Book of Madness [Archive] - Wizards Community

Post/Author/DateTimePost
ServanWolf

01-02-08, 07:20 PM
Tome I : Psychopathic Classes

1. Introduction

From far beyond the limits of normal minds ...

Dear Master,

He died yesterday

It's cold in the dungeon of the Old King. This is not really a change to the other day's these 20 last years where day after day he fought the Ice Giants of North Galiad. All these years he fought them in such a silence that we all thought that he was speechless. With 'we' I mean his court, his family and even the unknown spy I am.

I remember the day years ago that You asked me to write down each word he would say. You said that it would reveal the source of the strange powers of the Broken Guild.

All this years I believed that you sand me on an useless quest, but now Master I'm happy to say you that i finally succeeded.

He sang one song before killing himself...

Requiem of the Broken

At the source of life
Death travels his way
through the minds

Unseen in normal realms
for eyes whose truth
are those of many

Shattered minds alone
on the way of Death
on the way of far beyond

We live alone
among many

One
Others
Many

... those riddles are mystery to even me who are developing some strange powers last years. With each day passing i feel more depressed.

Your really old friend,
Ir-Atur

... where born spirits whose powers have no sense or understanding.

2. Index

1 Introduction
2 Index
3 ClassesThe Pessimist (http://forums.gleemax.com/showpost.php?p=14727194&postcount=2)
The Optimist (http://forums.gleemax.com/showpost.php?p=14727194&postcount=3)
The SadoMa (http://forums.gleemax.com/showpost.php?p=14727194&postcount=3)
The Innocent (http://forums.gleemax.com/showpost.php?p=14727194&postcount=4)
The Schyzofrenic (http://forums.gleemax.com/showpost.php?p=14727194&postcount=4)
4 Prestige Classes
5 Skills and Feats
ServanWolf

01-02-08, 07:21 PM
3. Classes


The Pessimist

http://www.fanartreview.com/farusr/57128/t-7294381-97334.jpg
What again ...

Being a pure being of bad believe and "end of the world" thinker, the Pessimist have ruled some of the skills of the Bard and Cleric to let know his idea of this to all others, making him coming him even dangerous mad when he don't get anyone to his idea of pure madness.
Adventures: Pessimists are a chaotic kind of adventures, always changing his thoughts on things cause of the possible things that could go wrong. Due this he also is fatalistic, and don't care sometimes on what could happen, but also sometimes going mad or scared about some situations. He takes all opportunities he have to say what he will thinks, making him often unable to find a company (if he is not able to hold his mouth more).
Pessimists are often simply dragged along by one of their friends (often bards). They adventure because it's necessary for them, and why not? They're going to die in some horrible way anyhow; might as well die rich... or robbed penniless after getting rich... or spattered across their mansion after getting rich, or...
Characteristics: The power of persuasion of the Pessimist depends on his ability to overwhelm anyones thought , and thus is charisma one of his base characteristics linked to his features. Although sometimes these are not enough and the basic characteristics (strength, dexterity and constitution) are really important when he will have to fight for his believe.
Alignment: Pessimist are beings going purely against all normal logic , or bringing logic to the borders of madness. Thus pessimist always have to be chaotic.
Religion: Pessimists sometimes revere Olidammara, god of thieves of his chaotic kind or Nerull, God of Death. Nevertheless it often occurs that Pessimists revere non of the gods, cause of their negative thought and of their idea that it only would give bad consequences to be linked to one of those gods who anyhow will vanish at one moment or an other.
Background: Pessimist are characterized with a tragedy that came at one moment or other in their live and thus mostly are of a certain age, bu not have to be. Young people deceived be the world around them or simply revolt against to common order could even become so dripped from all that they refuge in this way of live.
Races: Humans are the most commonly race found as Pessimist due the fast and chaotic kind of live of humans, but on the other hand all classes can become them. Their has been said that the most powerfull pessimist ever were elves cause of their long lifetime, and they would even have whole plains callopsing of their presence.
Other Classes: They are the most bad kind of companion that would ever have existing (except maybe a psychopatic ranger or so who want to kill you for experience), due their aura of pessimism making all around them less effective. Bards are the best friends of the pessimist making it the pessimist able to forget their bad thoughts for some moments, and Bards makes it often a quest to help Pessimists.
Role: The pessimist is a middle-good fighter if mad, and can be bot a melee or range warrior if he wants. His use of the group is to mess up the strength and the self-confidence of even the strongest person, and often works together with a bard or sorcerer (who are partially immune to their powers).

