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  1. - Top - End - #1
    Ogre in the Playground
     
    NecromancerGuy

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    Default D20 Modern; Zombie Survival Magic

    My attempt to make a few magic oriented d20 modern Advanced classes, for use in a somewhat "real life with Zombies" kind of game. And ya, I'm going in aware that 3/4 of them are almost the same thing, and might have some really nasty side effects. However, that is the POINT.

    In this, magic is not something you get freely or cheaply. If you don't control it? You turn into some horrible thing that wants to Suck the souls out/Smite/Burn/Drown/Shock/Bury/Drain their blood to your friends.


    The Essence Mage

    Everything has a spark of magic, but the common fact is that no human has enough natural magic to use it. But what if you began to steal from others? To absorb bits of their 'soul'? Or even better, to trap and slowly consume those incorperal spirts made of the raw stuff of magic?

    The Essence Mage is not a true magiuc, but rather a Arcane Leech. Feeding off other creatures magic to fuel their own meger amount of spells, sometimes the hunger gets a little out of control...

    Requirements
    To qualify to become a Essesnce Mage, a character must fulfill the following criteria.
    Skills: Knowledge (arcane lore) 6 ranks, Knowledge (theology and philosophy) 6 ranks
    Special: Must Drink the blood of a Arcane Zombie of any type.

    Class Information
    The following information pertains to the Essence Mage advanced class.

    Hit Die
    Essence Mages gain 1d6 hit points per level. The character's Constitution modifier applies.

    Action Points
    Essence Mages gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they attain a level in this class.

    Class Skills
    The Essence Mage's class skills are as follows.
    Bluff (Cha), Concentration (Con), Craft (electronic, mechanical) (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcane lore, current events, streetwise, theology and philosophy) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Int).
    Skill Points at Each Level: 2 + Int modifier
    {table]Level|BAB|Fort|Ref|Will|Class Features|Def|Rep|Spells Known|Max Spell level Known
    1|+0|+2|+0|+2|Drain Essence 1d4, Essence Pool|+1|+0|2|1
    2|+1|+3|+0|+3|Spirt Ward|+1|+0|3|1
    3|+2|+3|+1|+3|Drain Essence 1d6|+2|+0|3|1
    4|+3|+4|+1|+4|Spirt Trap|+2|+0|4|2
    5|+3|+4|+1|+4|Drain Essence 1d8|+3|+1|5|2
    6|+4|+5|+2|+5|Subdual Drain|+3|+1|5|2
    7|+5|+5|+2|+5|Essence Drain 1d10|+4|+1|6|3
    8|+6|+6|+2|+6|Expanded Essence Pool|+4|+2|7|3
    9|+6|+6|+3|+6|Essence Drain 2d6|+5|+2|7|3
    10|+7|+7|+3|+7|Control the Hunger, Essence Burn|+5|+2|8|4[/table]

    Drain Essence(SU); You see, the Essence mage is basicly a vampire that steals not blood, but vital spirtual energy and repurposes it to fuel their own magic, and to sate the dark hunger that gnaws in them.

    Essence Drain deals the listed amount of damage to one target in 5ft per Essence Mage level. For every 10 points of damage you inflict, and it does not have to be in the same round, you gain 1 Essence in your Essence pool.

    Using Essence Drain is a Ranged touch attach that pervokes attacks of oppertunity, and is used as a attack option.

    Essence Pool(SU); Your Essence Pool is what all your other abillities draw on. It is equal to your levels in Essence Mage.

    Spells; As a Essence Mage, you can only know a limited number of spells. Each one costs Essence equal to the spell level to cast, and may be cast so long as you have the essence to pay for them.

    Spirt Ward(SU); You may use Protection from spirtsfor 1 essence. This is identical to protection from evil, but works against anything that has the Incoperal subtype.

    Spirt Trap; You may try and force a spirt into a specialy perpared trap that costs 1 Essence per HD of the target. This does something very good for you while the target is traped.
    You may use a special form of Essence Drain 1/round, and the Traped spirt loses 1 HD. You gain [Essence mage level times targets HD] essence.
    Or, you can use it to slowly replienish your essence, recvining 1 Essence per the Trap spirts HD per minuite.

