https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Elsibor&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T06:13:36ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Sword_Saint_(3.5e_Prestige_Class)&diff=469448Sword Saint (3.5e Prestige Class)2010-05-18T21:00:35Z<p>Elsibor: /* Sword Saints in the World */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=4.5<br />
|raters_wording=1<br />
|rating_formatting=4.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|authors=Elsibor<br />
|datecreated=February 11, 2009<br />
|status=v1.0<br />
|editing=No edits, unless it's just spelling or grammar. Put suggestions in my talk page.<br />
|type=Combat-Focused<br />
|desc=A swordsman who has taken his mastery of the blade to what mortals might call a divine level. Specialized Weaponmaster with unique powers.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Sword Saint==<br />
<br />
{{quote<br />
|I'll never forget the day I met Talein Fosler. Wandered into town by himself one day, stopped by the inn. Couple of local troublemakers tried to pick his pocket. He let em' take it, but as soon as they were out the door, he stood up and was after them, across the room in three great strides. Never saw him again, but the thieves...well, we were still finding chunks a month later.<br />
|orig=Garet Rawn, human bartender}}<br />
<br />
<br />
Sword Saints are individuals who have taken the mastery of the sword to such an extent that their skills could be considered divine, at least by mortals. Years of practice and gut-wrenching combat have honed the Sword Saint's skills to a razor edge and transformed their bodies. Their bodies become heavy, with muscles far denser than they appear, often resulting in a lanky appearance. Dwarves who become Sword Saints are often mistaken for a starving individual by their own kind. This densification allows the superhuman strength and speed with which the Sword Saint ends disputes.<br />
<br />
===Becoming a Sword Saint===<br />
Most individuals do not intentionally seek to become a Sword Saint, but rather grow into it over time. Those who do seek it, however, wish to become a true master of the blade, if not the greatest swordsman of all. To do this, a true master is normally sought out for training.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
!Race:<br />
|any Humanoid<br />
|-<br />
! Base Attack Bonus:<br />
| +20.<br />
|-<br />
! Skills:<br />
| Tumble 20, intimidate 20.<br />
|-<br />
! Feats:<br />
| Weapon Focus(any sword), Greater Weapon Focus(any sword), Weapon Specialization(any sword), Greater Weapon Specialization(any sword).<br />
|-<br />
|-<br />
! Special:<br />
| Must receive training for one month from a master swordsman. At the end of the month, the transformation is complete, and the character must essentially be recreated(see Metamorphosis of Battle).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Sword Saint}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +2 || +3 || +4 || +3<br />
| class="left" | Sword and Master, Superhuman Sprint, Epic Weapon Focus(any sword), Dense Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +3 || +4 || +5 || +4<br />
| class="left" | Epic Weapon Specialization(any sword), Perfected Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +5 || +5 || +6 || +4<br />
| class="left" | Pressure of the Blade, Dense Body II<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +6 || +6 || +6 || +5<br />
| class="left" | Dismembering Blades<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +7 || +7 || +7 || +5<br />
| class="left" | Epic Cleave, Bond of Sword and Soul<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +9 || +8 || +7 || +6<br />
| class="left" | Dense Body III<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +10 || +9 || +8 || +6<br />
| class="left" | Shared Might, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +11 || +10 || +8 || +7<br />
| class="left" | Dual Terror<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +13 || +11 || +9 || +7<br />
| class="left" | Dense Body IV<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +14 || +12 || +9 || +8<br />
| class="left" | Master's Fury<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str) <br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Sword Saint}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | Dense Body V, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | Bonus Feat, Fortitude save +1, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | Reflex save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | Dense Body VI, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | Blade Revanant, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | Will save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | Fortitude save +1, bonus feat, BAB +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | BAB, Will save, Fort save, Reflex save +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | Dense Body VII, BAB +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | True Blademaster, BAB = 30<br />
|}<br />
<br />
====Class Features====<br />
All of the following are class features of the Sword Saint<br />
<br />
'''{{#anc:Metamorphosis of Battle:}}:''' Remake your character. You roll 1d20 for every stat, discarding and re-rolling for numbers bellow 14. All skills lose half of their current skill points, lose all feats not directly connected to melee combat and any shield feats. Only spells up to level 5 may be kept, and only one per level. Double your characters weight. Add +2 to your Strength, Dexterity, and Constitution. Any armor or weapons other than your sword of choice is destroyed. Any languages are retained. You may retain a familiar, if you had one. Your level is returned to one, and your experience to 0. From this point on, no weapon other than a sword may be equipped by the character, and he may not use shields. Any armor can be used. You level up with a +3 level adjustment until you reach level 20, at which point you level normally.<br />
<br />
'''{{#anc:Epic Weapon Focus(any sword):}}:''' Gain +2 to attack roles with the selected sword type.<br />
<br />
'''{{#anc:Dense Body:}}:''' Gain Damage Reduction 20/-. Every odd level, gain an additional Damage Reduction of 5/-. This stacks with Damage reduction granted by class features, feats, and armor, but not temporary magical effects.<br />
<br />
'''{{#anc:Superhuman Sprint:}}:''' Double your movement rate permanently. If you could move 40ft per turn, now move 80ft per turn. Apply this after any feats that effect movement, such as Epic Speed. Calculate speed by (base speed + any permanent increases or decreases) x 2.<br />
<br />
'''{{#anc:Sword and Master:}}:''' Choose a specific type of sword(longsword, shortsword, greatsword etc.) and gain an extra point of damage using that sword type for every character level. Gain a +1 to hit for every 3 levels.<br />
<br />
'''{{#anc:Epic Weapon Specialization(any sword):}}:''' gain +4 to all damage dealt with the selected sword type.<br />
<br />
'''{{#anc:Perfect Body:}}:''' Sword Saints do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons have a 50% chance of failing, even if a fortitude saving throw against them fails.<br />
<br />
'''{{#anc:Pressure of the Blade:}}:''' As a free action, you may halve your damage for that turn, but extend the range of your sword attack to 20ft. The damage dealt and sword range return to normal after one turn. This ability can be used as often as you like.<br />
<br />
'''{{#anc:Dismembering Blades:}}:''' As an instant action, the Sword Saint may summon one 1d6 mystic blade per level to circle himself. Any enemy within melee range takes damage from these blades as a constant effect. The effect lasts 3 turns, and can be activated again one turn after that.<br />
<br />
'''{{#anc:Path of Carnage:}}:''' If an attack kills a creature, the Sword Saint may attack again against every creature in range. If another creature is killed, once again another set of attacks commences, but with an additional 5ft radius. This effect is replicated with each subsequent death up to a maximum range of 30ft.(note: For DM purposes, it might be best to limit this to one 5ft extension only).<br />
<br />
'''{{#anc:Bond of Sword and Soul:}}:''' Whenever the Sword Saint is using a sword, it does not deteriorate and he cannot be disarmed. The Sword cannot be broken via feats or spells.<br />
<br />
'''{{#anc:Shared Might:}}:''' Once per day, the Sword Saint can raise a single allies Reflex and Fortitude saves by half his own, and their attack bonus by half his own. The target also has their movement extended by 30ft. This effect persists until they are rendered unconscious or until ten turns have passed.<br />
<br />
'''{{#anc:Dual Terror:}}:''' The Sword Saint can use two swords, as long as they are identical. They suffer no penalties for doing so, but only gain a single extra attack without the two-weapon fighting feat progression.<br />
<br />
'''{{#anc:Master's Fury:}}:''' When an ally of the Sword Saint is rendered unconscious or dead by an enemy or enemy action, they may use this ability. All enemies within 15ft must make a reflex save vs the Sword Saint's attack +2 to hit, or instantly receive damage equal to the Sword Saint's ( (max weapon damage) + all damage bonuses ) x5. Any enemies killed by master's Fury are reduced to small minced chunks( all non-key items on them are destroyed ).<br />