Game Rule Information
Abilities: Charisma determines how strong their class features are and thus are the most important feature of them, and are always is their biggest ability. Their second ability is intelligence making them able to take many skills useful to show their believe. Due their often hated ideas they are also often focused on the three basic abilities (strength, dexterity and constitution) to protect them from dieing.
Alignment: Any Chaotic.
Hit Die: d8

Class Skills
The Pessimist's class skills (and the key ablility for each skill) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (two of your choice) (Int), Listen (Int), Perform (Cha), Search (Int), Sense Motive (Wis), Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Table : The Pessimist
Level BAB Ref Fort Will Special
-----------------------------------------------------------------------------------------
1st +0 +2 +0 +2 Aura I, Pitiful View, Unsure Actions
2nd +1 +3 +0 +3 Bonus feat, I Said it You
3rd +2 +3 +1 +3 Thirth Eye (Detect thoughts), Dark Eye
4th +3 +4 +1 +4 Expected Failure
5th +3 +4 +1 +4 Aura II
6th +4 +5 +2 +5 And It Will Go Wrong
7th +5 +5 +2 +5 Instable Mind, Thirth Eye (Deathwatch)
8th +6/+1 +6 +2 +6 Depression
9th +6/+1 +6 +3 +6 Intend Feeling
10th +7/+2 +7 +3 +7 Aura III, Clear Mind
11th +8/+3 +7 +3 +7 Bonus Feat
12th +9/+4 +8 +4 +8 Thirth Eye (Detect Allignment), Inner Conflict
13th +9/+4 +8 +4 +8 Ability Boost (Cha +1)
14th +10/+5 +9 +4 +9 Welcome To My World
15th +11/+6/+1 +9 +5 +9 Aura IV, Tortured Conscience
16th +12/+7/+2 +10 +5 +10 Bonus Feat
17th +12/+7/+2 +10 +5 +10 Thirth Eye (True Seeing)
18th +13/+8/+3 +11 +6 +11 Ability Boost (Cha +2)
19th +14/+9/+4 +11 +6 +11 Doomsday Speech
20th +15/+10/+5 +12 +6 +12 Aura V, It Could Always Be Worse

Class Features
All of the following are class features of the Pessimist.
Weapon and Armor Proficiency: Pessimists are proficient with all simple weapons, plus two martial and an exotic weapon of your (or DM) choice. Pessimists are proficient with light armor and buckler.

Aura of Despair (Ex)(Aura I): A Pessimist have an aura of pure pessimism emanating from him, crushing those around him in pure despair. This emanation is 5ft. plus Charisma modifier per class level in radius, and only those with a charisma score higher than his or spontaneous spellcasters which power is based on charisma are immune to this effect (as long as they are from equal or higher level). A creature subject to this aura takes a -2 penalty on all attack rolls, saving throws, skill checks and ability checks. During in the radius of the aura a spellcaster always has to make a concentration check against a DC of 10 + pessimist's class level.

Pitiful View (Ex): When threatened by anyone a Pessimist could use his deplorable outlook and miserable way of living to affect a subjects behavior and will. At a succesfull diplomacy check the subject loses his interest in the pessimist, and threaten you as being Helpful (if he was indifferent) or indifferent (if he was hostile or unfriendly). He may add his pessimist's class level to his bluff check.

Unsure Actions (Ex): Each time that a Pessimist fail to achieve a non-combat action, he is randomly affected be any one of his class features. Nevertheless, he is saved from this if he succeeds to a will save against an anti-level check (thus d20 - class level). This effect lingers till he succeeds on that action once for each feature affecting him, for one hour per point that you failed your save, or till the feature effecting you ends. At each success one of the effects fades away.

I Said it You (Ex): You become skilled in making other pessimistic, and in even such an way that they become under cumulative effects. When succeeding on an opposed charisma check you imbue anyone with a bad feeling. You must declare the kind of action that the subject would not succeed on, and if this action fails he become subject of a cumulative -2 penalty against this action. Nevertheless if he succeed he gets a bonus of +2 to it. This effect lingers and is active for one round per charisma modifier. He can use this power once a day for each three levels in the Pessimist class.

