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| Devil Gnasher09-11-05, 11:44 AM | First, in my world, warlocks replace core sorcerers. Second I have a sorcerer Prestige Class. Sorcerer, as in an evil spell caster or psionicist whom forges a pact with an Archfiend for great and evil power. The feat Devotee of Darkness and The Lords of the Nine I use are from The Gates of Hell. (http://dicefreaks.com/phpBB2/viewtopic.php?t=88) Dark Gifts are based off of a second addition concept of the same name. The Nether Fiend (http://dicefreaks.com/phpBB2/viewtopic.php?t=242) and Demiurge (http://dicefreaks.com/phpBB2/viewtopic.php?t=225) templates are found at Dicefreaks. The Sorcerer v1.0 “Do you believe, do you honestly believe that sorcerers are the descendants of dragons. What kind of fools do they take you for any way? There is another name for those with the blood of dragons coursing through their veins. Sorcerers are not they. Sorcerers are those scum bags that use foul magics to torture the minds and bodies of those who slightly incontinence them. They commit blasphemies with magic and the power of the mind. The power they use is drawn from unmitigated evil and cruelty. Some take the path of Dispater and focus their minds toward wickedness and organized malice. Others choose more conventional paths. How do I know? I’m a wizard. Not what some simpletons call ‘wizards’, a real one. I also blew up a sorcerer’s gazebo once. And after fifty years he’s still trying to kill me.” Apprentice, “Where is this sorcerer now?” Wizard, “Three rooms down in this old folks home. Just he’s gone senile first.” His apprentice then asked, "Why did you blow up his gazebo." The elderly wizard replied, "He tried to feed a sixteen-year-old girl to the Animal." His apprentice paused for a few moments and then she said, "Who is the Animal?" "The Animal is Merodach, Demon Prince of Abyssal Flame," her teacher said. Sorcerers have been among our society for centuries. From skulking in the shadows to reaching the heights of power they have plagued us all. In fact one of the organizations supposedly dedicated to stopping them is made up entirely of them. The society in particular is the Inquisition. How could the Inquisition be full of sorcerers you ask. Look at their tactics and see. They commit Evil without a thought and without mercy. They posses powers of torture and coercion given to them by non other than the Lords of Hell. Hit Die: d6 Requirements: To qualify to become a sorcerer, a character must fulfill the following criteria: Alignment: Any evil Skills: Diplomacy 4 ranks, Knowledge (Demons) 8 ranks, Knowledge (Daemons) 8 ranks, Knowledge (Devils) 8 ranks, Knowledge (The Nine Hells) 8 ranks, Knowledge (The Grey Wastes) 8 ranks, Knowledge (The Abyss) 8 ranks Feats: Evil Brand, Devote of Darkness (if Lawful or Neutral Evil), Slave to the Nether, or Demonic Thrall. Spells, Invocations, or Psionics: 3rd Level or three least Invocations Special: Archfiend patron. Class Skills: The sorcerer's class skills (and the key ability for each skill) are, Concentration (Con), Bluff (Cha), Diplomacy (Cha), Knowledge (any) (Int), Profession (Wis), Scry or Remote Viewing (Int), Sense Motive (Wis), Spellcraft (Int), Intimidate (Cha), and Spot (Wis). Skill Points at Each Level: 6 + Int modifier. Level BAB Fort Ref Will -------------------------- 1 +0 +2 +0 +2 2 +1 +3 +0 +3 3 +1 +3 +1 +3 4 +2 +4 +1 +4 5 +2 +4 +1 +4 6 +3 +5 +2 +5 7 +3 +5 +2 +5 8 +4 +6 +2 +6 9 +4 +6 +3 +6 10 +4 +7 +3 +7 * Level Special Spell 1. Cast Sorcerer’s Spells, Dark Gift +1 level of existing class 2. +1 level of existing class 3. Dark Gift +1 level of existing class 4. +1 level of existing class 5. Fiendish Servant, Dark Gift +1 level of existing class 6. +1 level of existing class 7. Dark Gift +1 level of existing class 8. +1 level of existing class 9. Dark Gift +1 level of existing class 10. Specter +1 level of existing class Class Features: Weapon and Armor Proficiency: Sorcerers do not gain proficiency with any type of armor, or with shields. They do not gain proficiency with any new weapons. Spells: Sorcerer