    Subdual Drain(SU); Your Drain Essence abillity can now deal lethal or non-lethal damage.

    Expanded Essence Pool; Your essence pool is now equal to twice your Essence Mage level.

    Essence Burn(SU); You can burn someone elses essence now, aftering learning, and feeding on, so many.... This abillity has a base cost of 5 Essence and deals 3d10 Soulfire damage. This affects one creature in medium range and has the following aguments; For every addtional 3 Essence you spend, it deals 1d10 addtional soulfire damage. For every addtional 6 Essence you spend, you may target one addtional creature in range. For every addtional 15 Essence spent, the damage caused cannot be healed execpt by a Elder Spirt.
    Last edited by Grimsage Matt; 2012-11-07 at 05:56 PM.
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  2. - Top - End - #2
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: D20 Modern; Zombie Survival Magic

    Reserved for the Three types of "Binders" (As in, they Bind a Spirit to into their Flesh. Kind of like the Normal Binder, but campaign adds some twists )

    First up, The Primal Binder.

    The Primal Binder


    In the world, there are three known types of Arcane Zombie. Each is formed when some kind of spirit inhabits a body, while alive or dead. Elementals, strange creatures that rare do so, are sometimes captured by Mortals that bind them within their own flesh, fusing the magical soul of the elemental with the physical body of the human. Most of the time, it produces terrible creatures that devour the mortals soul.

    Even then, the Primal Binder Knows that it will be his fate as well, if he cannot keep the elemental under control.

    Requirements
    To qualify to become a Primal Binder, a character must fulfill the following criteria.
    Skills: Knowledge (arcane lore) 6 ranks, Knowledge (theology and philosophy) 6 ranks
    Special: Must Bind a Elemental into their body of their own free will.

    Class Information
    The following information pertains to the Primal Binder advanced class.

    Hit Die
    Primal Binders gain 1d6 hit points per level. The character's Constitution modifier applies.

    Action Points
    Primal Binders gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they attain a level in this class.

    Class Skills
    The Primal Binder's class skills are as follows.
    Bluff (Cha), Concentration (Con), Craft (electronic, mechanical) (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcane lore, current events, streetwise, theology and philosophy) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Int).
    Skill Points at Each Level: 2 + Int modifier
    {table]Level|BAB|Fort|Ref|Will|Class Features|Def|Rep|
    1|+0|+2|+0|+2|Warded Soul, Elemental Binding|+1|+0|
    2|+1|+3|+0|+3|Basic Sphere Access|+1|+0
    3|+2|+3|+1|+3|Elemental Pulse 1d6|+2|+0
    4|+3|+4|+1|+4|Elemental Affinity|+2|+0
    5|+3|+4|+1|+4|Advanced Sphere Access|+3|+1
    6|+4|+5|+2|+5|Elemental Pulse 2d6|+3|+1
    7|+5|+5|+2|+5|Elemental Bond, Basic Second Sphere|+4|+1
    8|+6|+6|+2|+6|Expert Sphere Access|+4|+2
    9|+6|+6|+3|+6|Elemental Pulse 3d6|+5|+2
    10|+7|+7|+3|+7|Dominant Gensai, Advanced Second Sphere|+5|+2[/table]

    Warded Soul(SU); The Elemental might be trying to consume you, but it also blocks anything else from getting in. You are immune to possession.

    Elemental Binding (SU); Pick a Elemental type from this list.
    Air: Air, Cold, Dust, Electricity, Weather
    Earth: Dust, Electricity, Metal, Quicksand, Roots, Smoke, Stone
    Fire: Electricity, Fire, Metal, Pyre, Smoke
    Water: Cold, Frostbite, Quicksand, Water, Weather
    Ice: Arctic, Cold, Frostbite
    Shadow: Dust, Frostbite, Shadow, Smoke
    Wood: Roots, Plant
    This determines what your abilities are, and what Spheres you can pick.

    Sphere Access(SP); At second level, pick a sphere available from the element type you chose. You gain basic access to that sphere. At 5th and 8th levels, you gain advanced then Expert access in that sphere. At 7th, pick a second sphere offered. You get basic access to it, and it's upgraded to Advanced access at 10th level.

    Elemental Pulse(SP); You deal the listed damage of a appropriate elemental type as a ranged touch attack. This has a range of 30ft and is a attack action.

