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Old 10-10-2012, 07:17 PM   Top  -  End  -  #1
Road_Runner
Barbarian in the Playground
 
Griffon
 
Join Date: Sep 2010
Gender: Male
Default The Death Disciple(3.5 Base Class, PEACH)

The Death Disciple


"Necromancers are masters of death. So am I."




{{image scrubbed}}



Description:
Death Disciples are masters of negative energy. They control negative energy as a pyromancer controls flame, or a druid nature, or an illusionist controls his opponent’s perceptions. Death Disciples manifest negative energy in the form of channels, which are almost at will spell like abilities, similar to the invocations of a warlock. They also have the ability to create shadow wisps, tiny beings of negative energy. Death Disciples recieve their powers innately, like a sorcerer or warlock. It is rumored that many have ancestry tracing back to denizens of the negative energy plane. Although some serve a diety, many do not.

Races: Any.

Alignment: Non-good.

Starting Gold: As a cleric.

Starting Age: As a cleric.

NOTE: Charisma Variant

Spoiler


Other Notes

Spoiler


Class Skill List: Concentration(Con), Decipher Script(Int), Diplomacy(Cha), Heal(Wis), Knowledge(arcana), Knowledge(the planes), Knowledge(religion), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)

Skill Points: 4 + Int modifier (x4 at first level)


Hit Dice: d8
Death Disciple
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChannels Prepared
1st
+0
+2
+0
+2
Energy Pool, Least Channels, Dark Focus, Summon Shadow Wisps, Death Wave 1d61
2nd
+1
+3
+0
+3
 2
3rd
+2
+3
+1
+3
Death Wave 2d63
4th
+3
+4
+1
+4
Negative Energy Affinity4
5th
+3
+4
+1
+4
Death Wave 3d65
6th
+4
+5
+2
+5
Lesser Channels6
7th
+5
+5
+2
+5
Dark Focus +2, Death Wave 4d67
8th
+6/+1
+6
+2
+6
Wisp Mastery I8
9th
+6/+1
+6
+3
+6
Death Wave 5d69
10th
+7/+2
+7
+3
+7
Swift Dark Focus10
11th
+8/+3
+7
+3
+7
Greater Channels, Death Wave 6d611
12th
+9/+4
+8
+4
+8
 12
13th
+9/+4
+8
+4
+8
Dark Focus +3, Death Wave 7d613
14th
+10/+5
+9
+4
+9
Summon Shadow Dragon14
15th
+11/+6/+1
+9
+5
+9
Death Wave 8d615
16th
+12/+7/+2
+10
+5
+10
Dark Channels16
17th
+12/+7/+2
+10
+5
+10
Death Wave 9d617
18th
+13/+8/+3
+11
+6
+11
Wisp Mastery II18
19th
+14/+9/+4
+11
+6
+11
Death Wave 10d619
20th
+15/+10/+5
+12
+6
+12
Spirit Transformation20

Class Features:


Weapon and Armor Proficiency: Death Disciples are proficient with all simple weapons and light armor.

Channels: A death disciple does not prepare or cast spells as other wielders of divine magic do. Instead, he posses a repertoire of abilities known as channels that require him to focus the negative energy that suffuses his soul. A death disciple can use any channel at will, however focusing on a channel is difficult and as such a specific channel can only be used once every four rounds. Channels are spell-like abilities; using a channel is a standard action that provokes attacks of opportunity. Channels have somatic but no verbal components and a Concentration check can be used to cast defensively or prevent a channel from being disrupted by an attack just as a spellcaster could. The save DC for a channel is equal to 10 + equivalent spell level + the death disciple's Wisdom modifier. The four grades of channels are least channels, lesser channels, greater channels, and dark channels. Death disciples begin with knowledge of least channels, gaining access to lesser, greater, and dark channels at levels 6, 11, and 16 respectively. As a death disciple levels, he gains access to more channel slots. By meditating for one hour, a death disciple can prepare any channels in these slots from the death disciple channel list. However, only channels of an equal or lower grade to the highest grade channel available when a death disciple gained that slot can be prepared in that slot. For example, a 7th level death disciple can prepare a maximum of 2 lesser channels, since lesser channels were only available at levels 6 and 7.