spells, power or invocations: The character can learn corrupt and other evil spells or powers of equal level. The rationale for corrupt psionic powers is that the psion has had his or her psionic powers warped by an external evil and fueled by an internal corruption. As such they gain psionic equivalents to corrupt and other evil spells, except summoning spells. Dark Gifts: Dark Gifts are gained as lore master secrets. They are given to you, not bargained for. The Dark Gift bonus is based upon the Archfiend you are sworn to. Examples: Lords of the Nine Asmodeus: level+ Intelligence or Wisdom. Mephistopheles: level+ Intelligence or Charisma. Beelzebub: level+ Wisdom or Charisma. Hel or Lilith: level+ Intelligence or Wisdom. Leviathan: level+ Intelligence. Belial: level+ Charisma or Wisdom. Mammon: level+ Intelligence or Charisma. Dispater: level+ Intelligence or Charisma. Beal: level+ Charisma or Wisdom. Examples: Demiurges Lord Jokke: level+ Intelligence or Charisma. Lord Malfadeus: level+ Intelligence or Charisma. Abraxas: level+ Intelligence or Charisma. Orcus: level+ Intelligence or Wisdom. Demogorgon: level+ Intelligence or Wisdom. Graz'zt: level+ Intelligence or Charisma. Pale Night: level+ Intelligence or Wisdom. Lolth: level+ Intelligence or Wisdom. Merodach: level+ Intelligence or Wisdom. Zuggtmoy: level+ Intelligence or Wisdom. Juiblex: level+ Wisdom or Charisma. [CODE]1. Dark Gift, Chilling Touch 2. Dark Gift, Augmented Hit Points 3. Dark Gift, Enhanced Vision 4. Dark Gift, Skull Scry 5. Dark Gift, Unnatural Ability Scores 6. Dark Gift, Unholy Blessing 7. Dark Gift, Rebuke Undead 7. Dark Gift, Corrupt Animal Companion 7. Dark Gift, Corrupt Familiar 8. Dark Gift, Fear Aura 9. Dark Gift, Augmented Spell casting 10. Dark Gift, Animal Form 11. Dark Gift, Shadow Form 12. Dark Gift, Animate Dead by Touch 13. Dark Gift, Weapon Resistance 14. Dark Gift, Fiendish Shape 15. Dark Gift, Food Corruption 16. Dark Gift, Regeneration 17. Dark Gift, Scabrous Touch 18. Dark Gift, Somnolent Gaze 19. Dark Gift, Spell Resistance 20. Dark Gift, Spell Immunities Familiar Spirit (Su) Upon or after reaching 5th level, a sorcerer can call a familiar spirit. This comes in the form of a fiend with a CR equal to the character's sorcerer level. Insanity With each new level of sorcerer a character gains, he also receives 1d6 IP, possibly resulting in gaining a disorder (see the insanity rules). Dark Bargains All fiends - even those successfully controlled by the sorcerer will refuse to offer aid without gaining something in return - usually souls. This means that characters summoning a fiend become bound to the fiend's ruling deity in some way, transmuting their minds and body. Gaining disorders and insanity points reflects this degeneration. Summoning Power Certain sorcerer’s spells enable the caster to conjure up forces, which can be used to augment the sorcerers magic. These forces are risky to use and alien to a caster's body and mind. Merely learning such spells results in the acquisition of a new disability, and each casting gives the caster 1 IP. The insanity rules are optional. Binding and Dispelling Fiends There are sorcerer’s spells to summon and bind or dispel a fiend and prevent the fiend from using any of its abilities or moving. Dispelling sends the fiend back to his home plane. These spells help to defend against uncontrolled fiends. Specter (Su) You can project Dark Gift, Animal Form (Sp) This magical ability enables the sorcerer to adopt a chosen animal form as if transformed by the arcane spell "polymorph self". The chosen animal, bird, or fish must either be a natural predator or be associated with evil. Examples include the cheetah, bat, panther, wolf, vulture, tiger, bear, rat, shark, barracuda, killer whale, raven, or falcon. For every six levels of sorcerer, the sorcerer can adopt one chosen animal form into which he or she can polymorph up to three times per day. The transformation occurs in a single round and includes all the wizard's carried or worn possessions. Dark Gift, Animate Dead by Touch (Su) Three times per day, the sorcerer can cause