<br />
'''{{#anc:Blade Revanant:}}:''' Once per day the Sword Saint may resurrect any ally(including himself) to full health, with all spells, stats, skills and abilities restored, and for five turns the resurrected ally cannot be harmed, but can only perform a single melee attack.<br />
<br />
'''{{#anc:True Blademaster:}}:''' All attacks performed have a 20% chance of killing an opponent instantly. If an enemy is immune to instant death, they instead take critical damage for that attack. If they are also immune to critical hits, they instead lose their move action next turn and take max normal damage.<br />
<br />
'''{{#anc:bonus feats:}}:''' Choose from the following: Armor Skin, Damage Reduction, Epic Endurance, Epic Prowess, Epic Toughness, Great Constitution, Great Strength, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Health, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Defense, Two-weapon Fighting<br />
<br />
====Ex-Sword Saint====<br />
<br />
If a Sword Saint does not participate in battle for 6 months, they will lose the use of all their class feats and abilities, lose 2 from each basic ability, and have their Base Attack Bonus reduced to 5(if higher). They must train with a sword master for one month to regain their abilities.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sword Saint====<br />
<br />
<br />
'''Combat:''' Sword Saint's are in-your-face melee fighters designed to chew through large numbers of enemies with ease. Their only weakness is their (initially) low hit points.<br />
<br />
'''Advancement:''' Each fifth level, you get an extra hit point die roll. You may not multi-class except at level 20, and then only into a non-melee class.<br />
<br />
'''Resources:''' Sword Saints do not get along. They feel compelled to compete against each other strongly, and will as soon kill each other in a duel as join a party together. However, once a year a number of them will meet at a pre-arranged location for a tournament with only honor on the line.<br />
<br />
====Sword Saints in the World====<br />
<br />
<br />
{{quote|''If you ever have the pleasure - or pain - of meeting a Sword Saint, remember one thing: Never, EVER, do anything to make him mad. They don't forget grudges...mainly because whoever they've got the grudge with isn't going to be alive very long. If you can get one of them on your side, though, it'll take a thousand man army to stop you.''|orig=Gerudian, Paladin of Khane}}<br />
<br />
Sword Saints are rather rare due to the great effort required to become one. They tend to be single minded in the pursuit of increasing their fighting abilities, and as such are usually alone, but when they do join a group, their devotion to duty and combat will make them powerful, loyal companions.<br />
<br />
'''PC Interaction:''' Sword Saints do not especially discriminate based on profession, gender, race, age or religion, but they do tend to force their own alignment on others. For example, a Lawful Good Sword Saint is adventuring with a rogue. The rogue steals from someone, so the Sword Saint forces him to give it back, resulting in a commotion that may or may not land them in jail. As a result lawful Sword Saints tend to dislike rogues and chaotic individuals, and good Sword Saints tend to kill necromancers on sight. Sword Saint's will often indulge in romance, and often become extremely attached to any long-standing companions.<br />
<br />
'''NPC Reactions:''' NPC's that are not aware of the Sword Saint's class will merely feel uneasy around them, like if they were near a large predator. Individuals who do know their nature will stay out of their way unless they have some pressing concern to address that the Sword Saint can help with, such as slaying a dragon or ten. Individuals who know their nature and are forced to interact with them will treat them with the utmost respect, more out of fear of being dismembered than anything else. Sword Saints will commonly spend many weeks or months away from other humans, so it is somewhat understandable that they find other people irritating at best.<br />
<br />
====Sword Saint Lore====<br />
<br />
<br />
Characters with ranks in Knowledge can research Sword Saint's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Sword Saints are known to fight each other to the death on sight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Sword Saints do not need to eat or sleep very much at all, and can live much longer than normal for their race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Sword Saints often have a strong bond with their blade, and some will mentally deteriorate if it is broken or lost.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | The greatest weakness of a Sword Saint is their incredible weight; gravity abilities or falls from height are very dangerous for them.<br />
|}<br />
<br />
====Sword Saints in the Game====<br />
<br />
Sword Saints are peerless melee combatants, but are rather susceptible to ranged attacks and magic. They are not bad at stealth, but prefer to come at an opponent head on, an approach made possible by their great speed.<br />
<br />
'''Adaptation:''' Sword Saints can be used as a positive element, or protective influence to make an area safe for characters, or as a dangerous character. They are certainly ideal as a central villain, as their abilities make wiping out even a decent sized city entirely possible. <br />
<br />
'''Sample Encounter:''' PCs might encounter a Sword Saint near any large, dangerous predator's lair as the character prepares to deal with the threat. Sword Saints can come from any walk of life, any alignment, and can be followers of any deity, though Khane is the most common. A good use of them is as a deterrent to characters, or in other words a wall of death they can't pass. You might also encounter them at any stadium, even a ruined one, where they may be holding a tournament.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Sword_Saint_(3.5e_Prestige_Class)&diff=469445Sword Saint (3.5e Prestige Class)2010-05-18T20:52:56Z<p>Elsibor: /* Sword Saints in the World */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=4.5<br />
|raters_wording=1<br />
|rating_formatting=4.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|authors=Elsibor<br />
|datecreated=February 11, 2009<br />
|status=v1.0<br />
|editing=No edits, unless it's just spelling or grammar. Put suggestions in my talk page.<br />
|type=Combat-Focused<br />
|desc=A swordsman who has taken his mastery of the blade to what mortals might call a divine level. Specialized Weaponmaster with unique powers.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Sword Saint==<br />
<br />
{{quote<br />
|I'll never forget the day I met Talein Fosler. Wandered into town by himself one day, stopped by the inn. Couple of local troublemakers tried to pick his pocket. He let em' take it, but as soon as they were out the door, he stood up and was after them, across the room in three great strides. Never saw him again, but the thieves...well, we were still finding chunks a month later.<br />
|orig=Garet Rawn, human bartender}}<br />
<br />
<br />
Sword Saints are individuals who have taken the mastery of the sword to such an extent that their skills could be considered divine, at least by mortals. Years of practice and gut-wrenching combat have honed the Sword Saint's skills to a razor edge and transformed their bodies. Their bodies become heavy, with muscles far denser than they appear, often resulting in a lanky appearance. Dwarves who become Sword Saints are often mistaken for a starving individual by their own kind. This densification allows the superhuman strength and speed with which the Sword Saint ends disputes.<br />
<br />
===Becoming a Sword Saint===<br />
Most individuals do not intentionally seek to become a Sword Saint, but rather grow into it over time. Those who do seek it, however, wish to become a true master of the blade, if not the greatest swordsman of all. To do this, a true master is normally sought out for training.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
!Race:<br />
|any Humanoid<br />
|-<br />
! Base Attack Bonus:<br />
| +20.<br />
|-<br />
! Skills:<br />
| Tumble 20, intimidate 20.<br />
|-<br />
! Feats:<br />
| Weapon Focus(any sword), Greater Weapon Focus(any sword), Weapon Specialization(any sword), Greater Weapon Specialization(any sword).<br />
|-<br />
|-<br />
! Special:<br />
| Must receive training for one month from a master swordsman. At the end of the month, the transformation is complete, and the character must essentially be recreated(see Metamorphosis of Battle).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Sword Saint}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +2 || +3 || +4 || +3<br />
| class="left" | Sword and Master, Superhuman Sprint, Epic Weapon Focus(any sword), Dense Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +3 || +4 || +5 || +4<br />
| class="left" | Epic Weapon Specialization(any sword), Perfected Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +5 || +5 || +6 || +4<br />
