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| dragoncc01-17-05, 04:22 PM | Well here's the anti-healer, The Anathema, to wreak havoc on the healer (http://boards1.wizards.com/showthread.php?t=365147) & her allies. Not an absolute opposite of the healer, but a very overlooked avenue IMO for the savvy DM. Again balance for my classes is based on those similar to Szatany's Ultimate series (Spcifically the Doombringer (http://boards1.wizards.com/showthread.php?t=169796)). Thanks in advance for any feedback. Anathema A devout follower of a particular deity, the anathema is the quintessential injurious, maiming, & disease-spreading follower of an evil deity. Game Rule Information Anathemas have the following statistics. Abilities: Wisdom determines how powerful a spell an anathema can cast, how many spells he can cast per day, & how hard those spells are to resist. Charisma is also important for the anathema because his inner strength powers many of his dastardly abilities. Alignment: An anathema’s alignment must be within one step of his deity's (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). An anathema may not be neutral unless his deity's alignment is also neutral. Hit Die: d6. Starting Gold: 4d4 x 10gp. Class Skills The anathema chooses 10 class skills (knowledge skills must be selected individually). For those using a set list I would suggest Concentration, Craft (alchemy), Diplomacy, Heal, Knowledge (anatomy), Knowledge (herbalism), Listen, Profession, Sense Motive, and Spot. Skill Points: 4 + INT modifier. Class Features All of the following are class features of the anathema. Saves: Good FORT & WILL BAB: (as rogue) Weapon & Armor Proficiency: Anathemas are proficient with all simple weapons, with light armor, & with shields (except tower shields). Aura (Ex): An anathema of a chaotic, evil, or lawful deity has a particularly powerful aura corresponding to his deity's alignment (see detect evil spell for details). Spells: An anathema casts divine spells, which are drawn from the anathema spell list. (Otherwise as cleric including slots) spell list to follow Deities, Domains, & Domain Spells: As cleric Chaotic, Evil, Good, & Lawful Spells: An anathema can't cast spells of an alignment opposed to his own or his deity's. Harmful Touch (Su): At 1st level, an anathema with a CHA score of 12 or higher can cause wounds by touch through the channeling of negative energy. Each day he can inflict a total number of hit points of damage equal to his CHA bonus times his number of ranks in the Heal skill. An anathema may choose to divide his inflicting damage among multiple recipients, and he doesn’t have to use it all at once. Using Harmful Touch is a standard action. Alternatively, an anathema can use any or all of this harming power to heal undead creatures. Using Harmful Touch in this way requires a successful melee touch attack & provokes an attack of opportunity. The anathema decides how many of his daily allotment of points to use as healing after successfully touching an undead creature. (Szatany influence) Diseased (Su): At 4th level, an anathema is inflicted by his deity with a disease which he may spread vicariously throughout the land. This is a disease for which there is a natural cure & from which the anathema gains immunity. The anathema infects those he contacts if they meet the infection requirement of the disease (contact needs physical touching, injury needs an open wound, & inhaled needs someone breathing in the anathema’s breath). Should the Anathema be the target of a remove disease spell or similar effect, the Diseased ability is suppressed for a number of minutes equal to 10 + the caster level of the healing spell. Hands of Death (Ex): At 8th level, an anathema gains an insight bonus equal to his CHA bonus (if positive) on attack rolls when he attempts to use inflict spells, & he increases the damage cap of all inflict spells by his CHA bonus. (Szatany influence) Unclean Aura (Su): At 12th level, an anathema is surrounded by a powerful aura. Each creature within 10 feet of him incurs a -4 divine penalty on saves vs. diseases & disease-like effects. Additionally, a number of times per day equal to his CHA modifier, each creature within the anathema’s Unclean Aura must make a successful FORT save (DC 10 + ½ anathema’s class levels ) each round that they remain in the aura or suffer 1d4 points of damage. This ability lasts a number of rounds equal to the anathema’s CHA modifier. Activating this effect is a swift action which doesn’t provoke an attack of opportunity. At 16th level & then again at 20th, the aura extends an additional 10 feet & the damage die increases (to d6 at 16th & d8 at 20th). This ability functions while the anathema is conscious, but not if he is unconscious or dead. Draining Touch (Su): At 16th level, if the anathema, through inflict spells or his Harmful Touch ability, deals an amount of damage to his opponent greater than or equal to ½ of the opponent’s current hit points, the opponent must make a FORT save (DC 10 + ½ anathema’s class levels + anathema’s CHA modifier) or take 2 points of temporary CON damage for every 5 points that he missed the save by (minimum 2). Failure also means that the opponent may take only partial actions for 1d4 rounds afterwards as she recovers from the attack. Vampiric Inflict (Su): At 20th level, whenever an anathema deals damage from his Harmful Touch ability or inflict spells, he cures himself a number of hit points equal to 1/5 of the damage dealt (rounded down). (Szatany influence) Additionally, for each die of damage dealt by his Unclean Aura, the Anathema is cured 1 hit point. Ex-Anathemas An anathema that grossly violates the code of conduct required by his god loses all spells & class features, except for simple weapon, armor & shield proficiencies. He can’t thereafter gain levels as an anathema of that god until he atones (see the atonement spell description). Level Attack Fort Ref Will Special 1st +0 +2 +0 +2 Domains, Harmful touch 2nd +1 +3 +0 +3 - 3rd +2 +3 +1 +3 - 4th +3 +4 +1 +4 Diseased 5th +3 +4 +1 +4 - 6th +4 +5 +2 +5 - 7th +5 +5 +2 +5 - 8th +6/+1 +6 +2 +6 Hands of death 9th +6/+1 +6 +3 +6 - 10th +7/+2 +7 +3 +7 - 11th +8/+3 +7 +3 +7 - 12th +9/+4 +8 +4 +8 Unclean aura 13th +9/+4 +8 +4 +8 - 14th +10/+5 +9 +4 +9 - 15th +11/+6/+1 +9 +5 +9 - 16th +12/+7/+2 +10 +5 +10 Draining touch 17th +12/+7/+2 +10 +5 +10 - 18th +13/+8/+3 +11 +6 +11 - 19th +14/+9/+4 +11 +6 +11 - 20th +15/+10/+5 +12 +6 +12 Vampiric inflict Anathema Spell List (not yet) will contain damaging spells from the darkside i.e. no fireballs etc. (working on a few here (http://boards1.wizards.com/showthread.php?p=5298454#post5298454)) Epic Anathema (not yet) |
| Ravos2001-17-05, 04:33 PM | i would change the name of "painfull aura" to "unclean aura" or "filthy aura" due to the mechanic of the ability |
| dragoncc01-17-05, 05:53 PM | Hey, I like that :) Unclean Aura it is :thumbsup: |
| dragoncc01-19-05, 07:41 PM | Made sure Szatany got the credit due ;) Also added clarification to the Diseased ability & beefed up the Vampiric Inflict ability a bit. :bump: |