Banetouched [Archive] - Wizards Community

Post/Author/DateTimePost
Zareneth

04-13-06, 10:50 PM
Banetouched
http://www.ingeneri.com/20NING05/Content/Gallery_images/drow.jpg

The Banetouched are an elite group of Lolth(Lloth) Worshippers, though far too original to be called a cleric. While the Banetouched are composed mostly of Drow, Halfdrow, and the occasional Half-Elf as well, every so often another race may come along, though, it's quite rare, concidering so few are allowed into the group.
They use a mix of Arcane and Divine magic, as well as elite fighting techniques with the Whip and Dagger being simultaniously weilded, though they are masters of many other weapons as well. Few Banetouched are ever caught in a fight, concidering most of them have the perfect charisma to attract who they need to and oppose the rest.
While the Banetouched may take on any animal companion, and eventually a familiar, Due to their Deity, most all of them choose the spider at 4th level, make it a familiar at 9th level, and then cast giant vermin on them whenever necissary.
Some Banetouched Drow/Half-Drow choose to take the test of Lloth and purposely fail it to become a drider. Banetouched concider it a complete honor to be made into the likeness of their goddess, and they feel that the drow that do not feel this way, are ignorant, and very closed-minded.

Hit Die: d8

Class Skills
The Banetouched's class skills (and the key ability for each skill) are;

Hide, Climb, Balance, Tumble, Intimidate, Spellcraft, Concentration, Knowledge(Arcana), Knowledge(Dungeoneering), Spot

Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.


Spells
Lvl BAB Fort Wil Ref Special 0 1 2 3 4 5 6 7 8 9
1 +1 +0 +0 +2 -- 2 1 - - - - - - - -
2 +2 +0 +0 +3 -- 2 1 - - - - - - - -
3 +3 +1 +1 +3 -- 3 2 - - - - - - - -
4 +4 +1 +1 +4 -- 3 2 - - - - - - - -
5 +5 +1 +1 +4 -- 4 3 - - - - - - - -
6 +6 +2 +2 +5 -- 4 3 - - - - - - - -
7 +7 +2 +2 +5 -- 5 4 - - - - - - - -
8 +8 +2 +2 +6 -- 5 4 1 - - - - - - -
9 +9 +3 +3 +6 -- 6 5 2 - - - - - - -
10 +10 +3 +3 +7 -- 6 5 2 1 - - - - - -


Class Features:

Weapon and Armor Proficiency
Banetouched are proficient with all simple and martial weapons, as well as all light and medium armor.

Shadowcasting(SU)
Beginning at 1st level, Banetouched discover the ability to shape and warp shadows, even solidify them. They harness this ability into a projectile attack that deals 1d4 damage.

Exotic Weapon Proficiency(Whip)
At 1st level, a Banetouched may take Exotic Weapon Proficiency(Whip) as a bonus feat.

Animal Companion(EX)
Beginning at 4th level, a Banetouched may choose an animal companion from the following list: Dire Bat, Dire Rat, Dire Spider, or Snake. An animal companion costs 100 GP.

Slave(EX)
In Replacement of the Animal Companion skill, a Banetouched may take a slave from the following list: Bugbear, Goblin, Hobgoblin, Mongrelfolk, OR, they may take a slave of their own race, or one step away from their own race.(For Example: A Drow Slaveowner may take a Bugbear, Goblin, Hobgoblin, Mongrelfolk, Drow, or Half-Drow as his slave.) A slave costs 5000 GP, and is useful just about anywhere. A slave used in battle has whatever s typical member of it's race may have.

Bane
(Note: Bane may be a substitute for Crawling Darkness, Lesser, but one or the other has to be chosen, not both.)
Casting Time: 1 round.
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 min./level.

Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

Bane is usable once per day per 3 class levels.

Crawling Darkness, Lesser
(Note: Crawling Darkness, Lesser may be a substitute for Bane, but one or the other has to be chosen, not both.)
Casting Time: 1 round.
Duration: 1 min./level
You bring into being a shroud of dark, writhing tentacles around your body. The tentacles do not interfere with spellcasting, but they provide you one-quarter concealment(25% miss chance) and almost completely hide your features. You recieve a +2 competence bonus on grapple checks, climb checks, and escape checks.

Crawling Darkness, Lesser is usable once per day per 3 class levels.

Corrupt Mind
Banetouched have the strange ability to corrupt others minds, and possibly even cause them to go mad. Confusion Inducing.

Confusion
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the targets to become confused, making them unable to independently determine what they will do.
Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.
d% Behavior
01–10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee away from caster at top possible speed.
71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Familiar
At 9th level, if a Banetouched took an Animal Companion at 4th level, he may make it a familiar for 500 gold.

Advanced Shadowcasting(SU)
Beginning at 9th level, Banetouched discover the ability to shape and warp shadows, even solidify them. They harness this ability into a projectile attack that deals 1d6 damage.

Incredible Shadowcasting(SU)
Beginning at 14th level, Banetouched discover the ability to shape and warp shadows, even solidify them. They harness this ability into a projectile attack that deals 1d8 damage.