skeletons and zombies of humans, demihumans, or humanoids to arise with but a mere touch. These mindless undead serve the sorcerer during the same round in which they were animated. Two skeletons or one zombie can be animated per level of the sorcerer. The remains of larger creatures can be animated, though they only fight as if they possessed 2 hit dice, In most other respects, this power functions similar to the 5th-level spell "Animate Dead" Dark Gift, Augmented Hit Points (Su) The sorcerer can withstand greater amounts of physical damage than a regular, mortal magician can. The sorcerer gains +1 hit point per level of experience (in addition to any bonuses due to high constitution). Dark Gift, Augmented Manifestation: (Su) One mental stat is considered 4 points higher for the purpose of extra power points. Dark Gift, Augmented Spellcasting (Su) One mental stat is considered 4 points higher for the purpose of extra spells. Dark Gift, Chilling Touch (Sp) The sorcerer can cause his hands to glow with a blue, flickering aura. First, any living creature touched by the icy hands suffers the effect of a Chill Touch spell. If the victim fails his or her saving throw, the touch causes 2d4 points of damage . If the saving throw is successful, the victim only loses 1d4 hit points. The sorcerer can activate or deactivate this power at will. It never interferes with spell casting. Also, the cold blue aura provides light like a dim torch (certainly enough light to walk or read by). DC is 10+ Sorcerer Level+ Charisma bonus. The saving throw is a Fortitude saving throw and Undead are immune. You could change this to burning, shocking, or acid touch if you like. Dark Gift, Enhanced Vision (Su) The sorcerer gains the ability to perceive radiations and auras beyond normal vision. From 1st to 5th level, the sorcerer can see normally under the night sky. In total darkness, the wizard can see normally up to 30 feet. This does not hinder the sorcerer's eyesight at all. For every six levels of experience, the sorcerer gains another divinatory power based on the arcane spell of the same name (the DM may roll 1d8 to choose): 1) detect magic; 2) detect invisibility; 3) detect good/evil; 4) know alignment; 5) arcane sight ; 6) infravision; 7) clairvoyance; detect life (WH). The sorcerer must visually concentrate for these powers to work. While this is happening, the sorcerer's eyes glow a bright, malevolent red. Normally, it takes one full round to scan an object, person, or area with the magical, enhanced vision. This requires a standard action. Dark Gift, Fear Aura (Su) As the spell Fear. Dark Gift, Food Corruption (Su) When passing within 30 feet of food and drink, the sorcerer can taint them one of two ways, one that induces sleep, and the other that causes an excruciating death (available to sorcerer of 13th level or higher). It requires a physical act on the part of the sorcerer; it is not a continuously operating aura. Victims are allowed a fortitude saving throw. The first form causes victims to fall asleep in one round after consumption, and lasts for 1 turn per level of the sorcerer, but is broken by any attempt to physically harm the slumbering individual. The second form causes food to slightly discolor or putrefy, and there is a 5% chance per level of the victim that the food's taint will be noticed before it is consumed. Once consumed however, the food kills the victim in 2-12 rounds with excruciating pain. The sorcerer must be able to see the food and pass within 1-3 feet of it in order for the corruption. Corrupted food radiates a faint unholy aura. Victims can be treated with a "slow poison", "neutralize poison", or "heal" spell, or possibly by a character proficient in the healing skill. Food can be cleansed with a "purify food and drink" or "dispel magic" spell. DC is 10+ Sorcerer Level+ Charisma bonus. Dark Gift, Painful Prying (Su) With this gift a sorcerer may cause pain to the subject of an interrogation to gain information. There are two ways in which this could be used. They both cause 3d4 points of damage, one round of paralysis, and a minus 10 to