| class="left" | Pressure of the Blade, Dense Body II<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +6 || +6 || +6 || +5<br />
| class="left" | Dismembering Blades<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +7 || +7 || +7 || +5<br />
| class="left" | Epic Cleave, Bond of Sword and Soul<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +9 || +8 || +7 || +6<br />
| class="left" | Dense Body III<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +10 || +9 || +8 || +6<br />
| class="left" | Shared Might, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +11 || +10 || +8 || +7<br />
| class="left" | Dual Terror<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +13 || +11 || +9 || +7<br />
| class="left" | Dense Body IV<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +14 || +12 || +9 || +8<br />
| class="left" | Master's Fury<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str) <br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Sword Saint}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | Dense Body V, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | Bonus Feat, Fortitude save +1, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | Reflex save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | Dense Body VI, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | Blade Revanant, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | Will save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | Fortitude save +1, bonus feat, BAB +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | BAB, Will save, Fort save, Reflex save +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | Dense Body VII, BAB +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | True Blademaster, BAB = 30<br />
|}<br />
<br />
====Class Features====<br />
All of the following are class features of the Sword Saint<br />
<br />
'''{{#anc:Metamorphosis of Battle:}}:''' Remake your character. You roll 1d20 for every stat, discarding and re-rolling for numbers bellow 14. All skills lose half of their current skill points, lose all feats not directly connected to melee combat and any shield feats. Only spells up to level 5 may be kept, and only one per level. Double your characters weight. Add +2 to your Strength, Dexterity, and Constitution. Any armor or weapons other than your sword of choice is destroyed. Any languages are retained. You may retain a familiar, if you had one. Your level is returned to one, and your experience to 0. From this point on, no weapon other than a sword may be equipped by the character, and he may not use shields. Any armor can be used. You level up with a +3 level adjustment until you reach level 20, at which point you level normally.<br />
<br />
'''{{#anc:Epic Weapon Focus(any sword):}}:''' Gain +2 to attack roles with the selected sword type.<br />
<br />
'''{{#anc:Dense Body:}}:''' Gain Damage Reduction 20/-. Every odd level, gain an additional Damage Reduction of 5/-. This stacks with Damage reduction granted by class features, feats, and armor, but not temporary magical effects.<br />
<br />
'''{{#anc:Superhuman Sprint:}}:''' Double your movement rate permanently. If you could move 40ft per turn, now move 80ft per turn. Apply this after any feats that effect movement, such as Epic Speed. Calculate speed by (base speed + any permanent increases or decreases) x 2.<br />
<br />
'''{{#anc:Sword and Master:}}:''' Choose a specific type of sword(longsword, shortsword, greatsword etc.) and gain an extra point of damage using that sword type for every character level. Gain a +1 to hit for every 3 levels.<br />
<br />
'''{{#anc:Epic Weapon Specialization(any sword):}}:''' gain +4 to all damage dealt with the selected sword type.<br />
<br />
'''{{#anc:Perfect Body:}}:''' Sword Saints do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons have a 50% chance of failing, even if a fortitude saving throw against them fails.<br />
<br />
'''{{#anc:Pressure of the Blade:}}:''' As a free action, you may halve your damage for that turn, but extend the range of your sword attack to 20ft. The damage dealt and sword range return to normal after one turn. This ability can be used as often as you like.<br />
<br />
'''{{#anc:Dismembering Blades:}}:''' As an instant action, the Sword Saint may summon one 1d6 mystic blade per level to circle himself. Any enemy within melee range takes damage from these blades as a constant effect. The effect lasts 3 turns, and can be activated again one turn after that.<br />
<br />
'''{{#anc:Path of Carnage:}}:''' If an attack kills a creature, the Sword Saint may attack again against every creature in range. If another creature is killed, once again another set of attacks commences, but with an additional 5ft radius. This effect is replicated with each subsequent death up to a maximum range of 30ft.(note: For DM purposes, it might be best to limit this to one 5ft extension only).<br />
<br />
'''{{#anc:Bond of Sword and Soul:}}:''' Whenever the Sword Saint is using a sword, it does not deteriorate and he cannot be disarmed. The Sword cannot be broken via feats or spells.<br />
<br />
'''{{#anc:Shared Might:}}:''' Once per day, the Sword Saint can raise a single allies Reflex and Fortitude saves by half his own, and their attack bonus by half his own. The target also has their movement extended by 30ft. This effect persists until they are rendered unconscious or until ten turns have passed.<br />
<br />
'''{{#anc:Dual Terror:}}:''' The Sword Saint can use two swords, as long as they are identical. They suffer no penalties for doing so, but only gain a single extra attack without the two-weapon fighting feat progression.<br />
<br />
'''{{#anc:Master's Fury:}}:''' When an ally of the Sword Saint is rendered unconscious or dead by an enemy or enemy action, they may use this ability. All enemies within 15ft must make a reflex save vs the Sword Saint's attack +2 to hit, or instantly receive damage equal to the Sword Saint's ( (max weapon damage) + all damage bonuses ) x5. Any enemies killed by master's Fury are reduced to small minced chunks( all non-key items on them are destroyed ).<br />
<br />
'''{{#anc:Blade Revanant:}}:''' Once per day the Sword Saint may resurrect any ally(including himself) to full health, with all spells, stats, skills and abilities restored, and for five turns the resurrected ally cannot be harmed, but can only perform a single melee attack.<br />
<br />
'''{{#anc:True Blademaster:}}:''' All attacks performed have a 20% chance of killing an opponent instantly. If an enemy is immune to instant death, they instead take critical damage for that attack. If they are also immune to critical hits, they instead lose their move action next turn and take max normal damage.<br />
<br />
'''{{#anc:bonus feats:}}:''' Choose from the following: Armor Skin, Damage Reduction, Epic Endurance, Epic Prowess, Epic Toughness, Great Constitution, Great Strength, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Health, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Defense, Two-weapon Fighting<br />
<br />
====Ex-Sword Saint====<br />
<br />
If a Sword Saint does not participate in battle for 6 months, they will lose the use of all their class feats and abilities, lose 2 from each basic ability, and have their Base Attack Bonus reduced to 5(if higher). They must train with a sword master for one month to regain their abilities.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sword Saint====<br />
<br />
<br />
'''Combat:''' Sword Saint's are in-your-face melee fighters designed to chew through large numbers of enemies with ease. Their only weakness is their (initially) low hit points.<br />
<br />
'''Advancement:''' Each fifth level, you get an extra hit point die roll. You may not multi-class except at level 20, and then only into a non-melee class.<br />
<br />
'''Resources:''' Sword Saints do not get along. They feel compelled to compete against each other strongly, and will as soon kill each other in a duel as join a party together. However, once a year a number of them will meet at a pre-arranged location for a tournament with only honor on the line.<br />
<br />
====Sword Saints in the World====<br />
<br />
<br />
{{quote|''If you ever have the pleasure - or pain - of meeting a Sword Saint, remember one thing: Never, EVER, do anything to make him mad. They don't forget grudges...mainly because whoever they've got the grudge with isn't going to be alive very long. You get one of them on your side, though, and it'll take a thousand man army to stop you.''|orig=Gerudian, Paladin of Khane}}<br />
<br />
Sword Saints are rather rare due to the great effort required to become one. They tend to be rather single minded in the pursuit of increasing their fighting abilities, and as such are usually alone, but when they do join a group, their devotion to duty and combat will make them powerful, loyal companions.<br />
<br />
'''NPC Reactions:''' NPC's that are not aware of the Sword Saint's class will merely feel uneasy around them, like if they were near a large predator. Individuals who do know their nature will stay out of their way unless they have some pressing concern to address that the Sword Saint can help with, such as slaying a dragon or ten. Individuals who know their nature and are forced to interact with them will treat them with the utmost respect, more out of fear of being dismembered than anything else. Sword Saints will commonly spend many weeks or months away from other humans, so it is somewhat understandable that they find other people irritating at best.<br />
