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| masterartisan09-06-07, 08:08 PM | Death Caller http://fc01.deviantart.com/fs21/f/2007/248/a/e/death_caller_by_mathewsleep.jpg The Death Caller has seen their own death, and become it's master. Those surrounded by death at an early age are more likely to choose this path; but it isn't until they face death them selfs, do they begin to control it. Evil Death Callers tend to become mass murders, in order to become closer to the cold death they them selfs have avoided. While neutral Death Callers tend to use their mastery of death to protect or at the very worst, put those in pain to a quick end. One thing is for certain, no one pure of heart would consitter learning the dark arts of the Death Caller. Requirements: Any non good alignment Will save +5 Knowledge(planes) 9ranks Knowledge(religion) 9ranks Removed your name from the "dead book"(campaign specific) Must being a living creature native to the prime material plane Must meet one of the following criteria; been killing and brought back to life via resurrect, or similar spell drawn the death card from the "deck of many things" and survived traveled to "death's realm"(campaign specific) and seen your death. Poor Base Attack Bonus Poor Fortitude Save Poor Reflex Save Good Will Save D4 Hd 2 skill points The Death Caller’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Scrip (Int), Hide (Dex), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Profession (Wis), and Spellcraft (Int). Level BAB Fort Ref Will Special 1st: +0 +0 +0 +2 Call on Death(1/day), Avoid Death 2nd: +1 +0 +0 +3 Deathwatch(30ft cone) +1 Level of Existing Spellcasting Class 3rd: +1 +1 +1 +3 Call on Death(2/day) +1 Level of Existing Spellcasting Class 4th: +2 +1 +1 +4 +1 Level of Existing Spellcasting Class 5th: +2 +1 +1 +4 Call on Death(3/day) +1 Level of Existing Spellcasting Class 6th: +3 +2 +2 +5 Deathwatch(30ft radius) +1 Level of Existing Spellcasting Class 7th: +3 +2 +2 +5 Call on Death(4/day) +1 Level of Existing Spellcasting Class 8th: +4 +2 +2 +6 +1 Level of Existing Spellcasting Class 9th: +4 +3 +3 +6 Call on Death(5/day) +1 Level of Existing Spellcasting Class 10th: +5 +3 +3 +7 Know Your Own Death +1 Level of Existing Spellcasting Class Call on Death: You summon forth the very death that you have avoided to kill you opponent in almost anyway you specify. To use this ability you must be within 30ft of your intended target, who must be a living creature, to whom you have line of sight and who dosn't have HD greater then yours. Using this ability is a full round action that requires concentration as if it was a spell. It's effects take place at the beginning of your next turn. The effects chosen must fit into one of the following categories: Accident: These deaths cover everything from; falling off a cliff, being hit by a wagon, being struck by lighting, to death from explosion. The chosen accident has to make sense in environment the target is currently in; a person cannot drown in a desert, and it is unlikely falling debrey would kill someone in an open field. If an accident is specified that cannot reasonably be achieved, the effect is delayed for 1 round per Death Caller class level. If the environment changes to one that it is reasonable that the effect could take place, it immediately does. This delay doesn't require any action from the Death Caller nor does it require that the opponent stays in the 30ft range, death follows him anywhere with the exception of travel to another plane. If the time passes and the accident can't be achieved the attempt fails and the use for the day is lost. But, if the attempt can be achieved, it happens. The intended target of an accident is allowed a reflex save with a DC of 10+Death Caller level+his charisma modifier. If he succeeds he takes no damage and the attempt is lost. If he fails to avoid the accident, he takes 2d6 points of damage per class level. If he survives this damage, he lives and the attempt is consittered a failure for use with the avoid death feature. Natural Causes: Natural cause can range from heart attack to massive stroke. In addition to all the target restrictions above, the target of natural causes must have desernable anatomy. If a cause of death is specified that the creature can't die of, such as a creature with out a liver can't die of liver failure. The target of this type of death is allowed a fortitude save with a DC of 10+Death Caller level+his charisma modifier. If the save is successful he feels a pain where ever the problem was supposed to manifest, but he lives no the worse for wear. If he fails he keels over in pain and dies in 1d4 rounds. To make this attempt you must over come spell resistance, if any. Your caster level for this ability is class level plus one other previus spell casting class. Self Inflicted: in a word, suicide. This can involve jumping off an airship, falling on ones sword, or placing a cross bow in your mouth. If the intended method of suicide is not achievable for the target; such as not having a crossbow to put in your mouth, the target attempts to accomplish the method for one round per Death Caller level. If no method is found by the end of that time, the attempt fails and he regains his free will. These deaths allow for a Will Save of 10+Death Caller level+his charisma modifier. If the save is made, he gets the compulsion to do himself in, but disregards it. In addition to all the above criteria for a target, the intended target of a self inflicted death must be able to be affected by mind effecting spells and compulsions. To make this attempt you must over come spell resistance, if any. Your caster level for this ability is class level plus one other previous spell casting class. The events chosen cannot kill more than the intended target, nor can they be used to destroy anything with inherent value, such as a castle or a magical weapon. You couldn't ask that a meteor the size of a football field hit one dude standing in the middle of a populated area. If you ask for something like that, the attempt simply fails. You can, however, kill multiple people as a secondary effect, such as killing a pilot of a plane. Since his death doesn't immediately kill others; the plane crashing does, it's okay. You couldn't, on the other hand, say that he dies from