Concentration, and Bluff checks against interrogation. One causes damage whenever a false answer is given in verbal interrogation and the other causes pain in conjunction with divination. DC is 10+ Sorcerer Level+ Intelligence bonus. This may only be gained by Lawful Evils. Dark Gift, Rebuke Undead (Su) This power enables the sorcerer to Rebuke undead like an evil priest with half as many levels of experience. Thus an 18th-level arcane sorcerer controls undead as a 9th-level priest. This may be used three times per day + Charisma or Intelligence Bonus. Dark Gift, Regeneration (Su) The sorcerer is able to regenerate 2 hit points per three rounds. Severed limbs immediately reattach if brought into contact with the body (similar to a troll's powers). They must choose two energies or descriptors that prevent it. Dark Gift, Scabrous Touch (Su) The sorcerer can inflict victims with a deadly disease by mere touch. This power operates continuously and cannot be controlled, though covering the hand will protect that sorcerer wishes to spare. This magical disease may only be treated by an alchemist (modified core wizard), priest, or paladin of higher level than the sorcerer. DC is 10+ Sorcerer Level+ Charisma bonus. The disease causes 1d6 points constitution damage every three days. Dark Gift, Shadow Form (Sp) The sorcerer can assume a "Shadow Form" as the spell, three times per day. In this form, spell casting and attacks are not possible. The sorcerer can remain in this form almost indefinitely, as long as shadows are readily available and present. In bright light or complete darkness, this ability fails to work. Dark Gift, Spell Resistance (Su) Gains spell resistance of 10 plus 2 per level. This resistance is continual and cannot be controlled by the sorcerer. However, it does not affect the sorcerer's ability to cast spells or employ magical items of any kind. Dark Gift, Skull Scry (Sp) This ability enables the sorcerer to see or hear activity through any disembodied skull or head, provided it is not living or animated. The sorcerer can scry through any disembodied skull or head (at a known location) that is up to one mile away per point of the sorcerer's intelligence. In some case, other sensory links may be used with the skull scry ability. Dark Gift, Somnolent Gaze (Sp or Psi) With this ability, the sorcerer can immediately stupefy and cloud the mind of any single living creature under his or her regard. If the subject fails a Will saving throw, he or she feels a profound form of lethargy and disorientation, similar in effect to a "slow" spell, except that the condition lasts for up to one round per level of the sorcerer. The sorcerer may call upon this power once per round, once per day, and can also break its effect at any time (it can also be terminated prematurely by a successful "dispel magic"). DC is 10+ Sorcerer Level+ Charisma bonus. Dark Gift, Spell Immunities (Su) A sorcerer with this ability is completely immune to all spells from one sub school or descriptor. A sorcerer may take this ability more than once. May never choose Good. Dark Gift, Unholy Blessing (Su) The sorcerer gains a Charisma bonus to all saving throws and to AC. Dark Gift, Unnatural Ability Scores (Su) The sorcerer gains a profane bonus of +2 to one ability score. A sorcerer may take this ability more than once. Dark Gift, Fiendish Form (Su) The sorcerer either gains the fiendish template or the pre-epic psuedonatural template. Dark Gift, Weapon Resistance (Su) The sorcerer has a damage resistance of 5/cold iron or silver weapons, magic. At 12th level, the sorcerer has a damage resistance of 5/+1 or greater magical weapons. Animal Form, Animate Dead by Touch, Chill Touch, and Shadow Form may be used three times per day. Food Corruption and Somnolent Gaze may be used once per day. All five may be taken multiple times. Each selection increases daily usage by one. Disorders Alignment disorder: Power Hungry. You wish to have power over others. You wish to dominate, intimidate, and control. Must be Lawful Evil. 6 Insanity points: Others have a -5 penalty to talk you out of an attempted power grab. 12 Insanity points: Others have a -10 penalty to talk you out of an attempted power grab. 18 Insanity points: Only treatment or the threat of pain or death can dissuade them. 24 Insanity points: Only treatment or the threat of death can dissuade them. 30 Insanity points: Nothing can dissuade then. Alignment disorder: Chronic Liar. You start out constantly telling lies out of fear, but when you have suffered 30 insanity points, you can't tell the truth to save your own life. Must be Neutral Evil. 6 Insanity points: +5 to DC on any Diplomacy checks to get you to tell the truth. 