Godly Shadowcasting(SU)
Beginning at 19th level, Banetouched discover the ability to shape and warp shadows, even solidify them. They harness this ability into a projectile attack that deals 1d10 damage.

Spells

0 Level
Arcane Mark: Inscribes a personal rune (visible or invisible).
Cure Minor Wounds: Cures 1 point of damage.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Know Direction: You discern north.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
Virtue: Subject gains 1 temporary hp.

1st Level
Bless: Allies gain +1 on attack rolls and saves against fear.
Comprehend Languages: You understand all spoken and written languages.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Disguise Self: Changes your appearance.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Expeditious Retreat: Your speed increases by 30 ft.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Longstrider: Your speed increases by 10 ft.
Mage Armor: Gives subject +4 armor bonus.
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Summon Monster I: Calls extraplanar creature to fight for you.
True Strike: +20 on your next attack roll.

2nd Level
Alter Self: Assume form of a similar creature.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Detect Thoughts: Allows “listening” to surface thoughts.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Levitate: Subject moves up and down at your direction.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Spider Climb: Grants ability to walk on walls and ceilings.
Tongues: Speak any language.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.

3rd Level
Arcane Sight: Magical auras become visible to you.
Blink: You randomly vanish and reappear for 1 round/level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Explosive Runes: Deals 6d6 damage when read.
Fly: Subject flies at speed of 60 ft.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Keen Edge: Doubles normal weapon’s threat range.
Suggestion: Compels subject to follow stated course of action.
Summon Monster III: Calls extraplanar creature to fight for you.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th Level
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dismissal: Forces a creature to return to native plane.
Dispel Magic: Cancels spells and magical effects.
Giant Vermin: Turns Bats, Rats, Snakes, or Spiders(Including one's Companion/Familiar) into giant vermin.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
Summon Monster IV: Calls extraplanar creature to fight for you.
Stoneskin M: Ignore 10 points of damage per attack.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th Level
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Contact Other Plane: Lets you ask question of extraplanar entity.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dominate Person: Controls humanoid telepathically.
False Vision M: Fools scrying with an illusion.
Feeblemind: Subject’s Int and Cha drop to 1.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Suggestion, Mass: As suggestion, plus one subject/level.
Summon Monster V: Calls extraplanar creature to fight for you.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles/level.

6th Level

7th Level

8th Level

9th Level

10th Level

11th Level

12th Level

13rd Level

14th Level

15th Level

16th Level

17th Level

18th Level

19th Level

20th Level

Need to go now, work on the rest of the spells later.
Zareneth

04-15-06, 12:36 AM
uhhh..bump and P.E.A.C.H. So far?
Archmagi1976

04-15-06, 01:58 AM
I do not forsee any problems with this class yet, I have yet to really go through it but once you are done with this I would love to talk to you about some ideas I would like to possibly work out with you.
Zareneth

04-15-06, 02:37 AM
Well, feel free to PM me..On second thought, I'll PM you. Ideas and Criticism are greatly appreciated, so, yeah, anyone feel free. If i see anything wrong with it, is it may be a bit overpowered for a core class.
Archmagi1976

04-15-06, 02:49 AM
After taking more time to go through the class, hey anything to get out of the work ahead since it is a friday. :D The skill points need to be all together, I do not see any other class with two different progressions in skills as it grows in level. 4+int at first then 2+int?

Second, you have made the shadowcasting ability seems a little too powerful in my eyes. That is like giving someone the warlock ability on top of a 9 level spell list. If you want to keep that, and the good hit die, and the full base attack, ect...

I would cut the HD down to D6 honestly... If you keep the Shadowcasting, then bring the full casting down too 6th level with 1/2 base attack progression, or down to 4th with 3/4ths base attack progression.

On a side note... How does this shadowcasting (damage spell) work? It is a basic touch attack? I can understand why you like the class, it has great merrit, but it seems to want to fulfill the whole parties requirements in one on top of the armor proficiency.
Zareneth

04-15-06, 03:02 AM
It's like, a projectile. Look at the crawling darkness spell and imagine something like that in the shape of a javelin, sort of. Well, i think i've fixed some of it.
Archmagi1976

04-15-06, 03:05 AM
Does it use the spell progression table like a spell? Or is this something done at will? If it is at will, then it is a very powerful spell like ability. Please understand, this is no way ment in any disrespect for the class it's self. I find my self trying to work and keep coming back to it to look at it for possible ideas. It mixes just the right amount of Evil, Darkness and just being plain wrong, and I love that. :plotting: :evillaugh :devil:

It works so well together. But it does seem to scream to me what is this class trying to do? If you are looking for more of an arcane version of the cleric, then I think it is an interesting idea. Truely I do...
eeen13

04-15-06, 09:29 AM
I only skimmed through but i didnt see what ability it casts its spells with INT, CHA or WIS?

appoligies if im just blind
Zareneth

04-15-06, 02:48 PM
Mainly CHA, but INT is also crucial. It's done at will, but i'm thinking of giving it a like, 1 use/level, starting at first level but from 4th on it'll be like 1 use/every 5 levels.