Deadaura Legionnaire - Really, really needs your feedback! (P.E.A.C.H, please!) [Archive] - Wizards Community

Post/Author/DateTimePost
Khatoblepas

09-03-07, 09:01 PM
This is a prestige class for my campaign setting, and for one of my races:

Trollkin
- Medium Humanoid (Trollkin)
- +2 Con, -2 Wis, -2 Cha: Trollkin are smarter than their ancestors, but less perceptive and weaker.
- Quick Healing (Ex): Being descended from trolls have made Trollkin extraordinarily resistant to abuse. Trollkin heal twice as many hit points from resting, and also heal 1 hit point per hour, regardless of their activity.
- Low-light Vision.
- +2 racial bonus on Heal checks. The culture of the Trollkin teaches their children the importance of knowing how to staunch wounds in case of magical attack.
- Magic Sensitivity (Ex): Trollkin, having adapted to dead magic, find the presence of a lot of magic disturbing. In areas of wild magic, Trollkin take a -1 morale penalty to all attack roll, skill rolls, and ability checks.
- Metabolism (Ex): Trollkin must consume twice as much more food as a human to maintain their health, and can only go without food for 2 days, rather than 3. A trollkin dying of starvation (http://www.d20srd.org/srd/environment.htm#starvationandthirst) loses their Quick Healing or Regeneration ability for the duration of their starvation.
- Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Gnoll, Goblin, Undercommon
- Favored Class: Ranger

Remember, whilst reading this class: You never get to use magic items. Too weak? Too strong? Please, comment, I beg of you.

Deadaura Legionnaire

"Magic killed our ancestors! Let us, their children, have our revenge!"
- The Tome of Null 2:12, a famous quote.

http://img521.imageshack.us/img521/6425/trolled0.png

The Trollkin, decendants of the trolls who didn't perish in the fiery inferno that engulfed their lands (the result of an epic spell gone terribly wrong) never again trusted magic. Weakened and living in a barren wasteland devoid of any contact with the rest of the world, the Trollkin had time to think. Evolve. However, for some, their distrust of magic festered and descended into a where they believed that through arduous self-actualisation, and destroying all supernatural relics of the by-gone age, they could avenge their fallen forefathers and become the "kings of the world" they believed they once were. The Deadaura Legionnaires are a group dedicated to this ideal. They pick only those who have shown traces of original trollblood, and the initiation tests this with savage beatings with clubs, as proof of their worthiness. Those that survive must break each of the items laid before them with only their bare hands - often metal amulets and wooden staves are used. Only then can someone become a Deadaura Legionnaire.

Even so, it is a lonely path to walk down - surrounded by magic, a Legionnaire must abstain from participating in it, even out of sight of his comrades. Needless to say, few but the most fanatical Trollkin make it past their first year.

Prerequisites:
Base Attack Bonus: +5
Race: Trollkin
Skills: Heal 8 ranks, Knowledge (arcana) 2 ranks, Survival 4 ranks, Listen 5 ranks
Feats: Progenitor's Blood, Toughness, Weapon Focus (any)
Special: Must undergo a special ritual to permenently sever their ties with magic, and be cruelly beaten while helpless for one minute, and the destruction of 5,000gp worth of magical items. Only survivors with enough strength left in them to break the items themselves with their bare hands qualify.

Hit Dice: d10



The Deadaura Legionnaire’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points: 4+Int

Lv BAB Fort Ref Will Special
1 +1 +2 +0 +2 Deadaura Abstinence, Spell Resistance, Witchsense
2 +2 +3 +0 +3 Regeneration 1, Destroy Relic +1
3 +3 +3 +1 +3 Ability Bonus (+1), Null Magic Defence
4 +4 +4 +1 +4 Regeneration 2, Destroy Relic +2
5 +5 +4 +1 +4 Ability Bonus (+2), Metabolise Poison
6 +6 +5 +2 +5 Regeneration 3, Destroy Relic +3
7 +7 +5 +2 +5 Ability Bonus (+4), Callous Skin
8 +8 +6 +2 +6 Regeneration 4, Destroy Relic +4
9 +9 +6 +3 +6 Ability Bonus (+6), Sever Magic
10 +10 +7 +3 +7 Regeneration 5, Null Aura


Deadaura Abstinence: At 1st level, a Deadaura Legionnaire takes a special vow, to keep from using magical items. From that point on, he can no longer activate spell-completion items, spell-trigger items, and potions have no effect on him, even if he ingests one. A Deadaura Legionnaire who wears magical equipment willingly loses all class features gained from this class for one week, and even if under the effect of a compulsion effect cannot use any class features until he has rested, to purge all magic from his system.