Energy Pool(Su): A death disciple has a maximum number of energy points equal to their death disciple level + Wisdom modifier. Energy points are used to power channels and are regained by dark focus (see below). Energy points can be used in any of the effects below.

Still Channel: By spending 1 energy point, you can modify a channel so it has no somatic components.

Overchannel: By spending 5 energy points, you can cast a channel and focus at the same time. Consider the net change in energy points and ennervation charges as a result of casting this channel and then apply the changes to your energy pool and total ennervation charge number.

Metamagic Feats: Energy points are used to fuel metamagic feats for channels. These feats are described in the feats section below.

Energy Cost: Some channels have a cost to cast.
Dark Focus(Su): In the heat of battle, you can focus to collect negative energy and clear your mind. As a standard action, you can recover 1 energy point and also gain what is called an enervation charge. Enervation charges grant you an aura of baleful energy. All enemies within (level+wisdom modifier) * 10 ft/level suffer a -1 penalty to attack rolls and saving throw DCs per two enervation charges (rounding down, with a penalty of atleast -1). These charges last for 1 minute, after which they dissipate. If you use dark focus again, the bonuses stack and the duration refreshes. At 7th level you recover 2 points from your energy pool and gain 2 enervation charges every time you focus. At 13th level you recover 3 points and gain 3 charges. Charges do not accumulate out of combat. You can have a maximum number of enervation charges equal to 1/3 your level + Wisdom modifier.

Death Wave(Sp) One of the first abilities a death disciple learn is death wave. As a standard action at will a death disciple generates an arc of destructive energy to scour enemies, and potentially heal undead. A death wave is a ray with a range of 60 feet. It is considered a channel for the purposes of class features and feats and has an equivalent spell level equal to half the death disciple's class level (rounded down), with a minimum spell level of 1st and a maximum of 9th. A death wave deals 1d6 points of damage at first level and increases every two levels beyond that. This damage can be negative energy or eldritch energy, similar to a warlock’s eldritch blast. Against enemies a ranged touch attack is necessary (not needed for allies). Although there is no saving throw, spell resistance applies normally.

Summon Shadow Wisp: Death Disciples have the unique ability to summon Shadow Wisps. A Death Disciple can summon a Shadow Wisp as a standard action that provokes attacks of opportunity, as a channel with an effective level of class level/2. It is compatible with Still Channel and Overchannel. Unlike normal Channels, you may summon Shadow Wisps at will instead of once every four rounds, although they cost spirit charges to summon.

Shadow Wisps can be summoned up to 5ft/level away and last for one round/level. They are very small incorporeal beings made of negative energy, and appear as a shadowy mote of darkness of about 5 inches in diameter. Shadow Wisps are not considered summoned creatures for the purposes of effects that target summoned creatures, and as such do not wink out in the presence of an antimagic field. Although all Shadow Wisps have the same base statistics, they have special abilities based on color. A Death Disciple can also communicate telepathically with Shadow Wisps within 100ft/level.

All Shadow Wisps have the ability to torment enemies. When tormenting an enemy the Spirit Wisp occupies their square and floats around them, not dissimilar to an ioun stone. Torment penalties from wisps of the same color don't stack. All Shadow Wisps also have a sacrifice ability. The sacrifice ability destroys the Wisp but harms the target or provides a baleful effect unique to each type of wisp. To begin with, a Death Disciple can summon only least shadow wisps, but gain access to lesser/greater/dark shadow wisps at level 6/11/16 respectively. A Disciple can summon Wisps at will but must expend 1/2/3/4 enervation charges to summon a least/lesser/greater/dark Spirit Wisp respectively. Shadow Wisps also have three extra abilities listed in their description. Lesser Shadow Wisps gain access to the first ability, greater Shadow Wisps gain access to the first two abilities, and dark Shadow Wisps gain access to all three abilities. You gain access to three Shadow Wisps at level 1 (blue, red, and green), and three more at level six (yellow, orange and violet). Shadow Wisps are described in further detail below.

Least Shadow Wisp:
Spoiler

Lesser Shadow Wisp:
Spoiler

Greater Shadow Wisp:
Spoiler

Dark Shadow Wisp
Spoiler


Wisp Types:
Spoiler


Negative Energy Affinity At 4th level, you suffer none of the negative effects of the negative energy plane. You also gain one energy point per round on the Negative Energy Plane.

