Difference between revisions of "Doomguide"
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'''Weapon Proficiencies''': Doomguides gain no weapon proficiencies.<br> | '''Weapon Proficiencies''': Doomguides gain no weapon proficiencies.<br> | ||
'''Armor Proficiencies''': Doomguides gain no armor proficiencies.<br> | '''Armor Proficiencies''': Doomguides gain no armor proficiencies.<br> | ||
− | '''Skill Points''': | + | '''Skill Points''': 4 + Int Modifier.<br> |
− | '''Class Skills''': | + | '''Class Skills''': Diplomacy, Heal, Knowledge: Religion, and Spellcraft<br> |
'''Spells Per Day''': At each doomguide level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. | '''Spells Per Day''': At each doomguide level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. | ||
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+ | '''Turn Undead''': Any Doomguide has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. | ||
'''Scorsheth's Boon''': By the grace of the Dawnbringer, doomguides add their doomguide class levels to their cleric levels for purposes turning or destroying undead, both for the initial turning check and the turning damage roll. | '''Scorsheth's Boon''': By the grace of the Dawnbringer, doomguides add their doomguide class levels to their cleric levels for purposes turning or destroying undead, both for the initial turning check and the turning damage roll. |
Latest revision as of 16:51, 30 September 2018
Base Classes | Prestige Classes |
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With the recent rise of the undead horrors spilling out from within the depths of the Omgi Ztehh, new challenges and difficulties have faced the Orcs who call the region home. Yet shortly after the increase in numbers and clashes with the walking dead in the muck and mire of the Omgi Ztehh, a new breed of Orcish hero has arisen to meet the threat. Part shaman, part spiritual leader, these Doomguides, as they have come to be known, wield the divine against all manner of undead, pushing back against the masses of undeath with such power that they account for more impact than even groups of normal shamen. They take their name, depending on whom is asked, either from being the doom of the undead who rise, an instrument in the breaking of even such a formidable challenge, or from the tradition that has arisen with them of preparing ritual warpaint for the warriors going into battle with the undead.
Originally found among the shamen of Lethe within the Orcish clans, the traditions and rites of the Doomguide have spread through the minority faiths within the clans, and from them, been carried and spread, primarily to the Syl'vae. Among the Syl'vae, most practitioners of this fledgling tradition venerate Scorsheth and take to the battle against the undead with an intensity that often times borders on hatred, or Memnos, grimly fighting against not only the undead, but the stark, dark promise they seem to hold for the future of the Syl'vae.
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Requirements:
Skills: Knowledge Religion 5 ranks, Spellcraft 5 ranks
Feats: Extra Turning, Great Fortitude
Spells: Level 3 divine spellcaster
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Class Features:
Hit Die: d6
Base Attack Bonus: Medium.
High Saves: Fortitude, Will.
Weapon Proficiencies: Doomguides gain no weapon proficiencies.
Armor Proficiencies: Doomguides gain no armor proficiencies.
Skill Points: 4 + Int Modifier.
Class Skills: Diplomacy, Heal, Knowledge: Religion, and Spellcraft
Spells Per Day: At each doomguide level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.
Turn Undead: Any Doomguide has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol.
Scorsheth's Boon: By the grace of the Dawnbringer, doomguides add their doomguide class levels to their cleric levels for purposes turning or destroying undead, both for the initial turning check and the turning damage roll.
Bonus Feats: At Level 2, the Doomguide gains Improved Turning. At level 3, they gain Extra Turning II. At level 6, they gain Divine Vengeance. At level 10, they gain Empower Turning and Extra Turning III.
Save Bonus: At 4th level, doomguides get a +4 bonus on saving throws against death effects and to saving throws to overcome a negative level. Upon reaching 8th level, a doomguide always makes his saving throw to overcome a negative level.
Bond of Corrosion : The doomguide's devotion to Lethe and dedication to the teachings of the Last Lady has helped him to establish certain supernatural links to Corrosion, Lethe's powerful bastard sword. These links manifest in the form of a pale green nimbus around the weapon, representing the ability of a doomguide to increase the power of the weapons he wields. The ability lasts for 1 round each time it is used, and can be invoked a number of times per day equal to the doomguide's Charisma bonus (minimum one). A doomguide must decide to use the ability before attacking, and if the attack misses that use is wasted. At 5th level, the bond grants wielded weapons the ghost touch property. At 7th level, weapons wielded by the doomguide gain both ghost touch and the undead bane properties. At 9th level, wielded weapons gain the ghost touch, undead bane, and disruption properties even if they are not bludgeoning weapons. The weapon's normal abilities still apply.
Ethereal Purge: At 8th level, once per day the doomguide may surround himself with a sphere of power with a radius of 5 feet per class level that forces all concealed creatures in the area to manifest. Such creatures may attempt a Will save (DC 10 + 1/2 doomguide's class level + doomguide's Wisdom bonus) to resist this effect. Those who fail suffer the above effects and are prevented from returning to concealment for 1 minute per class level.
Memnos' Grace: At 10th level, a doomguide gains complete immunity to death effects. Furthermore, allies within 10 feet of him gain a +4 bonus on saving throws against death effects and to saving throws to overcome a negative level.