If targetted by a spell, a Deadaura Legionnaire must make a save if it allows one, even if it's a beneficial spell, as if he were saving against a hostile spell. If he fails the save, he does not lose any class features - he was affected against his will.

A Deadaura Legionnaire can never cast spells or use spell-like abilities.

Spell Resistance (Ex): At 1st level, a Deadaura Legionnaire gains spell resistance equal to 11 + HD. He may never choose to willingly lower this spell resistance.

Witchsense: At 1st level, a Deadaura Legionnaire's abstinence from magic leads him to develop a special sensitivity to magic's vibrations. As long as he is within 5ft of a magic item or active noninstantaneous magic spell, he can make a special Listen check to detect what qualities it has.

DC Effect
15* Detects if there is magic within 5ft of him.
20* + detects square magic aura is emanating
30* + detects school of magic.
50* + detects rough caster level: CL-2+1d4
* Decrease by 5 if aura is overwhelming. Increase by 5 if aura is faint.

Regeneration (Ex): At 2nd level, a Deadaura Legionnaire's Regeneration begins to restore itself to his ancestor's power. He heals a number of hit points per round converted to nonlethal damage equal to half his class level, so long as he maintains his abstinence of magic.

In addition, he sloughs off his former weaknesses each time he gains an extra point of healing. Choose one damage type (force, electricity, sonic, piercing, slashing). The Deadaura Legionnaire regenerates damage of that type from then on. A Deadaura Legionnaire may not choose Acid or Fire as a chosen damage type.

Destroy Relic (Ex): At 2nd level, and every even level until 8th, a Deadaura Legionnaire can perform a special rite to improve his martial prowess. If he destroys a specified amount of magical items and gives up a small amount of experience points, he gains insight from their destruction in the form of an enhancement bonus to attack and damage rolls. This bonus applies to a single weapon, though if the Deadaura Legionnaire possesses the Two-Weapon Fighting feat, he may apply it to two weapons of the same type. To gain this bonus after completing the rite, he must practice with the weapon for one hour to become attuned to it's use.

Bonus Cost
+1 4,000 gp + 160xp
+2 9,000gp + 360xp
+3 16,000gp + 640xp
+4 25,000gp + 1000xp


Ability Bonus (Ex): Starting at 3rd level, a Deadaura Legionnaire gains a competence bonus to one ability score of his choice, equal to the value marked on the table. Each time he gains a new Ability Bonus, he can replace the lesser value with the greater value, and assign the lesser value to a new ability score.

Null Magic Defence (Ex): At 3rd level, a Deadaura Legionnaire learns how to slice through magic defences. Any masterwork or natural weapon he has Weapon Focus in bypasses DR/magic as if it were a magic weapon.

Metabolise Poison: At 5th level, a Deadaura Legionnaire becomes immune to poison and any nonmagical or magical disease.

Callous Skin: At 7th level, a Deadaura Legionnaire gains a natural armor bonus equal to his Con modifier (minimum +1).

Sever Magic (Ex): At 9th level, once every 5 rounds a Deadaura Legionnaire can attempt to sever the connection between magic and a creature. As a standard action, he can make a single melee touch attack with his weapon against a creature (ignoring magical bonuses to AC), and that creature must immediately make a Will save (DC15+Con modifier) or become affected as a targeted Antimagic Field for 1 round.

Null Aura (Ex): At 10th level, a Deadaura Legionnaire can actively shun an area of magic. Once per day as a standard action, he can put up an aura of dead magic in a 20ft radius centered on him, forcing anyone casting spells or using spell-like abilities to make a caster level check (DC10+Base Attack Bonus) to be able to cast spells in that area. He must concentrate to keep this aura up, using a move action each round, or a swift action with a Concentration check (DC20+number of rounds elapsed). He may keep this aura up for a number of rounds equal to his Constitution score.