Wisp Mastery(Sp): At 8th level you gain the ability to summon a shadow wisp without expending enervation charges. With this ability you can summon a shadow wisp that lasts indefinitely. You can only have 1 wisp summoned at a time with this ability. Summoning a wisp in this way takes 3 rounds. Summoning a new wisp with this ability causes the old one to be destroyed. At 18th level you can summon 2 wisps at a time with this ability.

Swift Focus: At 10th level, you can use dark focus as a move action. However, you only recover 1 energy point and gain 1 charge.

Summon Shadow Dragon(Su): At 14th level a death disciple is able to summon a shadow dragon. A shadow dragon is a powerful being of negative energy. Despite its name and appearance, a shadow dragon has no relation to actual dragons, it just chooses to take their form. Summoning a shadow dragon takes 10 minutes and can be done 1/day. A lot of energy is required to summon a shadow dragon, and so a death disciple must expend 8 energy points to do so. These energy points are invested in the shadow dragon, effectively permanently reducing the maximum amount of points a death disciple can have by 8. If the shadow dragon dies the disciple does not recover the invested points but the maximum number of energy points they can have returns to normal. A death disciple can communicate telepathically with its shadow dragon on the same plane within 1 mile/level. Shadow dragons are not considered summoned creatures for the purposes of effects that target summoned creatures. Shadow dragons last until they are killed. You can only have 1 shadow dragon at a time. Summoning a new one returns the old one back to the positive energy plane. A shadow dragon is described below.

Shadow Dragon:
Spoiler


At levels 16, 18, and 20 the deflection bonus granted by scintellating scales increases by 1 and all the shadow dragon's base saves increase by 1. At levels 15, 17, and 19 it gains an additional +2 bonus to all attributes and increase the amount of chromatic bolts to 1d3+1, 1d4+1, and 1d3+2, respectively.

Shadow Transformation(Ex): At 20th level, you become a celestial being of negative energy. You transform as if by Visage of the Deity, Greater (SC 231), except the effect is permanent. This transformation also has the added effect of a permanent death ward or life ward, depending on whether the death disciple is alive or undead.
__________________
optimization is like salt. a pinch here and there can't hurt, but too much will spoil everything.

Wailing Death - Ryenos Shadowflare / Tyrael Lightbringer


My Homebrew: The Life Disciple

Last edited by Road_Runner : 10-21-2012 at 04:36 PM.
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Old 10-10-2012, 07:18 PM   Top  -  End  -  #2
Road_Runner
Barbarian in the Playground
 
Griffon
 
Join Date: Sep 2010
Gender: Male
Default Re: The Death Disciple(3.5 Base Class, PEACH)

Channels:


Cost: Some death disciple channels have an energy point cost to use.

Death Wave Modifiers: These death disciple channels modify the death disciple's death wave. These channels have an effective spell level equal to the effective spell level of death wave (which is one half disciple level rounded down).



Least Channels:
Aphotic Shield
Dark Lance
Empowered Death Wave
Eyes of Darkness
Lesser Decaying Wave
Orbs of Darkness
Remove Fear
Resurgence
Spiritual Weapon
Wave of Fatigue

Lesser Channels:
Cover of Darkness
Chain Death Wave
Clarity of Mind
Crushing Death Wave
Dark Resurgence
Dispel Magic
Greater Decaying Wave
Maximized Death Wave
Shadow Wings
Siphon Link
Spirit Bane
Vitality Shield

Greater Channels:
Dark Control
Harm
Haunt
Lifesight
Quickened Death Wave
Magic Breaker
Mirror of Agony
Plane Shift
Spirit Breaker
Shadow Dance

Dark Channels:
Chaos Infliction
Dark Imprisonment
Dual Death Wave
Energize
Flicker
Shadow Storm
Spirit Binding


Least Channels
Spoiler

Lesser Channels
Spoiler

Greater Channels
Spoiler

Dark Channels
Spoiler



Feats


Channel Penetration
Benefit: Your channels penetrate spell resistance more easily, granting a +2 bonus to beat a creature's spell resistance.

