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| aelryinth03-13-05, 10:28 PM | Mark of Doom There are souls out there that scoff at magic and relying on it, preferring to trust in their own power and abilities. These individuals may exist in a world all their own, but tend to be surprisingly resourceful, committed and with extraordinary internal gifts and discipline…heroes of the first order, for good or ill. Just the kind of souls the Prophecy wishes to take for its own. These souls deny the Prophecy as they do magic itself, preferring to keep their fate strictly in their own hands. But the Prophecy is always watching, waiting…and sometimes, despite all they try, the Prophecy takes them. Pre-Reqs: As Dragonmark Adept or Heir of Siberys. The character may not start with a class with supernatural, psionic, or any form of magical abilities. On gaining his first level in this class, the character automatically attains the highest level of Dragonmark he could apply for as a feat, which might mean bypassing Lesser Marks and their abilities. HD: d10 Saves: All Good. BAB: as Fighter Skill Points: 4 + Int Skill List: As Heir of Siberys. Weapons/Armor: None. Special: The character must have suffered a negative energy level (temporary or permanent), and/or be reduced to negative hit points and about to die. The character level he next attains (or regains) will automatically be the Mark of Doom…he has no choice in the matter. If necessary, it will replace an existing class level or levels. The Doom also is known to manifest when a character with racial levels is reincarnated as another race that is allowed a Mark, spontaneously replacing the racial levels with the Doom. A third method is by use of psionic mind-switching…if the original body dies, and the switched mind had racial levels that now do not apply, the Mark may spontaneously manifest and replace the racial paragon levels. A last possibility would be the ironic fate of a Forsaker, claimed by the Prophecy and slave to the magic he loathes…such an individual might fight his Forsaker levels spontaneously replaced by racial levels, Doom levels, and Dragonmark Heir levels! 1) Mark of Doom, Bound by the Prophecy, Bonus feat (Improved Toughness). 2) Chains of the Prophecy, bonus feat. 3) Anvil of the Prophecy, bonus feat. Mark of Doom: The Character manifests the highest level Mark appropriate for his skill ranks attained, bypassing any lesser Marks. Bound by the Prophecy: The character’s Fate has now been gathered into the Prophecy. He may choose to fight this action by spending ALL of his action points for the new level gained. If so, he gains access to the benefits of the class. If he does not, he is considered to have accepted his fate, and loses access to the abilities of the class. This also happens if he enters a class that allows the use of spellcasting, psionics, or spell-like abilities. A character Bound by the Prophecy essentially loses control of his Action Points. Either 1/day, or 1/combat, the DM may spend an Action Point on his behalf in furtherance of the Prophecy. This generally results in what observers call an ‘interesting’ life, as the character tends to be remarkably lucky at the strangest moments for the most unknown of reasons, which tend to lead to incredibly dangerous other situations. Even in peaceful times, this manipulation by the Prophecy tends to propel the character into situations where the Prophecy can use him. A Character Bound by the Prophecy can instantly sense all forms of Dragonmarks within 5’ per character level. With one round of concentration, he can sense direction and strength, and with another round he can sense the type, although knowing the type is moot if he’s never been exposed to it before (Oh, so you are a Cannith? Never met one of you before…). He can recognize any House he’s sensed before unerringly, and will recognize any Doomed character he senses instantly for what they are. The Casting level of his Dragonmark increases by One Level per level in Mark of Doom or either of the Dragonmark prestige classes. Anytime he uses his Dragonmark, any similar ones of his House within his detection range flare with light in sympathy with his own, and any lesser Marks of other Houses throb, making it impossible for him to hide the use of the force binding his fate. Bonus Feat: The character gains a bonus feat he qualifies for. If he enters the Mark of Doom by going to Negative Hit points, this feat is automatically Improved Toughness at the first level. If not, it is a Dragonmark feat. If the character gains multiple levels of the Doom or Heir classes, these feats will be Dragonmark feats automatically. Chains of the Prophecy: The Doomed character may draw on the power of any nearby, lesser Dragonmark of his House to utilize one of the powers of that Mark (range as detection level). This uses up a use of the Mark as appropriate, but the power manifests from the character’s own Mark and at his own caster level. If this would take the other Dragonmarked character past their allowed daily uses of a power, then they lose two temporary points of Constitution in a burst of searing pain. They may do this once per day per Mark on a person (and most people with a Greater Mark have, in effect, 3 total Marks). A person with a Siberys Mark could in effect use the Greater, Lesser and Least effects of any such member of their House close to them. The Struggle against the Prophecy forces the Mark to bind ever more tightly to the character. He gains a bonus to his saves equal to the level of his Mark (1,2,3, or 4). Anvil of the Prophecy: The character’s soul is further hammered by the binding of the Mark. If he does not use the power of his Mark for at least 24 