Progenitor's Blood [racial]
You inherited your ancestor's regenerative abilities, but are less in tune with magical healing
Prerequisites: Trollkin, Con 15, 1st level only
Benefits: You gain Regeneration against bludgeoning damage. You do not heal any of the nonlethal damage you take. if a limb is severed, you can replace it like a troll can, or regrow it in 2d12 days. However, your connection with dead magic means that you only gain half the benefit from Conjuration (healing) effects.
Khatoblepas

09-04-07, 08:16 PM
Updated to include Destroy Relic. I thought that it would be a little unfair to give up so many magical items, be a martial class, and still be behind on being able to hit things.
Prince_of_Parkness

09-05-07, 03:32 PM
This is a good prestige class. I like the flavour. Also safe from power gamers since no one will take 1 level without then advancing more.

Id change the ability bonus to enchantment.

Im really on a lost on whether it is over/underpowered. It has many defences against magic and can destroy wizxards/sorcorors. Their also decent martial fighters with a good will save. But no magical items?!!! Cant really say.

Is this for an NPC or a PC btw?
forsaken1111

09-05-07, 04:00 PM
Seems a bit limited, why is it only trollkin?

Are you making a custom class for a character you're already playing?
masterartisan

09-05-07, 04:04 PM
hook that troll up with "vow of poverty" from the book of exsalted deeds. bad ass mofo right there.
forsaken1111

09-05-07, 04:06 PM
hook that troll up with "vow of poverty" from the book of exsalted deeds. bad ass mofo right there.

The Vow of Poverty feat counts as a supernatural ability. Wouldn't that be against the flavor of this class?
masterartisan

09-05-07, 04:11 PM
The Vow of Poverty feat counts as a supernatural ability. Wouldn't that be against the flavor of this class?
flavor, you'd have to ask the creater, as a dm i wouldn't allow it. they're anti-magic, not religion, vow of poverty is all about god blessing you for you're purity. a god shouldn't reward you for giving up something you couldn't have in the first place.
forsaken1111

09-05-07, 04:15 PM
flavor, you'd have to ask the creater, as a dm i wouldn't allow it. they're anti-magic, not religion, vow of poverty is all about god blessing you for you're purity. a god shouldn't reward you for giving up something you couldn't have in the first place.

The vow is about giving up all material possessions, not just magic items. Its just that magic items are normally the most valuable things adventurers own. If the trollkin owned a house, or any other possessions he would have to give those up as well. Also masterwork adamantine armor or similar impliments can cost quite a bit.

If played in a campaign where magic and psionics are different, this class could still own psionic items. Alchemical substances are allowed, as are poisons.
masterartisan

09-05-07, 04:17 PM
The vow is about giving up all material possessions, not just magic items. Its just that magic items are normally the most valuable things adventurers own. If the trollkin owned a house, or any other possessions he would have to give those up as well. Also masterwork adamantine armor or similar impliments can cost quite a bit.

If played in a campaign where magic and psionics are different, this class could still own psionic items. Alchemical substances are allowed, as are poisons.

i wouln't let them use psionic weapons, but i'm a c*ck DM, so don't take my word for it.
forsaken1111

09-05-07, 04:19 PM
i wouln't let them use psionic weapons, but i'm a c*ck DM, so don't take my word for it.

Well that was included with the qualifier 'If your campaign has magic/psionics separation'. If magic and psionics didn't interact, then this class's abilities would not preclude their use.

Anyway if i was playing one I would use alchemical substances and the like. Weapon capsules filled with the goo which makes your weapon burst into flame for a few rounds, things like that.
masterartisan

09-05-07, 04:23 PM
Well that was included with the qualifier 'If your campaign has magic/psionics separation'. If magic and psionics didn't interact, then this class's abilities would not preclude their use.

Anyway if i was playing one I would use alchemical substances and the like. Weapon capsules filled with the goo which makes your weapon burst into flame for a few rounds, things like that.

this is why i don't like psionics. i think they belong in a scifi setting, not a fantasy one. i would agree that by the rules, they would be allow to use them. but as the mean DM that i am, i'd say that they view anything they can't explain with reason; magic. although psionic weapons arn't magic, i'd say they would think they are.

the alchemical substances i would allow, i like the style of that. good idea.
forsaken1111

09-05-07, 04:25 PM
this is why i don't like psionics. i think they belong in a scifi setting, not a fantasy one. i would agree that by the rules, they would be allow to use them. but as the mean DM that i am, i'd say that they view anything they can't explain with reason magic. although psionic weapons arn't magic, i'd say they would think they are.

the alchemical substances i would allow, i like the style of that. good idea.

