Tuesday, October 7, 2014

I missed Monday

So, I am trying to get into the habit of posting on the Facebook page (Mord Mar) on Mondays. I've been calling it "Mord Mar Mondays" (aren't alliterations great?) Well, due to some strange occurrences (namely sleeping all day) I didn't get it done yesterday. I made up for it on the Facebook page, introducing a new villainous weapon. That's a bit too pedestrian for the blog. So, I give you the playtest version of Mord Mar's first Prestige Class:


Dead Ones were a sect of great warriors that once defended Mord Mar. They traded their individuality for anonymity. Until recently, these warriors were believed to be lost to time. Together, Dead Ones in society were called the Legion of the Dead

Hit Die

To qualify for Dead One, a character must fulfill the following criteria:
Alignment: all Dead Ones are Lawful
Base Attack Bonus: +3
Feats: Endurance
Role-Play: contact with the Legion of the Dead

Class Skills
A Dead One’s class skills (and key ability) are Climb (STR), Intimidate (CHA),   Knowledge: Dungeoneering (INT), Perception (WIS), Sense Motive (CHA), Swim (STR)

Skill Ranks: 2 + INT modifier

Fort Save
Ref Save
Will Save
Die Hard Feat, Iron Mask, Will to Die
Death’s Embrace
Clarity of Death

Death’s Emissary

Class Features

Die Hard Feat: Per the Pathfinder CRB. Dead Ones at 0 HP or below are not considered disabled or staggered.

Iron Mask: All Dead Ones have an iron mask grafted to their faces. This gives them a -2 to CHA and a +1 AC (Circumstance Bonus). The CHA penalty can only be removed with a Wish or Miracle spell (which removes the mask).

Will to Die: All Dead Ones forsake any type of Resurrection Magic (including Raise Dead, Reincarnation, Breath of LIfe, etc). If a Dead One ever loses their Lawful alignment, they will attack every living thing near them until slain.

Death’s Embrace: At 2nd level, when a Dead One’s HP is below 50%, they do an additional 2 points of damage with every melee attack. When below 75%, they deal an additional 3 points of damage with every melee attack, and when below 0 HPs, all melee damage is at +5, and any crit has an additional +1 to its damage multiplier (a x2 critical weapon would do x3).

Clarity of Death: Whenever a Dead One is under the influence of any spell with the following descriptors: Charm, Compulsion, or Pattern, the Dead One may re-roll his saving throw against that spell.

Death’s Emissary: At 5th level, a Dead One is able to call upon Death. Once per day, if the Dead One is below zero HPs, he may activate this as a swift action before rolling to hit. If the hit is successful, the target must make a Fort Save with a DC equal to damage dealt. If the target fails this save, it dies.

No comments:

Post a Comment