Fell Priest. A Warlock Cleric specializing in Death Magic!!! [Archive] - Wizards Community

Post/Author/DateTimePost
mad_warlock

05-15-07, 06:09 PM
The fell priest is a multi-class cleric warlock who fuels their own invocations with divine power. Clerics of Nerull, Erythnul, Wee Jas, and other such clerics with the death domain oftentimes enter this prestige class in the hopes of better understanding the fundamental aspects of life and death. Higher Level Fell Priests actually begin to gain more uses of their Death Touch ability, and can even channel the ability through their Eldritch Blast. Some do this to enjoy reaving the life from their foes, while the more compassionate Fell Priests, such as clerics of Kelemvor, use it to kill their foes quickly without causing excessive pain.

Prerequites:
1. Ability to cast 2nd level Divine spells.
2. Ability to cast at least 2 least invocations.
3. Eldritch Blast 2d6
4. Access to the Death Domain.

Alignment: Any Chaotic or any evil

Hit die: d8

Base Attack: As Cleric
Saves: As Cleric
Skills: As warlock
skill points per level: 2 + int mod.


level special
1. Armored mage, Hand of Death +1 Cleric CL/+1 Warlock Caster Level
2. Divine Blast +1 Cleric CL/+1 Warlock Caster level
3. Death Knell +1 Cleric CL/+1 Warlock Caster level
4. Extra Death Touch +1 Cleric CL/+1 Warlock Caster level
5. Death Ward +1 Cleric CL/+1 Warlock Caster Level
6. Fell Blast 1/day +1 Cleric CL/+1 Warlock Caster level
7. Fell blast 2/day +1 Cleric CL/+1 Warlock Caster level
8. Death ward (continuous) +1 Cleric CL/+1 Warlock Caster level
9. One with Death +1 Cleric CL/+1 Warlock Caster level
10. Killing Stroke +1 Cleric CL/+1 Warlock Caster Level


Armored Mage (Ex): At first level, you can cast your invocations in Medium armor as well as Light armor without incurring Arcane spell failure. You still incur all armor check penalties as normal.

Hand of Death (ex): Your Fell Priest levels and your cleric levels stack for determining the potency of your Death Touch ability granted from the Death Domain.

Divine Blast (sp): You may spend a turning attempt as part of firing an Eldritch Blast. If you do, it does an additional 2d6 points of divine damage (like a Flame Strike spell.) Only one turning attempt may be spent per blast.

Death Knell(Su): Once per round, as a standard action, you can activate the spell Death Knell on a target with -1hp or less within close range. The saving throw to resist dying is 10 + 1/2 your Hit Die + your charisma mod.

Extra Death Touch: You gain an additional daily use of your death touch ability. you gain one more at 7th, and one more at 10th (for a grand total of 4 at 10th level of this class)

Death Ward (Su): once per day, the first time you would be struck with a negative energy or a death effect, you may activate Death Ward on yourself as an immediate action. the death effect is negated, and you are protected thusly by the spell afterwards. Treat your Hit Die as your caster level for this effect. At 8th level of this class, your Death Ward ability is continuously active and can be suppressed or resumed as a free action.

Fell Blast(Sp): With this blast essence invocation, you can turn your Eldritch blast into a Fell Blast. Targets struck with your Eldritch blast must succeed on a fortitude save or die as per a Slay Living spell. This ability is useable once per day at 6th level, and again at seventh. This is the equivalant of a 5th level spell.

One with Death(Su): At this level, a Fell Priest gains a familiarity with the aspects of death and dying. As such, whenever a Fell Priest would be brought back from the dead with a Raise Read, Resurrection, or similar magic, the Fell Priest loses no experience or level, and can be raised no matter how long he has been dead with no penalty, even beyond the limits of the spell (Such as with Revivify.) Furthermore, a Reincarnate spell or similar effect always brings back the Fell Priest in his original body. The caster of the spell must still spend gold or xp as normal.

Killing Stroke(Su): By spending a use of their Death touch ability in conjunction with firing their Eldritch Blast, the Fell Priest can deliver the touch through their beam. The target struck by the Eldritch Blast is immediately targeted with the Fell priests Death Touch ability. (Do the damage of the Eldritch Blast before rolling the d6s for the Death Touch ability) If the Eldritch Blast hits multiple targets, then each target requires a seperate expenditure of your death touch. Thus, if you hit three targets, such as with Eldritch Chain, you must spend 3 death touches to effect all targets. You can opt which targets are and are not effected, and how many death touches you feel like spending.