<br />
====Sword Saint Lore====<br />
<br />
<br />
Characters with ranks in Knowledge can research Sword Saint's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Sword Saints are known to fight each other to the death on sight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Sword Saints do not need to eat or sleep very much at all, and can live much longer than normal for their race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Sword Saints often have a strong bond with their blade, and some will mentally deteriorate if it is broken or lost.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | The greatest weakness of a Sword Saint is their incredible weight; gravity abilities or falls from height are very dangerous for them.<br />
|}<br />
<br />
====Sword Saints in the Game====<br />
<br />
Sword Saints are peerless melee combatants, but are rather susceptible to ranged attacks and magic. They are not bad at stealth, but prefer to come at an opponent head on, an approach made possible by their great speed.<br />
<br />
'''Adaptation:''' Sword Saints can be used as a positive element, or protective influence to make an area safe for characters, or as a dangerous character. They are certainly ideal as a central villain, as their abilities make wiping out even a decent sized city entirely possible. <br />
<br />
'''Sample Encounter:''' PCs might encounter a Sword Saint near any large, dangerous predator's lair as the character prepares to deal with the threat. Sword Saints can come from any walk of life, any alignment, and can be followers of any deity, though Khane is the most common. A good use of them is as a deterrent to characters, or in other words a wall of death they can't pass. You might also encounter them at any stadium, even a ruined one, where they may be holding a tournament.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Sword_Saint_(3.5e_Prestige_Class)&diff=469444Talk:Sword Saint (3.5e Prestige Class)2010-05-18T20:52:13Z<p>Elsibor: /* Discussion */</p>
<hr />
<div>== Epicness and Saves ==<br />
<br />
Though actually I am in the class of people who think epic should continue as normal progression, typically epic classes don't have saves or BAB, since they progress at an even rate for all classes.<br />
<br />
In any case, what's with your saves, they got funky, and should end in 7-7-7. -- [[User:Eiji|Eiji]] 23:04, 11 February 2009 (MST)<br />
<br />
: The Bab also real weird.--[[User:Lord Dhazriel|Lord Dhazriel]] 23:14, 11 February 2009 (MST)<br />
<br />
== Rating == <br />
<br />
'''Power - 5/5''' I give this class a 5 out of 5 because it seems like a very balanced class, the only problem is that you have to be level 20 or higher to have +20 base attack bonus, so it is already epic, there is no point for an epic list. --[[User:Io|Io]] 01:34, 24 January 2010 (UTC)<br />
<br />
'''Wording - 4.5/5''' I give this class a 4.5 out of 5 because it seems like a very well written class, but its 's just missing something. --[[User:Io|Io]] 01:34, 24 January 2010 (UTC)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 4.5 out of 5 because it is a very well finished class, but it's not quite there somehow. --[[User:Io|Io]] 01:34, 24 January 2010 (UTC)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because it is a very appealing class and it is just awsome. --[[User:Io|Io]] 01:34, 24 January 2010 (UTC)<br />
<br />
== Discussion ==<br />
<br />
This class is another one of my "transformation" classes, along with Deathlock and a few others I'll be putting up. It can be extremely powerful, but initially makes the character really, really weak. If you're going to take it, take it as soon as you can so you don't fall behind others. The BAB and saves on here progress differantly since this is an epic transformation class - these values replace the existing BAB and saves, rather than altering them. The point is that you're trading in your first 20 levels + a few more for a much more powerful base class.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=User:Elsibor&diff=469355User:Elsibor2010-05-18T04:33:24Z<p>Elsibor: </p>
<hr />
<div>I have a few names I use - Elsibor is the only one copyrighted to me, however. I do free-lance writing to pay the bills and small-time gem-trading to pay for everything that I don't need. I own two Siamese cats, who occasionally appear in my DnD campaigns as cameos or odd details.<br />
<br />
I've been playing DnD for 8 years and DMing for 6. At any given time I've got at least two groups I play with and I've got two stacks of character sheets - Epic and non-epic, and both of those stacks are thirty+ deep, and yes, I know all the names, classes, and personalities of those characters. If there's something up here I've worked on, I've probably used it in a campaign to test it out - if there was something up here by me that's not up here anymore, I tested it and decided it wasn't worth keeping online.<br />
<br />
If you see a typo in anything on here and you're sure it's wrong, fix it.<br />
<br />
Don't talk to me about 4e. I have played 6 full length 4e campaigns. I will not ever play 4e again.<br />
<br />
<br />
''Editing:'' In general I don't like having my work edited and I typically won't edit anyone else's either. I might fix a few typos, and if I'm interested in what you've worked on, I'll give you a whole list of suggestions. Suggestions are good - they mean you've got something that's got some serious potential. If you absolutely must edit something I've worked on, tell me about it first.<br />
<br />
''Game Mechanics:'' I take a 'real' approach to game mechanics. For example, I take experience as the literal accumulation of experience fighting, using magic, etc, and leveling up as an indication your skill with whatever it is your class does best is increasing. If you don't have time to practice what you've learned from your experiences, you can't improve yourself, so leveling up in the middle of dungeon crawl seems odd to me. For hit points, I like to think that rather than becoming unbelievably tough, you are actually getting better at rolling with blows, stiffening muscles on impact and in general learning how to keep yourself alive. A human cannot survive being stabbed through the chest normally, so hit points must be a representation of skill rather than incredible toughness(though obviously toughness plays into it to a limited degree). For attacks per turn, those are the opportunities you have to hit the opponent while moving within your 5ft square for a good position to attack. 6 seconds is, after all, a long time for most actual fights to go on. To a lot of people most of this sounds pretty normal, I imagine, but it always surprises me how often players don't bother trying to think about what the game rules are expressing, and focus instead on the rules themselves.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=469341Deathlock (3.5e Prestige Class)2010-05-18T03:52:46Z<p>Elsibor: /* Deathlock */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like blood from an open wound, everything in their wake dead and burning. We were all sure we were done for then, but suddenly the mountain heaved and Orcs and other terrors went flying in all directions, burning. Lightning struck from above, again, and again, and again. I don't know how long those white-hot bolts kept falling, but to me it seemed like hours - my whole body was numb and I could barely hear by the time they stopped. I slowly looked up, towards the valley below, at what had been a forested descent into a large fertile valley full of crops - nothing of it remained but blacked and blasted rock. Nothing remained at all of the enemy army, and for just an instant I felt the thrill of victory. Then a man in a black cloak landed on the wall, and he leaned down to me and said 'well, what do you know. Somebody survived.' He laughed like a madman as he faded away like a foul specter. I stared past where he had been, though - at what remained of my once-proud fortress. Except for the small patch of wall I was standing on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level spell that inflicts damage.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]], Epic Spell<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat, Epic Spell<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat, Epic Spell<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled, Epic Spell<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock, Epic Spell<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and re-rolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, Charisma, and Intelligence after re-rolling. You level with a level adjustment of +3. For the purpose of gaining feats, your character is treated as an Epic, spontaneous arcane spell-caster.<br />
<br />