Thirth Eye (Su): At this point the Pessimist has been detected be the strange powers of fate, and from now on carry the Thirth Eye. It provides him certain spell like abilities as noted above (thus being continuously under effect of these spells).

Dark Eye (Su):His thirth eye curse those whose thoughts are trapped in the sight of this eye. The target must make a Will Save against a level check + char modifier + level of the pessimist. If the target fails, he is crushed in such a despair that he gets an ability damage of 1 per three Pessimist Class level to Wisdom, Intelligence and Charisma. If he fails the check with more then 10 points he gets 1d6 of damage per two point he fails under the ten, to a maximum of 1d6 per two class levels.

Expected Failure (Ex): Pessimist always expect to fail everything he does and so used to negativity he doesn't immediately fail what he does because he dwells in for so long. He acquired the strange capacity to finish all things even if he does those badly. When he rolls a natural 1 this is not a critical failure.

It's Gonna Get Worse (Su) (Aura II): A Pessimist gives off a 60ft radius aura (above his basic aura). Any living creature in the radius have all critical hit automatically confirmed and what's worse all damage in the critical is maximized out dice.

And It Will Go Wrong (Ex): Once a day per charisma modifier the Pessimist may target one target within his Aura range. That creature makes a will save against DC 10 + pessimist level + charisma modifier, or whatever action he will do next or is doing will go wrong in some horrible way (with DM's choice for the kind of thing to happen). This is a swift action that may be used up at any moment during yours or anyone other round, but can only be taken if you had no actions used during your round (move, 5ft step or standard action).

Instable Mind(Ex): At this point the pessimist just came to the point at which his own experience and intelligence turns against himself, making him taking the most strange choices. When threatened be any attack or stressing situation, he must succeed to a Will save. This Will save depends on the situation. When you fail this save you have 50 % of chance to become frightened for a duration one round per 5 points that your check was under the will save DC.
Threatened Table
situation DC
attack 10 + Cha. modifier of attacker.
damage 10 + damage received
skill use 10 + DC skill above 10
skill use in combat 10 + DC skill above 15
lack of sleep 15 - Con. modifier
longtime stress 15 + days (for example multiple days in a dungeon)
sick 10 + DC saving throw poison above 10When you are under effect of a bard class feature, the change of becoming frightened decrease to 25%.

Depression (ex): A pessimist is so depressed that he becomes immune to Exhaustion and fatigue from spells or any other source. He is also immune to charisma draining part of spells and is immune to Permanent level drain (though his levels can still be temporarily drained). He cannot die from temporary level drain.

Intend Feeling (Su): You now fully control again your mind and are able to intend your disturbing thoughts to an other object. At a full round action you can make a gaze attack (or mind if you are telephatic) against a subject. He must succeed to a will save of DC 10 + Charisma modifier + class level, or being under effect of Instable mind for one round per charisma modifier. Due the fact that he is alien to this feeling, the subject have 75% to become comatose.

You can trust nothing, even not yourself (Su)(Aura III): Those damaged by the Pessimist, or anyone in the radius of the Aura of Despair, for at least damage equal to his Charisma score are subject of a regeneration equal to minus their constitution score for a quantity or rounds equal to Pessimist's Charisma modifier.

Clear Mind (Ex): You just came partially out of your mind-problems and your chance of becoming frightened decreases definitely to 25%, and when under effect of a bard class feature you are immune to this.

Welcome To My World (Su): Twice per day a pessimist can make a ranged touch to a creature and let them make a Fort. Save or Will Save = to 10 + 1/2 pessimist level + Cha. mod. or fall comatose of the shock of seeing suck disturbing images in their head for a round per 1/2 pessimist level.

Don't Mourn For The Dead, Mourn For The Living(Su)(Aura IV): A pessimist gives off a 60ft radius and when someone kills someone in that radius they must make a will save = 10 + 1/2 pessimist + Cha. mod. or they painfully turn into undead taking 2d6 damage when first transform and every round after take 1d6 but gain undead traits until the end of the encounter. When his hit points reach zero he gains all the undead traits and gains back half his lost hit points. Plant's, oozes, swarm's, Pessimists and undead are immune to this hideous transformation.