hours, he gains SR = to his character level + his Base Will Save (including feats) + the level of his Mark (1-4). Furthermore, he is no longer affected by luck bonuses granted to other characters he may interact against (such as their luck bonuses to AC, to Hit him, and so forth), as the Prophecy acts to remove such chance events from affecting him. A Character under the Anvil gains a +1 Insight bonus on To Hit, Spell DC, Saves, AC and skill checks against any character with a Dragonmark. Their constant struggle against the Mark gives them a terrible insight into the Prophecy and those lesser souls still bound by it. This bonus increases to +2 against members of their House, and +3 to those with an Aberrant Dragonmark. Note the character may still take the Dragonmark/Siberys PrC’s, gaining uses of his Dragonmark, and possibly uses of lesser abilities. The extra Action Points are lost, of course, but the spellcasting advance is subsumed by the heightened casting level of the character’s own Mark. ============================= Dragonmark Feats Might of the Dragons A great will breeds great power. Req: Any Dragonmark, 5 ranks Concentration. Effect: The Default level of casting for your Dragonmark changes to your Ranks in Concentration, if higher then the default for your Mark type. This does stack with Doom levels. Majesty of the Dragons Pawn of the Prophecy, favored of the Dragons. Req: Greater or Siberys Dragonmark, Wisdom 13+, 10 ranks Spellcraft. Effect: You gain a +2 Sacred bonus to Charisma, and a +4 bonus to Intimidate, Bluff, Diplomacy and Sense Motive checks against Dragons, other Dragonmarked individuals, and anyone with levels in Sorceror, as long as you have a full load of spells available (if you can cast them, it means you haven't cast any) and have not employed your Dragonmark within the past 24 hours.. Your Dragonmark is artistic, even beautiful as it winds about your body, and when active literally shines right through any clothing or armor that you have on, making it impossible to conceal. If you do cast any spells, or use your Mark, the benefits are lost until your spells are refurbished or 24 hours have passed since you employed your Mark. Voice of the Prophecy The Prophecy wishes to be heard. Req: Greater or Siberys Dragonmark, Cha 15+ Effect: Your voice echoes with the power of the Prophecy. People get a bonus to hear your voice equal to the caster level of your Mark (generally +10 or +15, higher with above feats or Doomed). This does not raise the loudness of your voice, it simply carries incredibly well. It is a Concentration DC 20 check and a full round action to literally pull the Mark away from your throat and speak normally. This means a whisper from your lips can be heard distinctly 20’ away by all around you, a normal conversation at 40’, and you could shout and be heard over an average gale without difficulty. The radius of your vocal bardic music effects doubles. You may use your Voice as a Bard would, to disrupt language-based effects, by simply overwhelming the effect with the power of your voice (use caster level of Dragonmark for the new check bonus). You gain a +2 bonus against all non-spellcasters for Intimidate, Bluff, and Diplomacy checks due to the power of your voice. This bonus is lost if you employ your Dragonmark within the last day, but your voice still carries (this cannot be turned off). A part of your Dragonmark winds about your throat like a choker if you have this feat. To talk without it, you must literally insert your fingers ‘under’ your Mark and pull it off your throat (onto your fingers), which is quite obvious and rather disconcerting to anyone watching. Eye of the Prophecy The Prophecy sees all. Req: Siberys Dragonmark, Spot 12 ranks, Int 13+ Effect: A part of your Dragonmark passes through one of your eyes. With a full round action, your eye glows with a bluish-white light. You may discern the presence of any creature not bound into the Prophecy (any race that cannot bear a Dragonmark) within visual sight as aberrations in the flow of fate. This includes fiends (including those possessing objects or people), shapechangers, and the like. This sight does not reveal exactly WHAT is seen…only that these things are not bound into the Prophecy. This feat could also be used to discern visual workings of the Prophecy in passing, giving the character a sudden insight into the vast subtlety of the Prophecy at work that not even Dragons possess. Note that inanimate objects are by default a part of the Prophecy. Shield of the Prophecy Harm not the Prophets. Req: Least Dragonmark, +5 BAB Effect: If you have not used your Dragonmark within the last 24 hours, you gain an Insight bonus to your AC equal to the level of your Mark, as the power of your Mark allows you to more easily thread the strands of fate in your favor to do what the Prophecy needs done. Hands of the Prophecy Do what needs to be done to further the Prophecy. Req: Least Dragonmark, 7 ranks in Concentration, 13 Dex. Effect: Choose a number of skills equal to your Charisma bonus. You gain an Insight bonus to those skills equal to the level of your Mark if you have not used your Mark within the last 24 hours. |
| aelryinth03-14-05, 09:21 PM | What, no one likes the idea of a living Prophecy ensnaring hapless mortals into it's ordained Fate-clutches by forcing a Dragonmark upon them? I thought it was a pretty cool concept myself...after all, there has to be SOME price to being the pawn of the Prophecy and having a Dragonmark... Edited a couple of the feats. Forgot to put the timer disclaimer in, which limits the adventuring utility of them, but still makes them viable if you are not one to call on the power of your Mark. ==Aelryinth |