'''{{#anc:Epic Spells}}:''' At 1st, 5th, 10th, 15th, and 20th level, a Deathlock has an arcane epiphany and learns an epic spell. This can be any epic spell from the standard epic spell list or created.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' Epic Familiars are far more powerful than a wizard or sorcerers familiar - they are the melee protectors of their master. In this regard they are somewhat similar to the Druid's animal companion, with the key difference that Epic Familiars are intelligent. Refer to the Epic Familiar section for a list of selectable Epic Familiars and their progression table.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' You drain magical energy from your surrounds(or the Weave, if playing in Forgotten Realms). Every turn you gain the equivalent energy of one level 1 spell, and you can choose as a free action to transform that energy into a level 1 spell or allow it to continue accumulating, thus having the energy of a level 2 spell on the next turn, which you must choose to turn into a level 2 spell or continue accumulating, and so on so forth. After gaining the equivalent of a level 10 spell's energy, you can transform it into a level 9 and a level 1 spell. This accumulation continues up to 20th level energy, and does not accumulate at all if you have all of your spell slots. This magic regeneration can be used to restore a lost Epic spell slot by spending the max 20th level equivalent power. If you have 20th level spell equivalent power charged but do not spend it, you do not accumulate more spell energy even if you have spent spell slots.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells if you could not already.<br />
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'''{{#anc:Focused Emotion}}:''' You may select one arcane spell that you know and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points, as a full round action that does not consume any spell slots. Once activated, all allies of the Deathlock are unaffected by the spell. The spell selected cannot be a Deathlock spell or Epic spell.<br />
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'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Double all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 turns + duration of the spell. They cannot perform any action while wracked with pain.<br />
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'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a thirty-foot fall, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
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'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
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'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spell list. Apply all metamagic feats you know to each of these spells, and for the purposes of Destruction Distilled and Eternal Suffering, treat these spells as a single use. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 3 level 9 slots, 2 level 8 slots, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for any stat modifier and must spend one hour in meditation or else lose the benefit of Essence of Magic and have only 2 spells of each level the next day(does not affect epic spells). They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their Epic spells. This does not effect the use of Deathlock Abilities except Terror of the Deathlock - while in this depleted state, Deathlocks can sacrifice all cast-able spells to execute Terror of the Deathlock, but lose consciousness for 2d4 hours afterwords.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
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Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 20 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even if more epic slots are available, no more than 3 Deathlock spells can be used per day.<br />
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''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
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''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 5 damage per effect as Damage Reduction, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
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''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
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''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice. Note that damage dealt it per orb - you must still choose how many orbs hit which targets.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 5d6 fire and 5d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. The caster is treated as proficient with accursed blade of the moon and uses it one handed, as it is weightless. The sword can be handed off to others and terminated at the Deathlock's will.<br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health to the total damage dealt. Any creature the Deathlock is standing directly next to suffers twice the damage. The spell persists for 5 turns.<br />
<br />
''Acid Surge:'' Causes any nearby body of water - or other liquid - to transform into extremely potent acid. It then surges to fill 40 5ft cubes with acid, dealing 1d6 x caster level acid damage for the next 3 turns. All creatures and objects susceptible to acid take damage, including the caster if he is within the designated range. This spell cannot be used without a large enough body of liquid. The cubes can be in any designated location, even suspended in mid-air.<br />
<br />
''Angry Stone:'' All stone and earth within 40ft of the Deathlock rumbles and then suddenly rises into many sharp stone or clay pillars, stabbing or cutting those within range. Deals 1d8 x caster level damage and transforms a 40ft radius into hazardous terrain that deals 2d4 damage to anyone trying to move through it. Reflex save for half damage. The area occupied by the Deathlock is excluded.<br />
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''Sound Wave:'' The Deathlock creates focused sonic energy and releases it by making a noise(speaking, snapping fingers, clapping, etc). In addition to being heard miles off as a thunderous boom, it throws all objects not fastened down to 60ft from the Deathlock, simultaneously dealing 1d6 x caster level damage to living things, 1d8 x caster level damage to metal objects, and 1d12 x caster level damage to stone or crystal objects within that 60ft range. All structure hardness is ignored for calculating damage done to the surroundings. All creatures within 120ft take half damage, but structures merely shake.<br />
<br />
''Void Touch:'' The Deathlocks hands become sheathed in black energy and they execute a touch attack against a target. If successful, that target is momentarily enveloped in black energy and is erased from existence. If a god is targeted, they have a 2 x divine rank chance of taking 200d6 damage instead. Those killed by this effect can only be revived by a Greater Deity directly intervening on their behalf, or by a Wish spell utilizing the destroyed individuals True Name.<br />
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''Disjoint Reality:'' Reality is distorted within 100ft of the Deathlock and gripped by insanity. All creatures within undergo a spontaneous alignment and racial change, and objects twist into bizarre shapes. Gravity functions erratically(25% no gravity, 25 % normal, 50% pulls in a random direction every turn) and spells cast within it have a 90% failure chance. 1d4 Primal elementals spawn from the most prevalent substance and begin attacking everything hostile to the deathlock. All effects persist for 10 rounds, then end completely. During this time, the Deathlock may choose to submit to the same effects or ignore them.<br />
<br />
====Epic Familiars====<br />
<br />
Epic Familiars are selected at level 1 and progress alongside the Deathlock. You may select any creature from the Druid animal companion list as well as the following: Ankheg, Basalisk, Blink Dog, Very Young Dragon(chromatic or metallic only), Griffon, Hieracosphinx, Krenshar, Phase Spider, or Worg. Additionally you can select a basic familiar - it will be able to transform into a corresponding animal from the Druid's animal companion list. Whatever creature you select, the following are different from a normal creature of its species.<br />
<br />
- If the Epic Familiars intelligence, charisma, or wisdom is less than ten, equal that stat to ten.<br />
<br />
- Epic Familiars can speak one language their master can speak in addition to any natural languages.<br />
<br />
- Epic Familiars can be summoned magically as if by a Greater Teleport spell to their master at any time.<br />
<br />
- Epic Familiars cannot be killed - when reduced to -10 hit points, they dissipate into thin air and reform 24 hours later.<br />
<br />
{| class="d20"<br />
|-<br />