Tortured Conscience (Su): When the Pessimist encounters anyone who is immune to the Mind-Influencing effect of his features, he comes in an unstoppable rage. As a full round action, he can attune himself to this target and disabling his protecting powers. The target must succeed to a will save against a DC 10 + class level + charisma modifier. If he fails his save he become under effects of all the pessimist powers with all the modifiers doubles. During this act, the pessimist is flat footed.
This ability can even affect undeads, constructs or other creatures without conscience or soul.

Inner Conflict (Ex): The pessimist have now the power to suppress all his aura's at will , but doing this makes him coming under effects of his own powers and thus suffering all the penalties. When threatened in any meaning, or with a standard action, he can stop this power en reactivate all his powers. When doing this he is granted benefits equal to the malluses he had suffered, and all persons affected by his auras gets double penalties. After a quantity of rounds equal to his charisma modifier all become normal again. This is only usable once a day.

Doomsday Speech (Ex): Once a day, a pessimist may make a prophetic speech to any number of creatures. To convince those who are present of the truth of your saying, you must succeed to a Intimidate or Bluff check, whichever is higher. Those failing to this will become horrified and are terrorized, creating chaos around them. When using this during battle, those affected be this flee in horror, or do any other action equivalent to what has been prophesied.
This effect lingers as long that he continues to hold a speech, and one hour (or round if in combat) per charisma modifier.

Dark Destiny (Su)(Aura V): Being at the apotheosis of his believe, the Pessimist's aura become to distort even the normal function of reality, and he can bend this to his will. All combat actions have a 50% chance to fail, or going in an horrible way. All non-combat actions in this radius have a 50% chance to be subject of And It Will Go Wrong. In presence of a Bardic Feature this is lessened to 25% chance.

It Could Always Be Worse (ex): After any action, the Pessimist may entitle any number of players to perform a certain action better. Those succeeding a Will save of DC 15 + char. modifier + class level, are not affected be this feature. If failing the check and failing the attempt to perform your action in an even better way, everything will go wrong. You will be unable to perform this action again as long as you have not succeeded the Will save, and any other action will be entitled to a cumulative penalty of - 4 per fail on them. You could use this feature only once a day per charisma modifier.

Elven Pessimist Starting Package
Armor: Studded Leather (+3 AC, armor check penalty -1, speed 20ft., 10lb.)
Weapons:Quarterstaff (1d8, crit x2, two-handed, bludgeoning)
Longsword (1d8, crit 19-20/x2, 4lb., one-handed, slashing)
Longbow (1d8, crit x3, range inc. 100ft., 2lb., piercing)
Skill Selection: pick a number of skills equal to 4 + Int modifier.
Skill Ranks Ability Armor Check Penality
Bluff 4 Cha --
Diplomacy 4 Cha --
Disguise 4 Cha --
Gather Information 4 Cha --
Handle Animal 4 Cha --
Sense Motive 4 Cha --
Feat: Run
Chosen martial weapons: Longbow (composite), Longsword
Chosen exotic weapon: Two-bladed Sword
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Thee torches
Gold: 2d[/QUOTE]
ServanWolf

01-02-08, 07:21 PM
The Optimist

http://i152.photobucket.com/albums/s199/Black_petals101/anime%20girls/43.png

" Lalaaalaalaa oh what a shiny day ... " singing joyfully walking a group of Vampires who are dying through sunlight.

....
Adventures:
Characteristics:
Alignment:
Religion:
Background:
Races:
Other Classes:
Role:

Game Rule Information
Abilities:
Alignment: Any Lawful
Hit Die: d8

Class Skills
The Optimist's class skills (and the key ablility for each skill) are
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Table : The Optimist
Level BAB Ref Fort Will Special
-----------------------------------------------------------------------------------------
1st +0 +0 +2 +2 Aura of Will, Goodwill
2nd +1 +0 +3 +3
3rd +2 +1 +3 +3
4th +3 +1 +4 +4
5th +3 +1 +4 +4
6th +4 +2 +5 +5
7th +5 +2 +5 +5
8th +6/+1 +2 +6 +6
9th +6/+1 +3 +6 +6
10th +7/+2 +3 +7 +7
11th +8/+3 +3 +7 +7
12th +9/+4 +4 +8 +8
13th +9/+4 +4 +8 +8
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +9 +9
16th +12/+7/+2 +5 +10 +10
17th +12/+7/+2 +5 +11 +10
18th +13/+8/+3 +6 +11 +11
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12

