Master Artisan's Prestige Classes: The Death Caller [Archive] - Wizards Community

Post/Author/DateTimePost
masterartisan

09-04-07, 08:27 PM
Death Caller
http://fc01.deviantart.com/fs21/f/2007/248/a/e/death_caller_by_mathewsleep.jpg
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(wizard class skills)



1st: Call on Death(1/day), Avoid Death
2nd: Deathwatch(30ft cone), +1 Level of Existing Spellcasting Class
3rd: Call on Death(2/day)
4th: +1 Level of Existing Spellcasting Class
5th: Call on Death(3/day)
6th: Deathwatch(30ft radius), +1 Level of Existing Spellcasting Class
7th: Call on Death(4/day)
8th: +1 Level of Existing Spellcasting Class
9th: Call on Death(5/day)
10th: 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 native to the prime material plane and have to whom you have line of sight. In addition, the targets current hp total cannot exceed you Death Caller class level x5. 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.

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.

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.

The events chosen cannot kill more than the intended target. 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, and only warns of events that would lead you your death.

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.
Prince_of_Parkness

09-05-07, 02:41 PM
I like the idea, and i think you managed to maske some pretty origional requirments, but im not sure about the call on death. I wouldnt like a N/PC to have class features that are based on a save or win policy.
Aviod death is good
Im not sure if this is over powered or not im afraid im not good at telling this
masterartisan

09-05-07, 03:02 PM
the stipulations are pretty tuff to meet.
they get the save, and they have to have low hit points for it to work, 5x class level. they also need to be native to the material plane, and living.
i could also add that the hd needs to be lower then the hd of the death caller, that would limit it. i don't think it's not that much worse then the death attack of a assassin. i could also add that the user needs to study his victim for 3 rounds before he can use it, do you think that'd make it better?
Prince_of_Parkness

09-05-07, 03:42 PM
the stipulations are pretty tuff to meet.
they get the save, and they have to have low hit points for it to work, 5x class level. they also need to be native to the material plane, and living.
i could also add that the hd needs to be lower then the hd of the death caller, that would limit it. i don't think it's not that much worse then the death attack of a assassin. i could also add that the user needs to study his victim for 3 rounds before he can use it, do you think that'd make it better?

The 3 rounds rule is for assassin flavour. Dont add that. I spose, with a limit of 50 hit points at level 10 its reasonably fair. Basically they can choose a targets weakest save, but since mages are the only real people they can target thats not a huge advantage.

Come to think of it Id say its underpowered. As i said they are less likly to die, but they cant do much to the enemy so thats not a problem. A 11th level mage could do 60 damage with a maximised fireball. Limited to once a day, but thats still better.

Id think you need to power it up a bit.
masterartisan

09-05-07, 03:54 PM
i could either raise the save.
raise the hp requirements.
let them do it more times a day.
or give them something else to add to the class.

i could let the avoid death ability be used 24hours after a sucsessful call on death ability instead just an hour. that way, if they want. they could go kill some noobs before adventuring to stock up on avoid death uses.

i don't know, this is kinda uncharted teritory for me.

i was also thinking about giving them sneak attack, and adding hide and move silently to the class skills, maybe some more skill points to.
Prince_of_Parkness

09-05-07, 05:04 PM
Dont raise the save IMO. You could make it effect a wider range of hp, but give bonuses on the save depending on how much they exeed the initial hp alloance. I think they can do it enough times per day so at not to change this
Also, as a DM, you should impose strict rules on to who the noob is they can kill before an adventure. Wurder is illigal.