! Master<br/>[[SRD:Class|Class]] Level !! [[#Bonus HD|Bonus<br/>HD]] !![[#Natural Armor Adj.|Natural<br/>Armor Adj.]] !! [[#Str/Dex Adj.|Str/Dex<br/>Adj.]] !! [[#Int|Int]] !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st-2nd ||2 ||+1 ||+1 ||10 || class="left" | [[#Alertness|Alertness]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Empathic Link|Empathic Link]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd-4th ||4 ||+2 ||+2 ||11 || class="left" | [[#Deliver Touch Spells|Deliver Touch Spells]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th-6th ||4 ||+4 ||+4 ||12 || class="left" | [[#Speak with Master|Speak with Master]], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th-8th ||6 ||+5 ||+5 ||13 || class="left" | [[#Speak with Animals of Its Kind|Speak with Animals of Its Kind]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th-10th ||8 ||+6 ||+6 ||15 || class="left" | [[#Multiattack|Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th-12th ||8 ||+8 ||+8 ||16 || class="left" | [[#Spell Resistance|Spell Resistance]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th-14th ||10 ||+9 ||+9 ||17 || class="left" | [[#Scry on Familiar|''Scry on Familiar'']], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th-16th ||12 ||+10 ||+10 ||18 || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th-18th ||12 ||+11 ||+11 ||19 || class="left" | Blood Bomb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th-20th ||14 ||+12 ||+12 ||20 || class="left" | [[#Familiar Spell|Familiar Spell]]<br />
|}<br />
<br />
''Blood Bomb:'' When the Familiar's hit points reach -10, they explode, dealing bludgeoning damage equal to 1/2 their max hit points to all adjacent creatures. The Deathlock can choose to suppress this effect. It does not affect the reformation time of the Epic Familiar.<br />
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====Ex-Deathlocks====<br />
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If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
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'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
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'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
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'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
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====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, quite entertaining, in fact. And terrifying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased a kingdom.|orig=Eseiran Rechai, human Deathlock}}<br />
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Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''Player Interactions:''' Each Deathlock has a very different way of thinking about others, but most regard other classes as inferior to varying degrees. In particular they dislike fighters, rogues and barbarians, who do not possess any form of magic. Deathlocks also recognize that these classes are dangerous to them. Very rarely, Deathlocks will take a wizard or sorcerer as an apprentice. Deathlocks are much more likely to be romantically interested in another spell-caster than in a physical combatant, though if they do develop feelings for, say, a fighter, they often harbor feelings of pity for that individuals inability to use magic.<br />
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'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
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====Deathlock Lore====<br />
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Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the early levels, however - it might only take one encounter to get to level 6, but you will probably have Hit Points less than 30 for that epic-level encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
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<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469312Talk:Deathlock (3.5e Prestige Class)2010-05-18T02:45:23Z<p>Elsibor: /* Edits List */</p>
<hr />
<div>==Talk==<br />
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This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
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Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
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== Rating == <br />
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'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
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::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
<br />
== Level 1 ==<br />
<br />
So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
<br />
Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
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This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
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:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
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::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
<br />
:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
<br />
::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
<br />
:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
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::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
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:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
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::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
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:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
<br />
:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
<br />
:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
<br />
::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
<br />
::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
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:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
<br />
::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
<br />
::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
<br />
:::::Didn't expect anyone to get so interested in this. I'll be more active on here from here on out - this class was only about 1/3 finished when I got swamped and had to stop working on it. I'd appreciate a list of changes made if anyone wants to provide one. To answer a few questions - you definitely don't get to keep your old hp, and you are meant to continue along with your current party. After the transformation, a Deathlock is rendered sickly, weak, and incapable of forming complex spells - thus why they are unable to cast the 9th level spells they still know. The level degradation thing is just a very easy way to demonstrate that in at least one encounter, making clear to everyone that the Deathlock is having some serious trouble. Typically with the +3 level adjustment they will be at level 6 after an epic-level encounter - but for that first encounter, they will rely entirely on their companions to see them through. I've played Eseiran from the second quote - with modifications - and the group I was playing with actually liked it - they said it provided "emotional" situations and helped provide real depth to their own characters by thinking about how to interact with a friend who was in that state. Of course that's only if the group you're playing with is more interested in role-playing rather than hack-n-slash - and the DM isn't trying to kill all you. --[[User:Elsibor|Elsibor]] 00:18, 17 May 2010 (MST)<br />
<br />
::::::One quick note about leveling: I'm pretty sure the DMG says something about leveling only once per encounter, and if you get enough XP to level you get XP equal to the next level, minus one (that is, if you have 10 XP, and get 50,000 XP in an encounter, you get 1,999 XP). Level 6 characters should be toast in a standard epic encounter, even if the DM is going easy. One other note, it has been my experience (both as a DM and a player, across several groups), that the DM is always trying to kill you all (sometimes he just tries harder). --[[User:Badger|Badger]] 20:00, 17 May 2010 (UTC)<br />
<br />
:::::::If your DM is running the campaign like that, he's probably not thinking about it in terms of having fun, but winning and losing. It is quite hard for the DM to 'win' in DnD - if the entire party is wiped out despite playing well, that is a sign the DM has failed, not the players, and if the players finish a long campaign where they came close to being wiped out many times and had a lot of fun, that is a great success for everyone. I also disregard the one encounter, one level rule. The experience you gain should be awarded when you finish off a large fight, not withheld because you succeeded too well. Instead I use the rule "no leveling up until you're recovered" so you have to rest for at least a few days to level up - so you can't suddenly become too powerful for what the DM had planned next unless he wants you to level. I came to that decision after thinking about what Experience means, and how to interpret its effect on a character. Then again, I tend to try to make DnD conform to more real-life terms, which I know some don't approve of. Note also that a level six Deathlock can probably cast three or four Epic spells and one Deathlock spell. If they chose Black Lances, then they can contribute greatly to an epic encounter, since you get no saving throw to escape their trapping effect(note the changes to Deathlock spell-casting if this seems off). --[[User:Elsibor|Elsibor]] 16:50, 17 May 2010 (MST)<br />
<br />
