Maddened One (peach) [Archive] - Wizards Community

Post/Author/DateTimePost
Dressi

09-27-07, 01:30 PM
Ok, I am new at this. I have had some time to look at this but it was sort of a spur of the moment. This is a prestige class that I sort of don't consider an actual class as it has different effects. It could simply be written out similarly as Vow of Poverty. Let me know what you think. I'm looking really for making the early levels valuable enough to risk gaining the later levels and making the later levels a big enough threat that would make all but the crazy ones steer clear. Right now, I'm using it as sort of a curse upon a character who at the moment only knows what the first level does and immediately thinks his dervish is broken (I think he was breaking the game to begin with by making the monk and archer feel somewhat powerless).

Maddened One
A person gripped in the realizations of the universe, the understanding that the planes themselves secretly murmur their goings on in languages that have yet to be invented, because elves, my friend, are too busy with near-immortality to bother with a trifling thing such as communication. Ye who find oneself maddened, is merely labeled such by the rest of existence due to their confusion at our heightened senses, our enhanced capacity, our wild and untamed side-effects of ultimate inward serenity.

This person is usually unfortunate, though some relish the dementia. A maddened one is someone who either willfully or otherwise has been killed and raised from the dead while at the same time animated by a necromancer, golem crafter or otherwise been brought in contact with an animation spirit. Some call this experience eye-opening, most call it crazy. Regardless of the method, the effects remain the same. A shared existence with another soul that was not meant to be present brings some great advantages but some dire possible (or permanent) disadvantages, namely, going stark, raving mad.
Hit die: d8

Requirements
10th level Character
Must be a living creature: a creature that is undead or an animated creature is an solitary spirit already and cannot be brought into contact with another animation spirit.
Special: A ritual or special occurrence (usually deitific) must happen at the moment of your death. In order to become a Maddened One, you must come in contact with a spirit used in animating corpses or other objects, such as constructs or plants. The result of this means you die, losing a level, but you immediately gain your first level in Maddened One, resulting in no loss of level (though you are at the minimal XP required for your new level).

Maddened One
Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1st +1 +0 +0 +2 Sustained Insanity,
Maddening Rage, Maddening Mind
2nd +2 +0 +0 +3 Losing to Fury, Tapping the Madness
3rd +3 +1 +1 +3 Decidedly Mad 1/day, Embracing Fury
4th +4 +1 +1 +4 Protective Dementia
5th +5 +1 +1 +4 Decidedly Mad 2/day
6th +6 +2 +2 +5 Blinded Rage
7th +7 +2 +2 +5 Animated Dementia
8th +8 +2 +2 +6 Decidedly Mad 4/day
9th +9 +3 +3 +6 Lost in Fury
10th +10 +3 +3 +7 Complete Dementia
Class Skills: None. Each level of Maddened One that is gained in place of a new class level (not through death) grants 1 rank in the following skills: Climb (str), Intimidate (cha), Jump (str), Knowledge (random)(int), Survival (wis), and Swim (str).


Class Features

Sustained Insanity (ex): A Maddened One is sustained by the threat of insanity even preventing him from death. Anytime a Maddened One dies, when they are brought back from beyond the grave, they gain another level of Maddened One which immediately replaces a lost level. This effectively means they do not lose HD. Spells such as revivify or true resurrection do not defend against this ability. As well, should a Maddened One gain a level in any other class, they must make a Will Save DC 10 + 4 x their Maddened One level or instead gain another level of Maddened One.

When one gains a level of Maddened One by way of death, they keep their skill point assignments for the lost level and their class abilities as if they still had that level. Thus losing a second level in Rogue will not result in a loss of Evasion or Skill Points assignments. They instead replace base attack bonus, hit points and saves, as well as gaining special abilities through Maddened One.

This also has the effect of making their body immune to being made into undead either by spell or death from a creature such as a wight. They are also immune to diseases that turn them into mindless creatures.

