Cenobite PrC (with bonus magic item!) (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Tanegar

12-25-07, 07:52 PM
Disclaimer: Yes, this prestige class is based on the Cenobites from the film Hellraiser and its sequels.

There have always been hedonists, people who hold pleasure to be the highest ideal. Some take this idea farther than others, valuing their own pleasure over the suffering of others. And a few take it to the extreme, valuing not merely pleasure but all forms of sensation. For whatever reason, certain people become so jaded, so incapable of responding to ordinary stimuli that they must seek out extremes of experience in order to feel anything at all. And a few of these stumble onto stories of an artifact known as Lemarchand's Box.

The origin of the Box is shrouded in mystery. The identity of the maker is hidden: no scholar can identify Lemarchand, no seer can perceive him (her?), and the gods, if they know, have consistently refused to speak on the subject. The artifact takes the form of a puzzle box, about the size of an adult human male's two fists put together. The stories say that those who solve the puzzle will experience things beyond the dreams of mortals. The stories are right.

Unfortunately, the stories fail to mention that the dreams in question are nightmares.

Lemarchand's Box
Strong conjuration; CL 20th; Craft Wondrous Item; gate; priceless (unique); Cost: 1,000,000gp, 10,000xp
Solving Lemarchand's Box is a Wisdom check at DC15.

Cenobite
Hit Die: d8
Requirements
Alignment: Non-lawful, non-good
Skills: Knowledge (arcana) 10 ranks
Special: Must have found and solved Lemarchand's Box

Class Skills
The Cenobite's class skills (and the key ability for each skill) are Bluff (Cha), Intimidate (Cha), Knowledge (anatomy) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (torturer) (Wis), Search (Int), Sense Motive (Wis), Spot (Wis)

Skill Points per Level
6 + Int modifier

Table: The Cenobite
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Horrific Presence
2nd +1 +3 +0 +3 Feel No Pain
3rd +2 +3 +1 +3 Dark Insight (defense)
4th +3 +4 +1 +4 Passwall 1/day
5th +3 +4 +1 +4 Dancing Chains
6th +4 +5 +2 +5 Dark Insight (attack), Passwall 2/day
7th +5 +5 +2 +5 Sudden Appearance
8th +6/+1 +6 +2 +6 Damage Reduction, Passwall 3/day
9th +6/+1 +6 +3 +6 Dark Insight (saves)
10th +7/+2 +7 +3 +7 "We have eternity...", Passwall 4/day

Class Features
Weapon and Armor Proficiencies
Cenobites are proficient with all simple weapons and light armor, but not shields. Additionally, Cenobites are proficient with all known instruments of torture.

Horrific Presence
Anyone who solves Lemarchand's Box is transported to a specialized demiplane, possibly also created by the mysterious Lemarchand, to be transformed into a Cenobite. This process typically involves horrifying mutilation. As a result, starting at 1st level, Cenobites project an aura which causes all foes within ten feet to suffer -2 to their Will saves. Additionally, any humanoid or monstrous humanoid attempting to make a melee attack against the character must succeed at a Will save (at -2) or be shaken.

Feel No Pain
Cenobites are explorers in the further regions of experience. They routinely mutilate themselves and each other, and consequently have supernaturally high pain tolerance. They are immune to nonlethal damage.

Dark Insight
Beginning at 3rd level, a Cenobite adds his Wis modifier to his AC. Beginning at 6th level, he adds his Wis modifier to his attack rolls. Beginning at 9th level, he adds his Wis modifier to all his saves instead of only his Will save.

Spell-like Ability
Beginning at 4th level, a Cenobite may use the spell passwall, as if cast by a 15th-level caster, as a spell-like ability once per day. The Cenobite gains one additional use of this ability at each even-numbered level thereafter, to a maximum of 4 times per day at level 10.

Dancing Chains
This ability is identical to the Dancing Chains ability of the kyton, or chain devil, as given on page 53 of the Monster Manual, except that the difficulty of the Will save to break the Cenobite's control over a chain is equal to the Cenobite's character level plus the Cenobite's Wis modifier.

Sudden Appearance
Beginning at 7th level, a Cenobite may teleport to any location within 10 feet per class level every 1d10 rounds. Cenobites typically use this ability to step out from around corners, pop up behind their victims, and otherwise instill fear. The Cenobite must have a direct line of effect to the destination point.

Damage Reduction
Beginning at 8th level, Cenobites gain damage reduction 5/good.

"We have eternity..."
At 10th level, the Cenobite's type changes to Outsider, and the Cenobite ceases to age.
Viatos

12-26-07, 12:23 AM
Looks good, certainly not unbalanced, although you might want to rename Spell-Like Ability to something cool. :-P