::::::::Perhaps if it is your intention to make this character essentially "skip" levels 2 through 9(or at least let them get through 7 level in 2 or 3 encounters), you flat out remove them. Write some fluff about how a deathlock almost dies, and then is reborn stronger than ever. Then make mechanics to follow: weak level 1, then level 2 (which was level 9) you're suddenly back up to your old playing strength. Then level 3 starts the real deathlock, the killing powerhouse. Then when the rest of your party is level 20 and starting to play epic, you'll be about as strong as them. That way you condense a 20 level base/prestige class down to a typical 10 level prestige class, and still get the end result you wanted. Also, it helps those whose DMs wouldn't allow them to ignore the 1 level per encounter rule. I've not looked at how exactly the condensing would work, but I think the idea is worth examining. --[[User:Badger|Badger]] 22:14, 17 May 2010 (UTC)<br />
<br />
:::::::::This class definitly isn't suited to DMs who are not interested in playing the game for fun - but I'm not going to turn it into a prestige class. It makes gameplay far too interesting as it is to mess with it that far. As for skipping levels - why not? You've already played to level 17, minimum - you deserve to have a fairly powerful character. If you remained crippled for a long time it would make the character unplayable. Perhaps I should hard-wire that into the rules of the class. Also, make sure you look over the page carefully - the class has already been heavily altered. --[[User:Elsibor|Elsibor]] 18:10, 17 May 2010 (MST)<br />
<br />
==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.<br />
<br />
<br />
<br />
Note by Elsibor: Dropped working on this class last semester when I was busy with school and running three other campaigns - but now that I'm free, I've come back to find some major changes made here. Some of them are pretty good - like fixing the BAB. I'll be making some changes that make sense now - like getting rid of the crazy 1-spell slot from each level cost for the Deathlock spells. These spells are supposed to be overwhelming even for Epic sells, and should have a corresponding cost.<br />
<br />
Note on Step 5 - I would prefer a good representation of a Deathlock - but beggars can't be choosers. Anyone willing to make a portrait for this page is welcome to it.<br />
<br />
<br />
==Edits List==<br />
<br />
''If you make a change, please list it here.''<br />
<br />
Edit May 16, Elsibor: Altered many spells, made spell-casting spontaneous. Completely changed the Epic Familiar system and made alterations to some class abilities. Fixed up intro story. Expanding spell list to 20 in progress. In general changed the class greatly. Altered some parts of the Lore section.<br />
<br />
Edit May 17, Elsibor: Continued expanding spell list - added 5 spells.<br />
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:Rather than asking everyone to post what changes they make to the page, check the [http://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&action=history history]. That's why it's there. --[[User:Badger|Badger]] 23:30, 17 May 2010 (UTC)<br />
<br />
::Checked it - but I'm a lot more likely to check the discussion here than the history in the future, thus this section. -- [[User:Elsibor|Elsibor]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=469308Deathlock (3.5e Prestige Class)2010-05-18T02:33:50Z<p>Elsibor: /* Class Features */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like blood from an open wound, everything in their path dead and burning. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other terrors went flying in all directions, burning, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but to me it seemed like hours - my whole body was numb and I could barely hear by the time they stopped. I slowly looked up, towards the valley below, at what had been a forested descent into a great fertile valley full of crops - nothing of it remained but blacked and blasted rock. Nothing remained at all of the enemy army, and for just an instant I felt the thrill of victory. Then a man in a black cloak landed on the wall, and he leaned down to me and said 'well, what do you know. Somebody survived.' He laughed like a madman as he faded away, like a foul specter. I stared past where he had been, though - at what remained of my once-proud fortress. Except for the small patch of wall I was standing on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level spell that inflicts damage.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]], Epic Spell<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat, Epic Spell<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat, Epic Spell<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled, Epic Spell<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock, Epic Spell<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
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<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and re-rolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, Charisma, and Intelligence after re-rolling. You level with a level adjustment of +3. For the purpose of gaining feats, your character is treated as an Epic, spontaneous arcane spell-caster.<br />
<br />
'''{{#anc:Epic Spells}}:''' At 1st, 5th, 10th, 15th, and 20th level, a Deathlock has an arcane epiphany and learns an epic spell. This can be any epic spell from the standard epic spell list or created.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' Epic Familiars are far more powerful than a wizard or sorcerers familiar - they are the melee protectors of their master. In this regard they are somewhat similar to the Druid's animal companion, with the key difference that Epic Familiars are intelligent. Refer to the Epic Familiar section for a list of selectable Epic Familiars and their progression table.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' You drain magical energy from your surrounds(or the Weave, if playing in Forgotten Realms). Every turn you gain the equivalent energy of one level 1 spell, and you can choose as a free action to transform that energy into a level 1 spell or allow it to continue accumulating, thus having the energy of a level 2 spell on the next turn, which you must choose to turn into a level 2 spell or continue accumulating, and so on so forth. After gaining the equivalent of a level 10 spell's energy, you can transform it into a level 9 and a level 1 spell. This accumulation continues up to 20th level energy, and does not accumulate at all if you have all of your spell slots. This magic regeneration can be used to restore a lost Epic spell slot by spending the max 20th level equivalent power. If you have 20th level spell equivalent power charged but do not spend it, you do not accumulate more spell energy even if you have spent spell slots.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells if you could not already.<br />
<br />
'''{{#anc:Focused Emotion}}:''' You may select one arcane spell that you know and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points, as a full round action that does not consume any spell slots. Once activated, all allies of the Deathlock are unaffected by the spell. The spell selected cannot be a Deathlock spell or Epic spell.<br />
<br />
'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Double all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 turns + duration of the spell. They cannot perform any action while wracked with pain.<br />
<br />
'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a thirty-foot fall, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spell list. Apply all metamagic feats you know to each of these spells, and for the purposes of Destruction Distilled and Eternal Suffering, treat these spells as a single use. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 3 level 9 slots, 2 level 8 slots, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for any stat modifier and must spend one hour in meditation or else lose the benefit of Essence of Magic and have only 2 spells of each level the next day(does not affect epic spells). They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their Epic spells. This does not effect the use of Deathlock Abilities except Terror of the Deathlock - while in this depleted state, Deathlocks can sacrifice all cast-able spells to execute Terror of the Deathlock, but lose consciousness for 2d4 hours afterwords.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
<br />
Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 20 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even if more epic slots are available, no more than 3 Deathlock spells can be used per day.<br />
<br />
''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 5 damage per effect as Damage Reduction, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
<br />
''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
<br />
''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice. Note that damage dealt it per orb - you must still choose how many orbs hit which targets.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 5d6 fire and 5d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. The caster is treated as proficient with accursed blade of the moon and uses it one handed, as it is weightless. The sword can be handed off to others and terminated at the Deathlock's will.<br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health to the total damage dealt. Any creature the Deathlock is standing directly next to suffers twice the damage. The spell persists for 5 turns.<br />