Maddening Rage (ex): A Maddened One gains the rage ability as a Barbarian equal to their Maddened One’s level. This means that a 4th level Maddened One can rage twice a day. Such levels stack with that of Barbarian or other classes that provide a rage ability. They follow all the normal rules for raging.

Maddening Mind (su): Once per day per level, a Maddened One can achieve a mind blank effect as an immediate action avoiding one Will Save from a spell, spell-like ability or supernatural ability. Instead, they must make a Will Save DC 11 + their Maddened One level, which can be decidedly lower. If they fail this save, they are afflicted with confusion (as the spell)(50%) or their rage ability(50%) for 1d4 rounds per their Maddened Level. These effects can be removed normally. Since their confusion is not due to a spell, fleeing or attack the caster are not valid options. Instead, replace the chance to attack the caster with attack closest inanimate object not possessed by the Maddened One; replace the chance to flee from the caster with flee from enemy with the highest known or highest assumed CR. This confusion effect defies protections even from those immune to mind-influencing effects. Nothing short of a similarly placed mind-blank ability will defend against it.

Losing to Fury (ex): When a Maddened One rages, there is a 10% chance each round that they will enter a frenzy. This 10% increases by 5% each round they remain raged, to a maximum of 50%. A frenzy offers a +6 to Strength (replacing the bonus of the rage) while at the same time providing a -6 to AC (replacing the penalty of the rate). The bonus to Constitution from raging remains but the bonus to Will Saves is lost. As well, each round they remain in a frenzy they take 2 points of non-lethal damage. They can make an additional attack once per round as part of a full attack action (this attack does not stack with haste or other effects granting extra attacks). The frenzy lasts for a number of rounds equal to the Maddened One’s Constitution modifier +3. The frenzy can be entered into only during a rage. Attempting to end the frenzy ahead of time requires a Will Save 21 + their Maddened One level, which can be attempted once per round as a free action.

During the frenzy, the Maddened One is immune to the effects of fatigue and exhaustion, but should they become fatigued or exhausted during a frenzy, after it is over they gain the full disadvantages of the statuses. After the frenzy ends or is ended voluntarily, the Maddened One is fatigued. Should the Maddened One still be raging, they will continue their rage with a continued chance to enter the frenzy as before. Should they enter the frenzy again, when they end they will be exhausted and can neither rage nor frenzy until the exhaustion is gone.

During the frenzy, the Maddened One will attack any creature it can find. If it cannot find a creature it will attack anything it does not directly own that is within sight, including trees, boulders and even large structures (such as a city wall or a tower, though such might be made of smaller objects the Maddened One might attack instead). If the Maddened One goes to attack a creature who is considered an ally, they must succeed on a Will Save DC 10 + number of rounds spent in a frenzy to halt their attack. They lose their attacks for that round, but do not attack their ally. They can attempt to halt their attack by ending their frenzy.
While frenzied, the Maddened One cannot use the ability Maddening Mind to exit the frenzy or halt an attack. They cannot use any Dexterity, Intelligence or Charisma based skills, except for intimidate. They can use any feat they have except combat expertise, item creation feats or metamagic feats. They cannot perform any actions that require patience or concentration, neither can they cast spells, drink potions (though someone else administer the potion to them should they manage to restrain the Maddened one), activate magic items, read a scroll or communicate.

Embracing Fury (ex): When in a rage or frenzy, the bonus to Strength increases. When raging, the Maddened One gains a +6 to Strength; when frenzying, the Maddened One gains a +10.

Tapping the Madness (ex): When a Maddened One becomes confused, they can behave somewhat differently. Use the following table when determining their confusion. As well, they now gain an optional bonus or penalty when performing their actions; they must either accept use of both or take neither. When they are attacked while confused, they relentlessly return the attack as would be normal, but only for 1d4 rounds, after which they will resume their confused activities (if still confused) unless the attacker is still attacking them, then they will continue returning the favor.
d% Effect Bonus/Penalty Gained
1-10 Attack nearest inanimate object not in +2 to damage, -4 to AC
the possession of the Maddened One
11-20 Act Normally +2 to all Saves
21-50 Babble incoherently +4 dodge bonus to AC
51-70 Flee from any foe +2 dodge bonus to AC, +10 ft move
71-90 Attack nearest creature +4 to attack, -2 to AC
91-100 Enter a rage (ends confusion) -

Decidedly Mad (su): You can harness the power of your madness to your benefit. Once per day, a Maddened One can chose either to be confused or enraged from a use of Maddening Mind. Whichever they chose, confusion or rage, they are the other the next time they use Maddening Mind.