12 Insanity points: +10 to DC on any Diplomacy checks to get you to tell the truth. 18 Insanity points: +15 to DC on any Diplomacy checks to get you to tell the truth. 24 Insanity points: +20 to DC on any Diplomacy checks to get you to tell the truth. 30 Insanity points: Won't tell the truth to save your own life. Alignment disorder: Violently Unstable. You behave in erratic and uncontrollable ways. You're irrationally violent. Must be Chaotic Evil. 6 Insanity points: You must make a Will saving throw with a DC of 25 to avoid attacking or in some other way harming one random person every 10 rounds. This last for four rounds. Each round, you attack or in some other way harm another random person. This could include setting someone's clothes on fire or poisoning. 12 Insanity points: You must make a Will saving throw with a DC of 30 to avoid attacking or in some other way harming one random person every 10 rounds. This last for six rounds. Each round, you attack or in some other way harm another random person. This could include setting someone's clothes on fire or poisoning. 18 Insanity points: You must make a Will saving throw with a DC of 35 to avoid attacking or in some other way harm two random people every 10 rounds. If you fail, you are treated as a barbarian in a rage if trying to attack them in melee. This lasts for eight rounds. Each round, you attack or in some other way harm another random person. This could include setting someone's clothes on fire or poisoning. 24 Insanity points: You must make a Will saving throw with a DC of 40 to avoid attacking or in some other way harm two random people every 10 rounds. If you fail, you are treated as a barbarian in a rage if trying to attack them in melee. This lasts for ten rounds. Each round, you attack or in some other way harm another random person. This could include setting someone's clothes on fire or poisoning. 30 Insanity points: You must make a Will saving throw with a DC of 45 to avoid attacking or in some other way harm two random people every 10 rounds. If you fail, you are treated as a barbarian in a greater rage if trying to attack them in melee. This lasts for twelve rounds. Each round, you attack or in some other way harm two other random people. This could include setting someone's clothes on fire or poisoning. Disorder: Homocidal Mania. You really like to kill people. Disorder: Obssesive compulsive Disorder: Narsicistic Disorder: Paranoia Disorder: Delusional Disorder: Sadistic Disorder: Obssesive Disorder: Kleptomania Disorder: Self Righteousness Disorder: Depression |
| Norhg09-11-05, 12:20 PM | Nothing at ten? Always give prestige classes something at ten. |
| Devil Gnasher09-11-05, 07:46 PM | Could anyone make a character using this class? You don't have to have the prerequiste skills exactly as I put them down. For the purposes of Eldritch Blast advancement and Invocations, warlocks are considered spellcasters. |
| Devil Gnasher09-11-05, 08:50 PM | Hello, is anyone here? |
| Devil Gnasher09-12-05, 01:58 PM | Hellooo. Is anyone here? |
| Ezell Pike09-12-05, 02:15 PM | We are here. Draconic heritage is lame. I came up with an idea for a Character that did make a deal with the devil so to speak. Fighter Scorcerer I kept all of the spells I planned to take, in line with abilities possesd by Dracula in Bram Stoker's Dracula. Summon Swarm, spider climb, gasseous form and so on. The source of his power is unnamed and I had diverging paths that he could follow serving good or serving evil as the DM would be the deciding factor on alignment. I like the idea for PRC it's got style. |
