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| Khatoblepas04-11-07, 03:27 PM | Now with added taint. =) Depraved Immortal Hit Die: d4 Requirements Alignment: Any evil Race: Any humanoid Feats: Spell Focus (Necromancy), Craft Wondrous Item Skills: Spellcraft 8 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 4 ranks Special: Must have read the Necronomicon or similar unholy text. Class Skills The Depraved Immortal’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Level BAB Fort Ref Will Special Spells 1st +0 +0 +0 +2 Rituals, Bound Soul, Taint - 2nd +1 +0 +0 +3 Fear Aura, Natural Armor +1 existing spellcasting class 3rd +1 +1 +1 +3 Skill Bonuses +1 existing spellcasting class 4th +2 +1 +1 +4 Charnel Touch 1d4, DR 5/magic +1 existing spellcasting class 5th +2 +1 +1 +4 Sacrificial Body, Vile Knowledge +1 existing spellcasting class 6th +3 +2 +2 +5 Resist Elements 20, Resist Transmutation +1 existing spellcasting class 7th +3 +2 +2 +5 Charnel Touch 1d8, Paralysing Touch +1 existing spellcasting class 8th +4 +2 +2 +6 Brew Potion, DR 10/magic +1 existing spellcasting class 9th +4 +3 +3 +6 Craft Phylactery +1 existing spellcasting class 10th +5 +3 +3 +7 Undead Apothesis - ---------------- Class Features All the following are Class Features of the Depraved Immortal prestige class. Weapon and Armor Proficiency: Depraved Immortals gain no proficiencies. Spells: At each level apart from 1st and 10th, a Depraved Immortal gains spells per day, spells known, and an increase in caster level as if he had gained a level in an existing spellcasting class. Rituals: At each level, a Depraved Immortal must perform a certain unholy ritual in order to advance in this class. Each ritual is more horrifying and evil than the last. Rituals: Level Ritual 1 Must drink a potion made from another humanoid's blood, powder from a victim of disintergrate, and a piece of your own heart. ------------------------------------------------------------------------ 2 Must scratch an excerpt from the Necronomicon into your skin, from head to toe. This ritual takes 24 hours. ------------------------------------------------------------------------ 3 Must eat the eyes, ears, and part of the brain of another humanoid. ------------------------------------------------------------------------ 4 Must kill a humanoid you have an intimate relationship with by piercing their heart with an onyx dagger, and raising them back to unlife. ------------------------------------------------------------------------ 5 Must starve and go without sleep for five days, whilst reading the Necronomicon. ------------------------------------------------------------------------ 6 Must suffuse body in icy cold water for an hour, and flay self with a whip for just as long. ------------------------------------------------------------------------ 7 Must kill another humanoid and raise them as a ghoul or wight, then devour a pound of flesh from the resulting creature. ------------------------------------------------------------------------ 8 Must make a potion made from the body of a living being, and a body of an undead, and anoint self with it. ------------------------------------------------------------------------ 9 Must cause self enough pain to drop to negative hit points with the phylactery, then recover. ------------------------------------------------------------------------ 10 Must brew potion made from five pints of own blood, and an irrideemably evil magic item, and dip phylactery in it. Then, mix in Black Lotus poison, and drink no more than three ounces. Bound Soul (Ex): At 1st level, a Depraved Immortal gains immunity to effects that prevent ressurrection, such as Trap the Soul, or being reanimated as the undead. For the purposes of Raise Dead, a Depraved Immortal can be raised even if they have previously been an undead. Taint (Ex): If the Taint mechanics are in effect, a Depraved Immortal gains taint equal to twice their class level. However, a Depraved Immortal gains no physical deformities from this taint, but keeps the madness inside, only gaining taint effects depending on their depravity score. Fear Aura (Su): Depraved Immortals are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Depraved Immortal must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the Depraved Immortal’s level. A creature that successfully saves cannot be affected again by the same aura for 24 hours. Skill Bonuses: At 3rd level, Depraved Immortals attune their skills and senses with the effects of evil. They gain a bonus equal to their class level -2 to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Natural Armor (Ex): At 2nd level, a Depraved Immortal gains a natural armor bonus equal to half their class level, or their existing natural armor bonus, whichever is higher. Charnel Touch (Su): Once per round, a Depraved Immortal of 4th level or higher can make a melee touch attack against a single foe. The attack deals 1d4 + 1/2 the Depraved Immortal's class level negative energy damage. The afflicted can make a Will Save (DC10+1/2HD+Cha mod) to half the damage. At 7th level, this damage increases to 1d8, and anyone touched must also make a Fortitude Save (DC10+1/2HD+Cha mod) or be permanently paralyzed. The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive, and they can be healed by remove paralysis or any effect that removes curses (like remove curse). Damage Reduction (Su): At 4th level, a Depraved Immortal's body becomes resistant to ordinary weapons. They gain damage reduction 5/magic. At 8th level, this increases to 10/magic. upon reaching 10th level, a Depraved Immortal gains damage reduction 15/magic and bludgeoning. Sacrificial Body: The effects of undeath on the Depraved Immortal's desperate body are not mild. At 5th level, nights of constant self mutilation, starvation and sleepless nights causes his body to slowly break down, regardless of how healthy he was originally. His Constitution score becomes half of what it was originally, to a minimum of 1. Vile Knowledge: At 5th level, a Depraved Immortal's research into unholy texts grants him access to a single [Vile] or [Tainted] feat. If no Vile or Tainted feats are available, the Depraved Immortal gains Corrupt Spell or Corrupt Spell-like Ability instead. Resist Elements (Ex): At 6th level, a Depraved Immortal gains resistance to cold and electricity 20. Resist Transmutation (Ex): At 6th level, a Depraved Immortal becomes so sure of his path that he gains a +8 bonus to saving throws against polymorph effects. Craft Phylactery: At 9th level, a Depraved Immortal must craft the vessel which will house his soul. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to the Depraved Immortal's character level. If, however, a Depraved Immortal's caster level is less than 11, the crafting of the phylactery fails and he may take no more levels in this prestige class until his caster level is equal to 11. Undead Apothesis: At 10th level, a Depraved Immortal fully embraces the clutches of death. His type changes to Undead, he gains immunity to electricity, cold, and polymorph effects, plus any immunities undead gain. His mental ability scores increase by 2, and he loses his constitution score. he gains Damage Reduction 15/magic and bludgeoning, and +4 turn resistance. His taint score becomes equal to double his Charisma score +1, or his existing taint score, whichever is higher. |
| Khatoblepas04-14-07, 07:11 PM | Anyone? Surely someone must want to see this. =( |