Well tbh with the kind of DM you are, you probably wouldn't be running a world with magic/psionics separation either eh?

As for your views on psionics, well thats your opinion and I respect it. I happen to like it because its a far more balanced system than the 3.5 vancian magic system.
masterartisan

09-05-07, 04:31 PM
Well tbh with the kind of DM you are, you probably wouldn't be running a world with magic/psionics separation either eh?

As for your views on psionics, well thats your opinion and I respect it. I happen to like it because its a far more balanced system than the 3.5 vancian magic system.

no i probaly woudn't, not with out some pretty slick convincing from the player. i generaly would allow it for the gith or the githyanke (i'm sure i misspelled that), and the mindflayer. pretty much any aberrant, or some outsiders. but i want my humans and elfs busting out good old fasion fire balls and magic missiles.
forsaken1111

09-05-07, 04:34 PM
no i probaly woudn't, not with out some pretty slick convincing from the player. i generaly would allow it for the gith or the githyanke (i'm sure i misspelled that), and the mindflayer. pretty much any aberrant, or some outsiders. but i want my humans and elfs busting out good old fasion fire balls and magic missiles.

Fair enough. I only mentioned it because the campaign I'm in now makes the two completely different. To the point where a psionic power ignores the existance of a magically created wall of force, for example. Similarly, psionic defense powers are completely useless vs magic spells and effects.
masterartisan

09-05-07, 04:42 PM
Fair enough. I only mentioned it because the campaign I'm in now makes the two completely different. To the point where a psionic power ignores the existance of a magically created wall of force, for example. Similarly, psionic defense powers are completely useless vs magic spells and effects.

wanna hear something lame, i had to look up what "tbh". what a noob i am.

the last time i used psionics in campaign, it was kind of a magic, before magic was invented. an anicent race built a kingom that spanned the universe and planes. they used psionics. the kingdom end up being destroyed. and the survivors were banished to limbo. they became the gith.
forsaken1111

09-05-07, 04:45 PM
wanna hear something lame, i had to look up what "tbh". what a noob i am.

the last time i used psionics in campaign, it was kind of a magic, before magic was invented. an anicent race built a kingom that spanned the universe and planes. they used psionics. the kingdom end up being destroyed. and the survivors were banished to limbo. they became the gith.

Sounds kind of cool. I've heard the opinion that psionics are 'too sci-fi' for dnd but I don't really understand the opinion. They had mediums, seers, and psychics in medieval times... any time someone paid a person to speak to a dead relative it was a psychic or medium conducting the ritual.
masterartisan

09-05-07, 04:51 PM
Sounds kind of cool. I've heard the opinion that psionics are 'too sci-fi' for dnd but I don't really understand the opinion. They had mediums, seers, and psychics in medieval times... any time someone paid a person to speak to a dead relative it was a psychic or medium conducting the ritual.

it all really depends on the flavor text you use to explain the psionic rules. noone is right or wrong, exsept for bush, he's just always wrong.
Khatoblepas

09-05-07, 05:33 PM
Psionics: It's against the flavor of the class, as I'm using transparency, and it's a type of magic.

Vow of Poverty: This would be impossible to take in my campaign setting, as there are no alignments, only the taint rules from the Endless Shadow, so you couldn't be good and take it, as it requires intervention from the Upper Planes (which, in the timeline this setting is in, no longer is accessable by the magic of mortals, or even up to a greater deity's magic. It's like the upper planes have been wiped from existance). As there isn't any intervention, VoP is a null factor.

Why Only Trollkin: it's all to do with the backstory. Like all the other races, Trollkin have been affected by magic, and their biology has changed. They are the only race capable of becoming strong in dead magic - their physical being merged with a high-epic, miles spanning Antimagic Warhead spell. (The trolls, however, believe that the alchemical napalm that rained from the sky afterwards was the spell - it cut through their rings of elemental resistance since they were affected by Antimagic). Also, the class gives Regeneration up to Regen 5 (acid and fire), which is a Troll's regeneration.

Ironically, it is magic that gives them the ability to exist without magic.

Edit: Updated the class to give enhancement instead of competence for Destroy Relic.