As well, they can use their Decidedly Mad ability to instead grant them the full benefits and penalties of being frenzied without actually being frenzied. Thus they are in full control of their actions, need not make a Will Save to halt an attack and need not blindly attack (though they can still do so of their own free will). After the 1d4 rounds is up, they are not fatigued either.

Protective Dementia (su): A Maddened One gains spell resistance equal to 11 + their level. While raging or confused, a Maddened One’s spell resistance is equal to 21 + their level. They cannot lower this spell resistance and it always applies itself.

Blinding Fury(ex): While raging or frenzying, a Maddened One cannot discern friend from foe and will attack any creature within sight. If there are no creature’s in sight, they begin to attack anything that appears destructible. Even after that, they will assault figments of their imagination in random directions.
If the Maddened One takes damage greater than 10 points in a single attack, they enter a rage. They can resist this by making a Will Save DC equal to the damage dealt. They cannot voluntarily exit the rage without making a Will Save DC 20.

Animated Dementia (su): When a Maddened One dies, they are reanimated 1d4 hours later and are confused for 1d10 minutes afterwards. They recover 4d8 hit points. This can only happen if the means of death left the Maddened One capable of being brought back to life via a raise dead spell, such as they were not beheaded, disintegrated, destroyed or otherwise dismembered.

Lost in Fury (ex): A Maddened One becomes lost in the fury. The chance that a Maddened One enters a frenzy during a rage increases to a base of 50% and increases 10% each round the Maddened One continues raging, to a maximum of 100%. Their frenzies lasts for a number of rounds equal to 6 + Constitution modifier and the frenzy cannot be ended voluntarily, and due to their Blinding Rage ability, they cannot halt their attacks.

Complete Dementia (ex): The character suffers from insanity. They are permanently insane, spending each moment of their life under the effects of confusion. Should they enter a rage, they do not end their confusion but instead resume it once their rage or frenzy has ended. They will continue until they collapse from exhaustion. At which they will remain unconscious for 8 hours unless disturbed.
The insanity is permanent and cannot be removed short of divine intervention. The 9th level spells miracle or wish can remove the insanity for a period of 24 hours only.
The only way to remove the effects is to have the Maddened One killed, their body destroyed and their soul shattered. Then using the spell miracle or wish have their soul reassembled. Using the spell true resurrection will then raise the character back from the dead. They will lose all ten levels of Maddened One but are also reduced by ten character levels. Thus if they were an effective 24th level character and had all ten levels of Maddened One and were cured of the complete dementia, they are now a 14th level character. Adjust the character as needed to the new level including loss of hit points, base attack bonus, caster level and so on. The cost of removing the Maddened One class levels is a very high one, but so was the cost of using the power of madness.
gullas

09-27-07, 01:49 PM
ok.... nice class:)

you should name the something(?)the madness ability , random act of madness
Dressi

09-27-07, 02:27 PM
ok.... nice class:)

you should name the something(?)the madness ability , random act of madness

I originally had it named Taming the Madness, because I had modified the confusion table to be less 'babbling' and have more 'act normally.' Then I added bonuses to the confusion effects. And then I changed the table back to pretty much the way it is but added the chance to rage. Therefore, it became less "tamed" so I needed a new name. The something is just a placeholder cuz I haven't really come up with anything better and still thinking of returning the table to being actually more tame, to make being confused less of a dire situation and something a purely chaotic character might actually want (especially given the level 10 ability).
jubjubdestroyer

10-04-07, 03:22 PM
this class is helarious when used with a gnome :)

good job