Class Features
All of the following are class features of the Optimist.
Weapon and Armor Proficiency:

Aura of Will (Su): An Optimist have an Aura of pure goodwill, luck and happiness emanating out of him, influencing everyone around him. Everyone receives a bonus of +2 to all attack rolls, saving throws, skill checks and ability checks. The radius of this Aura is equal to (5ft + Cha. Mod)/Optimist Lvl..

Goodwill (Ex): At a successful Diplomacy check (at which he may add his Optimist Class level) the person becomes automatically helpful as long as he stays in the radius of Optimist's Aura.




The Sadoma

http://images.elfwood.com/art/t/e/teo/anime_fieldofblood.jpg


"Pain, blood and slavery are my elements creature...slave" torturing a paladin of Pelor to slavery.

....

Adventures:
Characteristics:
Alignment:
Religion:
Background:
Races:
Other Classes:
Role:

Game Rule Information
Abilities:
Alignment: Chaotic Evil
Hit Die: d10

Class Skills
The Sadoma's class skills (and the key ablility for each skill) are
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Table : The Sadoma
Level BAB Ref Fort Will Special
-----------------------------------------------------------------------------------------
1st +0 +2 +2 +2
2nd +1 +3 +3 +3
3rd +2 +3 +3 +3
4th +3 +4 +4 +4
5th +3 +4 +4 +4
6th +4 +5 +5 +5
7th +5 +5 +5 +5
8th +6/+1 +6 +6 +6
9th +6/+1 +6 +6 +6
10th +7/+2 +7 +7 +7
11th +8/+3 +7 +7 +7
12th +9/+4 +8 +8 +8
13th +9/+4 +8 +8 +8
14th +10/+5 +9 +9 +9
15th +11/+6/+1 +9 +9 +9
16th +12/+7/+2 +10 +10 +10
17th +12/+7/+2 +10 +11 +10
18th +13/+8/+3 +10 +11 +11
19th +14/+9/+4 +11 +11 +11
20th +15/+10/+5 +12 +12 +12

Class Features
All of the following are class features of the Sadoma.
Weapon and Armor Proficiency:
ServanWolf

01-02-08, 07:29 PM
The Innocent

http://homepage1.nifty.com/kito/multi.jpg



The Schizophrenic

http://help.com/user-avatars/user-photo-74964-797429.jpg
ServanWolf

01-02-08, 07:31 PM
4. Prestige Classes

....
ServanWolf

01-02-08, 07:31 PM
5. Skills & Feats

Skills

Feats

Madness Mind[Madness]
The deep madness of your mind become visible to mind-affecting powers.
Prerequisite: Level 1 of a Madness Class
Benefit: You gets a bonus to your will save equal to your charisma modifier
Special: You may take this feat once for each Madness Class

Bardic Knowledge[Madness]
The deep madness of your mind become visible to mind-affecting powers.
Prerequisite: A level in bard or any equal class
Benefit: Your are threatened as being under effect of a Bardic Spell
Normal: All your Madness Powers affects you and others as normal

Bardic Influence[Madness]
And ancient bardic music course through your mind
Prerequisite: Clear mind, Will 16, Cha 20
Benefit: You become immune to Instable Mind
Normal: You have 25% chance to be frightened thought Instable Mind
Einvaldurinn_mikli

01-02-08, 07:56 PM
"This is madness!"

"Madness? THIS. IS. SPAAAARTA!"
http://www.qarl.com/qLab/pile/300/SPARTA.jpg
I'm sorry. I had too.
Realms of Chaos

01-02-08, 10:04 PM
I notice lots of pesky spelling and grammer errors but those types of things don't really bug me.

One thing that does kind of bug me is the way you grouped your abilities. Typically, abilities are listed in order of what level you get them, from low level to high level rather than grouping them into categories based on what they do. I had to keep referring the the table to see when you would get everything.

Aside from that, great work. I am looking forward to seeing your finnished product.