    Elemental Affinity(SU); As you and the Elemental continue down your path of becoming one being, you begin to relate to the element. You do not suffer any negative effects from your element.

    Elemental Bond(SU); You gain access to your Spheres granted abilities.


    Blood Binders


    Just as Primal Binders capture a Elemental in their flesh, a Blood Binder captures something far more... sinister. Useing dark and forbidden magics, they call forth dark things from the nether pits, and attempt to assert mastery over them.

    While this normaly results in a abonanation called a Vampire, Blood Binders manage to keep the beast under control, and tap into the magics of their new soul.

    Requirements
    To qualify to become a Primal Binder, a character must fulfill the following criteria.
    Skills: Knowledge (arcane lore) 6 ranks, Knowledge (theology and philosophy) 6 ranks
    Special: Must Bind a Elemental into their body of their own free will.

    Class Information
    The following information pertains to the Primal Binder advanced class.

    Hit Die
    Primal Binders gain 1d10 hit points per level. The character's Constitution modifier applies.

    Action Points
    Primal Binders gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they attain a level in this class.

    Class Skills
    The Primal Binder's class skills are as follows.
    Bluff (Cha), Concentration (Con), Craft (electronic, mechanical) (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcane lore, current events, streetwise, theology and philosophy) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Int).
    Skill Points at Each Level: 2 + Int modifier
    {table]Level|BAB|Fort|Ref|Will|Class Features|Def|Rep|
    1|+0|+2|+0|+2|Warded Soul, Fangs 1d6|+1|+0|
    2|+1|+3|+0|+3|Basic Sphere Access|+1|+0
    3|+2|+3|+1|+3|Blood Drain 1d2|+2|+0
    4|+3|+4|+1|+4|Demonic Healing|+2|+0
    5|+3|+4|+1|+4|Advanced Sphere Access|+3|+1
    6|+4|+5|+2|+5|Fangs 1d8, Claws 1d6|+3|+1
    7|+5|+5|+2|+5|Fiendish Defences, Basic Second Sphere|+4|+1
    8|+6|+6|+2|+6|Expert Sphere Access|+4|+2
    9|+6|+6|+3|+6|Fiendish Might, Blood Drain 1d3|+5|+2
    10|+7|+7|+3|+7|Dominant Vampire, Advanced Second Sphere|+5|+2[/table]

    Warded Soul(SU); The Demon might be trying to consume you, but it also blocks anything else from getting in. You are immune to possession.

    Fangs(EX); A Blood Binder's Canine teeth greatly enlarge and strengthen. They Deal the listed damage. At 5th level, they're treated as Silver weapons to overcome Damage reduction. At 10th level, they're treated as +2 Weapons to overcome damage reduction.

    Sphere Access(SP); At second level, pick a sphere. You gain basic access to that sphere. At 5th and 8th levels, you gain advanced then Expert access in that sphere. At 7th, pick a second sphere offered. You get basic access to it, and it's upgraded to Advanced access at 10th level.

    Blood Drain(SU); When you deal damage with your bite attack, you cause the listed Con damage. For each point caused, you are either healed for 5hp, or 1 point of abillity damage.

    Demonic Healing(SU); As you become more and more attuned to the fiendish spirit inside you, you tap into it's defensive abillities. When ever you kill a enemy, you gain HP equal to your Blood Binder Class level.

    Claws(EX); You gain Retractable Claws. You deal the listed damage, and deal a critical hit on a 18 or highter for three times the damage (18-20/*3). At 10th level, the claws are treated as Silver, +1 and as if they had the wounding property.

    Fiendish Defences(EX); Roll on each colum of the Feindish traits.

    Feindish Might(SU); You gain the granted abillites of your spheres.
    Last edited by Grimsage Matt; 2012-11-11 at 02:31 AM.
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  3. - Top - End - #3
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: D20 Modern; Zombie Survival Magic

    Reserved for the "What happens when they lose Control"
    Power restored for christmass. I'm back!

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  4. - Top - End - #4
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: D20 Modern; Zombie Survival Magic

    If anyone wants to leave any comments or questions, feel free. Just need to add the campain stuff and the other two binders.

    Angels and Fiends, Both will eat your soul if you bind 'em
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