| Devil Gnasher09-13-05, 10:24 AM | So do you think you could make a character using this class? You don't have to have the prerequiste skills exactly as I put them down. Eldritch Blast advancement and Invocations, are considered spellcasting for the purpose of this Prestige Class. |
| Ezell Pike09-13-05, 04:45 PM | Absolutely. Mephisopheles is the way to go. :devil: Or the Lord of Nessus. :schemes: Dark and sinister. |
| Devil Gnasher09-13-05, 04:50 PM | By Mephistopheles do you mean the Cold Archduke, the Lord of Loss and of No Mercy, or the Book of Vile Darkness version. And by Lord of No Mercy, I mean, if killing you would be the most merciful course of action, he wouldn't kill you. He has only two emotions, chronic depression and lust for power. He considers all other emotions, like joy or hatred, weaknesses to be purged. He is the Archmage of Hell and his greatest arcane servents, are called the Stoics of Mephistopheles. |
| Ezell Pike09-13-05, 07:56 PM | None other, the Lord of the Eighth king of ambition. I don't have BoVD. I do have a book simply called Evil. I can't remember the publisher. Very solid read if you like fluff :confused: How something about taking what you want from whomever possesses it can be called fluff I may never know. I studied more carefully the heirarchy of Hell in 2e. I thought the Arch Devils were the coolest thing going. I still use them in that order Geryon, Dispater and such.. |
| Devil Gnasher09-13-05, 09:09 PM | In Gates of Hell Mephisto is the preminant Lord of knowledge in Hell, next to Asmodeus. This is one of the templates (http://dicefreaks.com/phpBB2/viewtopic.php?t=88) for Hell's rulers and those who fit the template. Lords of the Nine. Bael: the Warlord Dispater: the Potentate of the Iron City Mammon: the Marquis of Avarice Belial: the Master of Pains and Suffering Leviathan: the Prince of Wantonness Lilith: the Queen of Desolation Beelzebub: the Lord of the Flies Mephistopheles: the Lord of Loss Asmodeus: the Overlord of Hell |
| Devil Gnasher09-14-05, 08:17 PM | Look at these Nine (http://dicefreaks.com/phpBB2/viewtopic.php?t=88) and make a sorcerer for one of them. |
| Devil Gnasher09-15-05, 02:08 AM | I'll start with a wizard (alchemist more like it), Stoic of Mephistopheles, sorcerer tomorow. |
| Devil Gnasher09-29-05, 12:11 PM | I wasn't able to finish him on time, but I'll get him done. I'll also need help on Corrupt Familiar and Corrupt Animal Companion as well as insanities. |
| Devil Gnasher09-29-05, 03:33 PM | Hello, is anyone there? |
| not Yoda09-29-05, 03:53 PM | You have obviously put a lot of work into this PRC. Well done. A question though. Is the Scorcerer immune to his own Lesser Hellfire or the damage from Lesser Entropic Wave? Since LEW explodes and seems more likely to have that sort of thing come up. |
| Devil Gnasher09-29-05, 04:44 PM | They aren't affected by their use of these abilities, though anyone else with Lesser Hell's Fire or Lesser Entropic Wave can harm them. Also, their patron's Hell's Fire or Entropic Wave can harm them. |
| Devil Gnasher10-01-05, 12:37 PM | I would really like some help with Corrupt Familiar and Corrupt Animal Companion as well as on insanities. |
| Witchblade10-01-05, 07:51 PM | Try editing your posts instead of reposting everytime. It seems a bit overwhelming to me. |
| Devil Gnasher10-14-05, 12:52 AM | I'm replacing their current 10th level power with the ability to project a specter. A specter was said to be a manifestation of the Devil's evil power in the guise of the one conjuring it, used to harm the enemies of a practitioner of Black Magic. So it will be a manifestation of their patron's evil power in the form of that Sorcerer. I'll need some help with the mechanics of it. It will be a Supernatural ability though. |
| Devil Gnasher10-14-05, 11:30 AM | Will any one help me on specter? |
| Devil Gnasher10-14-05, 08:45 PM | Hello. Will any one help me on the sorcerer's specter? Any one? |
| Devil Gnasher10-15-05, 03:25 PM | I would like some help here. |