Greater Channel Penetration
Prerequisite: Channel Penetration
Benefit: Your channels penetrate spell resistance even more easily, granting an additional +4 bonus to beat a creature's spell resistance. Does not stack with Channel Penetration.

Intuitive Accuracy
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier for the purpose of ranged attack rolls when using channels or your healing wave.

Shadow Resilience
Benefit: Your shadow wisps and shadow dragon become more resilient, granting a +1 increase in SR and +3 insight bonus to AC and saves.

Improved Shadow Resilience
Prerequisite: Shadow Resilience
Benefit: Your shadow wisps and shadow dragon become more resilient, granting a +2 increase in SR and +6 insight bonus to AC and saves. Does not stack with Shadow Resilience.

Shadow Summoning Mastery
Prerequisite: Improved Shadow Resilience, Wisp Mastery I
Benefit: You can summon 1 extra wisp than normal with the Wisp Mastery ability. However, this extra shadow wisp comes at a cost, and requires an energy point investment equal to the normal spirit charge cost (energy point investment described in summon spirit dragon class feature).

Extra Channel
Benefit: In addition to your normal channels you can prepare one extra channel. This channel can be any grade up to one lower than the highest grade you can prepare. If you only have access to least channels you get an extra least channel.
Special: You can take this feat multiple times.

Increased Capacity
Benefit: Increases the maximum number of energy points and enervation charges you can have by 2
Special: You can take this feat multiple times

Empower Channel
Prerequisite: 6th level disciple
Benefit: By expending 2 energy points, you can empower one channel. You can only empower a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

Maximize Channel
Prerequisite: 9th level disciple
Benefit: By expending 3 energy points, you can maximize one channel. You can only maximize a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

Quicken Channel
Prerequisite: 12th level disciple
Benefit: By expending 4 energy points, you can quicken one channel. You can only quicken a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.
__________________
optimization is like salt. a pinch here and there can't hurt, but too much will spoil everything.

Wailing Death - Ryenos Shadowflare / Tyrael Lightbringer


My Homebrew: The Life Disciple

Last edited by Road_Runner : 10-11-2012 at 04:09 PM.
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Old 10-21-2012, 09:33 AM   Top  -  End  -  #3
NosferatuZodd
Halfling in the Playground
 
Devil
 
Join Date: Nov 2009
Gender: Male
Default Re: The Death Disciple(3.5 Base Class, PEACH)

This and the Life Disciple are both really well-done, i'd like to see some sort of alternate class feature for them that replaces the summoning and wisps with something for a build more focused on non-summoning though. If you'd ever consider that option.
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Old 10-21-2012, 10:05 AM   Top  -  End  -  #4
Razanir
Barbarian in the Playground
 
 
Join Date: Oct 2011
Location: 
The last place you look
Gender: Male
Default Re: The Death Disciple(3.5 Base Class, PEACH)

I feel as if the summons should be true neutral or [as character]. Death-themed classes don't quite scream "good guys" to me. Also, shouldn't the dragon be from negative energy not positive?
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Old 10-21-2012, 04:38 PM   Top  -  End  -  #5
Road_Runner
Barbarian in the Playground
 
Griffon
 
Join Date: Sep 2010
Gender: Male
Default Re: The Death Disciple(3.5 Base Class, PEACH)

Quote:
Originally Posted by NosferatuZodd View Post
This and the Life Disciple are both really well-done, i'd like to see some sort of alternate class feature for them that replaces the summoning and wisps with something for a build more focused on non-summoning though. If you'd ever consider that option.
Thanks, maybe sometime in the future I can come up with an alternative.

Quote:
Originally Posted by Elimu Marimech View Post
I feel as if the summons should be true neutral or [as character]. Death-themed classes don't quite scream "good guys" to me. Also, shouldn't the dragon be from negative energy not positive?
Yes, thank you for reminding me, I meant to change that (it is now non-good only). The summons are now as character, that was an oversight (I copied the base statistics from the Life Disciple).
__________________
optimization is like salt. a pinch here and there can't hurt, but too much will spoil everything.

Wailing Death - Ryenos Shadowflare / Tyrael Lightbringer


My Homebrew: The Life Disciple
Road_Runner is offline   Reply With Quote
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