Sneak attack wouldnt make sense to me. These are deathcallers. They know how to kill someone before their proper lifespan is up. They shudnt know bout were to hit so it hurts with a weapon
masterartisan

09-05-07, 05:18 PM
good points,
how about this, the dc is alter by how many hp the target has.

if the target has:
1hp per hd remaining:"near death" add 10 to the dc
2hp per hd remaining:"injured" add 5 to the dc
Prince_of_Parkness

09-05-07, 05:38 PM
Sounds good. Havent put all that much thought into it, but doesnt sound broken. Might want to add a cap so 1000 hd creature isnt killed because of a natural 1
masterartisan

09-05-07, 05:47 PM
target's hd can't exceed your own?

power word kill
lvl9
close range
target creature with 100 hp or less dies, no save

thinking that there is no save with this spell, i kinda want to make the save even harder.

average dc: assuming a 20 charisma.
at 1st 15dc
at 5th 20dc
at 10th 25dc

that's not too bad i suppose, being that you can choose which save they have to make...
Prince_of_Parkness

09-06-07, 11:55 AM
target's hd can't exceed your own?

power word kill
lvl9
close range
target creature with 100 hp or less dies, no save

thinking that there is no save with this spell, i kinda want to make the save even harder.

average dc: assuming a 20 charisma.
at 1st 15dc
at 5th 20dc
at 10th 25dc

that's not too bad i suppose, being that you can choose which save they have to make...

I understand...i just think that you should rule at what point it doesnt affect the enemy. To aviod the PC killing a 100th level fighter because they roll a natural one
Khatoblepas

09-06-07, 12:24 PM
I've looked, and all save-or-dies have either spell resistance or the [mind-effecting] descriptor. Some have both.

Call on Death is a very messily written ability. It has a ref-or-die (which goes against the rules of the game, really) and you can target someone with any one you want, but they must be a mortal from the material plane with less than 50hp? Too situational.

Then you lose half your spellcasting. This class is extremely... odd. It's overpowered for certain situations (creatures with less than 50hp from the material plane) and supremely useless 99% of the time. In fact, at level 1, they have to have 5hp or less. So, it scales even worse than I thought!

Change Call on Death to something simpler. make it a general save-or-die with a d% chance of doing a particular method.
masterartisan

09-06-07, 02:16 PM
I've looked, and all save-or-dies have either spell resistance or the [mind-effecting] descriptor. Some have both.

Call on Death is a very messily written ability. It has a ref-or-die (which goes against the rules of the game, really) and you can target someone with any one you want, but they must be a mortal from the material plane with less than 50hp? Too situational.

Then you lose half your spellcasting. This class is extremely... odd. It's overpowered for certain situations (creatures with less than 50hp from the material plane) and supremely useless 99% of the time. In fact, at level 1, they have to have 5hp or less. So, it scales even worse than I thought!

Change Call on Death to something simpler. make it a general save-or-die with a d% chance of doing a particular method.

how about this:
i remove the hp requirement all together. or make it 10X class level.
for the accident version of call on death, the person gets a reflex save or takes 2d6 damage per class level from what ever accident is specified. that way, if they do have low hp, they will die. If not, they still get injured, although the death wasn't enough to actually kill them.
for the natural causes version, keep the fortitude vs death.
and for the suicide version, will save vs compulsion/ mind effecting ability.
natural and suicide deaths would need to beat a spell resistance since you are effecting them personally, but the accident wouldn't.
the target should have hd equal to or lower then the death callers.

i could change the targeting ability to anything living creature, outsider or native.

and since this does look kinda weak still, how about either better saves for the class, a higher hd, or full spell casting growth?
Prince_of_Parkness

09-06-07, 04:03 PM
how about this:
i remove the hp requirement all together. or make it 10X class level.
for the accident version of call on death, the person gets a reflex save or takes 2d6 damage per class level from what ever accident is specified. that way, if they do have low hp, they will die. If not, they still get injured, although the death wasn't enough to actually kill them.
for the natural causes version, keep the fortitude vs death.
and for the suicide version, will save vs compulsion/ mind effecting ability.
natural and suicide deaths would need to beat a spell resistance since you are effecting them personally, but the accident wouldn't.
the target should have hd equal to or lower then the death callers.

i could change the targeting ability to anything living creature, outsider or native.

and since this does look kinda weak still, how about either better saves for the class, a higher hd, or full spell casting growth?

Id say full spell progression-first level
masterartisan

09-07-07, 04:59 PM
how about this (http://forums.gleemax.com/showthread.php?t=919431)?