explosion, unless he's the only one that would take damage from the specified explosion. Avoid Death: As a free action, you can escape from death's door. Once for each creature slain from the Call on Death class feature within the last hour, you can negate any effect that would drop you to -10 hp or would otherwise kill you. Instead of dying as you should have, you instead are dropped to -9hp and instantly stabilize. Regardless of what effect you are subject to, you survive although close to death. Using this ability is innate, and doesn't require any thought. Also, it cannot be suppressed, you have to choose to save yourself. Deathwatch: as spell with specified area. Know Your Own Death: As Foresight spell, except that it only can effect you. I'll add some flavor text sooner or later; just wanted to throw that out there so you dogs can tare it apart. I'm open to suggestions. Rip it up if you want. I just realized i misspelled Prestige Class. |
| Prince_of_Parkness09-07-07, 05:19 PM | It looks fine to me now |
| masterartisan09-07-07, 05:21 PM | It looks fine to me now thanks, i'll play test it a little to see how it goes. |
| Prince_of_Parkness09-08-07, 04:02 AM | thanks, i'll play test it a little to see how it goes. Thats usually the best way. If you know any power gamers or munchkins, show this to them and see what they can do with it. They can generally find any loopholes DMs overlook. Tell me how it goes |
| masterartisan09-08-07, 05:43 PM | Thats usually the best way. If you know any power gamers or munchkins, show this to them and see what they can do with it. They can generally find any loopholes DMs overlook. Tell me how it goes someone suggested that i gave them good saves. the theory being that they become hard to kill being in death's favor. |
| Prince_of_Parkness09-09-07, 04:43 AM | I think that might make it a bit over-powered. They already have aviod death to represent that quality in them |
| masterartisan09-10-07, 06:29 PM | I think that might make it a bit over-powered. They already have aviod death to represent that quality in them you're right. should i submit it to the orchard? |
| Kyuketsukiouji09-10-07, 10:44 PM | My knee-jerk reflex for this class is to think it's too powerful, since you're basically giving 5 uses of what's fundamentally an immunity-bypassing, changable-save Finger of Death in a class that can be entered at level 5. On the other hand, you get bonus cool points for making a class that favors Sorcerers over Wizards, and the "no HD greater than yours" caveat and the "must have died" entry requirement does go a long way to mitigate things. So, all in all, it looks pretty good. |
| Prince_of_Parkness09-11-07, 11:24 AM | My knee-jerk reflex for this class is to think it's too powerful, since you're basically giving 5 uses of what's fundamentally an immunity-bypassing, changable-save Finger of Death in a class that can be entered at level 5. On the other hand, you get bonus cool points for making a class that favors Sorcerers over Wizards, and the "no HD greater than yours" caveat and the "must have died" entry requirement does go a long way to mitigate things. So, all in all, it looks pretty good. Might be right. Would making SR balance it out more? Then again youve got to remember that they are pretty helpless against something immune to death affects |
| masterartisan09-12-07, 08:15 PM | My knee-jerk reflex for this class is to think it's too powerful, since you're basically giving 5 uses of what's fundamentally an immunity-bypassing, changable-save Finger of Death in a class that can be entered at level 5. i can understand that, but look at spells like phantasmal killer, a 4th level spell, and powerword kill, a 9th. at 7th level, which is lowest level you can be to take this class a phantasmal killer has a higher dc then the call on death ability. The 9 ranks requirements mean you have to be a 6th level character before taking this class. On the other hand, you get bonus cool points for making a class that favors Sorcerers over Wizards, and the "no HD greater than yours" caveat and the "must have died" entry requirement does go a long way to mitigate things. So, all in all, it looks pretty good. i think its hard enough to use the ability that it seems okay to me. time will tell, i'm going to play test. |
| Ultima007109-15-07, 09:10 PM | Too powerful. I would chose this class over any of my classes any day. (That's a bad sign) |
| masterartisan09-15-07, 11:21 PM | Too powerful. I would chose this class over any of my classes any day. (That's a bad sign) consitter it compared to phantasmal killer. at 7th level, a wizard could cast phantasmal killer which kills, and has a dc of 10+4(the spell level)+int mod. with a 20intelligence, that's a dc 19 vs death. a 7th level character who's a first level death caller can, once a day. call on death, with a dc of 10+class level+cha mod. with a 20 in charisma that's a dc 16. also, it can only work on people with hd eqaul to or less then the user. phantasmal killer doesn't have that problem. as it works out, it's better to not take the class at first and stick with phantasmal killer. it's not as over powered as it seems. when you realize the entry requirement are stiff. it balances out. a wizard, which would be the easiest class to meet the requirements (knowledge 9 ranks) is intelligence based. the call on death is charisma based. a sorcerer would need to be much higher level to get the 9 ranks in religion tha is not a class skill for them. at 9th, a heightened phantasmal killer is dc 20 a 3rd level death caller has the call on death dc at 18 at 11th, it becomes dc 21 the call on death is up to 20 at 13th, a heightened phatkiller is 22 now a 7th level death caller's ability is now 22. not untill 7th level does the ability match phatasmal killer. |
| Ultima007109-16-07, 01:13 AM | I've looked over it and I guess you're right. Kudos! |
| masterartisan09-16-07, 11:04 AM | I've looked over it and I guess you're right. Kudos! thanks, but just one thing? should i take away a couple more spell casting levels. they don't advance a 1st. should i take away the one at 6th to. just to f*ck them over a little more? |
| Ultima007109-16-07, 01:13 PM | Sure, but it's your choice. Playtesting this bad-boy (or girl) is the best way to see if it's under- or over-powered |