneration with no antigen with three spells, only one of which is over 3rd level [trollish vigor, 6th] but a melee creater has the same as it's sole feature for that level and the sky is falling...

    Sometimes even from people who say that a class with half casting is underpowered... doy!
    So you'd advocate uping the regen by which way? Uping the amount recovered? Eliminating one of the aligned weapons that by passes it?
    Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

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    All four tied in a knot
    "

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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Ok...the short and tall is tha the gaze is potent. The rest are virtually trimmings by comparison. Even death attack. To measure up to that, the beast basically needs some form of debuffing smite from the get go. Dazed or Slow should help and it needs to be reasonably numerous, perhaps measured per encounter [think about it this was, 3 rounds of Daze Gaze is about 12-16 saves against something that stops you fighting, period.

    Everything that follows is just reinforcement:

    level 1, the maiden gets a lot of charcoal. Will save, "you don't get to play" are potent and she gains Death Attack?

    Ok, fair enough, Death Attack isn't all that powerful decause of it's wind-up but the gaze is potent.

    The Beast gets...some temporary Hp and not much DR...only thing being noticably slowed by that DR at that level are two-weapon build fighters and some monks. I'm going to suggest, against my better judgement, that the rage should hand over the use of a Tiger Claw manoeuvre. Either that or a Strength boost like a normal rage...

    overall, the maiden wins this solidly on "wanna play" value.

    level 6: hmmm...the beast gets something here at least compared to the maiden, who can now inflict the dreaded Stunned condition. And modify your memory in a specific way. Give the beast a 1d4 recharge abd you're set here; stunning trumps damage potential every time as most sunned things don't get a chance to recover.

    Level 8: Paralysis and doom stabbing vs regeneration 5 and a smite attack...

    Regeneration of 10, maybe even 20 is solidly in the something category, thoug Fast Healing is harder to argue with. You could take the middle ground and give fast healing that stops functioning for a round if you're damaged by specific attacks.

    The smite is...daily. And weak for it. stunnig or poison for free. That's what you need, and some more uses. Again, maiden is winning this one on he wirth having stakes [considering that the gaze is less powerful than spells of this level, it seems reasonable to work up to it rather than down].

    Level 10: I'm still not convinced that this is powerful enough to compare to an 8th level spell, let alone a ninth. As a one/day capstone? Dude, you argued me down that a 10/10 casting class wasn't excessive and you're going to listen to folks who say that a 20% screw you to casters is too much for a level 17 capstone to be used every encounter? That's just confusing...

    Bam, there we go. I've been cooped up due to snow so it might not be as temperant as I once was, sorry about that.

    As for my projects, I work mostly in an alien and forbidding realm called Mecha Victoriana and only really convert back for other people's amusement and I'm not going to ask you to learn another version of d20 to help me poke at my work
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    Default Re: Angelic Paragons: Oathbreaker of Seraphitus (PEACH)

    Quote Originally Posted by Mulletmanalive View Post
    Ok...the short and tall is tha the gaze is potent. The rest are virtually trimmings by comparison. Even death attack. To measure up to that, the beast basically needs some form of debuffing smite from the get go. Dazed or Slow should help and it needs to be reasonably numerous, perhaps measured per encounter [think about it this was, 3 rounds of Daze Gaze is about 12-16 saves against something that stops you fighting, period.

    Everything that follows is just reinforcement:

    level 1, the maiden gets a lot of charcoal. Will save, "you don't get to play" are potent and she gains Death Attack?

    Ok, fair enough, Death Attack isn't all that powerful decause of it's wind-up but the gaze is potent.

    The Beast gets...some temporary Hp and not much DR...only thing being noticably slowed by that DR at that level are two-weapon build fighters and some monks. I'm going to suggest, against my better judgement, that the rage should hand over the use of a Tiger Claw manoeuvre. Either that or a Strength boost like a normal rage...

    overall, the maiden wins this solidly on "wanna play" value.

    level 6: hmmm...the beast gets something here at least compared to the maiden, who can now inflict the dreaded Stunned condition. And modify your memory in a specific way. Give the beast a 1d4 recharge abd you're set here; stunning trumps damage potential every time as most sunned things don't get a chance to recover.

    Level 8: Paralysis and doom stabbing vs regeneration 5 and a smite attack...

    Regeneration of 10, maybe even 20 is solidly in the something category, thoug Fast Healing is harder to argue with. You could take the middle ground and give fast healing that stops functioning for a round if you're damaged by specific attacks.

    The smite is...daily. And weak for it. stunnig or poison for free. That's what you need, and some more uses. Again, maiden is winning this one on he wirth having stakes [considering that the gaze is less powerful than spells of this level, it seems reasonable to work up to it rather than down].

    Level 10: I'm still not convinced that this is powerful enough to compare to an 8th level spell, let alone a ninth. As a one/day capstone? Dude, you argued me down that a 10/10 casting class wasn't excessive and you're going to listen to folks who say that a 20% screw you to casters is too much for a level 17 capstone to be used every encounter? That's just confusing...

    Bam, there we go. I've been cooped up due to snow so it might not be as temperant as I once was, sorry about that.

    As for my projects, I work mostly in an alien and forbidding realm called Mecha Victoriana and only really convert back for other people's amusement and I'm not going to ask you to learn another version of d20 to help me poke at my work
    Okay, did everything you asked me. I wasn't sure whether to go with regen 10, regen 20 or fast healing 10 or 20, so what do you think people?

    I added a poison to the smite attack and made the frenzy thing give the benefits of two 3rd level stances from Tiger Claw and Stoen Dragon. They seemed to make the beast-bonded oathbreaker more feral and animalistic, which I like.
    Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

    "One of us is tender,
    One of us is not,
    One of us takes vengeance,
    All four tied in a knot
    "

    My homebrew

    (U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

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