<br />
''Acid Surge:'' Causes any nearby body of water - or other liquid - to transform into extremely potent acid. It then surges to fill 40 5ft cubes with acid, dealing 1d6 x caster level acid damage for the next 3 turns. All creatures and objects susceptible to acid take damage, including the caster if he is within the designated range. This spell cannot be used without a large enough body of liquid. The cubes can be in any designated location, even suspended in mid-air.<br />
<br />
''Angry Stone:'' All stone and earth within 40ft of the Deathlock rumbles and then suddenly rises into many sharp stone or clay pillars, stabbing or cutting those within range. Deals 1d8 x caster level damage and transforms a 40ft radius into hazardous terrain that deals 2d4 damage to anyone trying to move through it. Reflex save for half damage. The area occupied by the Deathlock is excluded.<br />
<br />
''Sound Wave:'' The Deathlock creates focused sonic energy and releases it by making a noise(speaking, snapping fingers, clapping, etc). In addition to being heard miles off as a thunderous boom, it throws all objects not fastened down to 60ft from the Deathlock, simultaneously dealing 1d6 x caster level damage to living things, 1d8 x caster level damage to metal objects, and 1d12 x caster level damage to stone or crystal objects within that 60ft range. All structure hardness is ignored for calculating damage done to the surroundings. All creatures within 120ft take half damage, but structures merely shake.<br />
<br />
''Void Touch:'' The Deathlocks hands become sheathed in black energy and they execute a touch attack against a target. If successful, that target is momentarily enveloped in black energy and is erased from existence. If a god is targeted, they have a 2 x divine rank chance of taking 200d6 damage instead. Those killed by this effect can only be revived by a Greater Deity directly intervening on their behalf, or by a Wish spell utilizing the destroyed individuals True Name.<br />
<br />
''Disjoint Reality:'' Reality is distorted within 100ft of the Deathlock and gripped by insanity. All creatures within undergo a spontaneous alignment and racial change, and objects twist into bizarre shapes. Gravity functions erratically(25% no gravity, 25 % normal, 50% pulls in a random direction every turn) and spells cast within it have a 90% failure chance. 1d4 Primal elementals spawn from the most prevalent substance and begin attacking everything hostile to the deathlock. All effects persist for 10 rounds, then end completely. During this time, the Deathlock may choose to submit to the same effects or ignore them.<br />
<br />
====Epic Familiars====<br />
<br />
Epic Familiars are selected at level 1 and progress alongside the Deathlock. You may select any creature from the Druid animal companion list as well as the following: Ankheg, Basalisk, Blink Dog, Very Young Dragon(chromatic or metallic only), Griffon, Hieracosphinx, Krenshar, Phase Spider, or Worg. Additionally you can select a basic familiar - it will be able to transform into a corresponding animal from the Druid's animal companion list. Whatever creature you select, the following are different from a normal creature of its species.<br />
<br />
- If the Epic Familiars intelligence, charisma, or wisdom is less than ten, equal that stat to ten.<br />
<br />
- Epic Familiars can speak one language their master can speak in addition to any natural languages.<br />
<br />
- Epic Familiars can be summoned magically as if by a Greater Teleport spell to their master at any time.<br />
<br />
- Epic Familiars cannot be killed - when reduced to -10 hit points, they dissipate into thin air and reform 24 hours later.<br />
<br />
{| class="d20"<br />
|-<br />
! Master<br/>[[SRD:Class|Class]] Level !! [[#Bonus HD|Bonus<br/>HD]] !![[#Natural Armor Adj.|Natural<br/>Armor Adj.]] !! [[#Str/Dex Adj.|Str/Dex<br/>Adj.]] !! [[#Int|Int]] !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st-2nd ||2 ||+1 ||+1 ||10 || class="left" | [[#Alertness|Alertness]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Empathic Link|Empathic Link]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd-4th ||4 ||+2 ||+2 ||11 || class="left" | [[#Deliver Touch Spells|Deliver Touch Spells]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th-6th ||4 ||+4 ||+4 ||12 || class="left" | [[#Speak with Master|Speak with Master]], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th-8th ||6 ||+5 ||+5 ||13 || class="left" | [[#Speak with Animals of Its Kind|Speak with Animals of Its Kind]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th-10th ||8 ||+6 ||+6 ||15 || class="left" | [[#Multiattack|Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th-12th ||8 ||+8 ||+8 ||16 || class="left" | [[#Spell Resistance|Spell Resistance]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th-14th ||10 ||+9 ||+9 ||17 || class="left" | [[#Scry on Familiar|''Scry on Familiar'']], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th-16th ||12 ||+10 ||+10 ||18 || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th-18th ||12 ||+11 ||+11 ||19 || class="left" | Blood Bomb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th-20th ||14 ||+12 ||+12 ||20 || class="left" | [[#Familiar Spell|Familiar Spell]]<br />
|}<br />
<br />
''Blood Bomb:'' When the Familiar's hit points reach -10, they explode, dealing bludgeoning damage equal to 1/2 their max hit points to all adjacent creatures. The Deathlock can choose to suppress this effect. It does not affect the reformation time of the Epic Familiar.<br />
<br />
====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
<br />
'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
<br />
'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
<br />
'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, quite entertaining, in fact. And terrifying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased a kingdom.|orig=Eseiran Rechai, human Deathlock}}<br />
<br />
Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''Player Interactions:''' Each Deathlock has a very different way of thinking about others, but most regard other classes as inferior to varying degrees. In particular they dislike fighters, rogues and barbarians, who do not possess any form of magic. Deathlocks also recognize that these classes are dangerous to them. Very rarely, Deathlocks will take a wizard or sorcerer as an apprentice. Deathlocks are much more likely to be romantically interested in another spell-caster than in a physical combatant, though if they do develop feelings for, say, a fighter, they often harbor feelings of pity for that individuals inability to use magic.<br />
<br />
'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
<br />
====Deathlock Lore====<br />
<br />
Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the early levels, however - it might only take one encounter to get to level 6, but you will probably have Hit Points less than 30 for that epic-level encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=469302Deathlock (3.5e Prestige Class)2010-05-18T02:00:55Z<p>Elsibor: /* Class Features */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like blood from an open wound, everything in their path dead and burning. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other terrors went flying in all directions, burning, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but to me it seemed like hours - my whole body was numb and I could barely hear by the time they stopped. I slowly looked up, towards the valley below, at what had been a forested descent into a great fertile valley full of crops - nothing of it remained but blacked and blasted rock. Nothing remained at all of the enemy army, and for just an instant I felt the thrill of victory. Then a man in a black cloak landed on the wall, and he leaned down to me and said 'well, what do you know. Somebody survived.' He laughed like a madman as he faded away, like a foul specter. I stared past where he had been, though - at what remained of my once-proud fortress. Except for the small patch of wall I was standing on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level spell that inflicts damage.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]], Epic Spell<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat, Epic Spell<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat, Epic Spell<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled, Epic Spell<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock, Epic Spell<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and re-rolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, Charisma, and Intelligence after re-rolling. You level with a level adjustment of +3. For the purpose of gaining feats, your character is treated as an Epic, spontaneous arcane spell-caster.<br />
<br />
'''{{#anc:Epic Spells}}:''' At 1st, 5th, 10th, 15th, and 20th level, a Deathlock has an arcane epiphany and learns an epic spell. This can be any epic spell from the standard epic spell list or created.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' Epic Familiars are far more powerful than a wizard or sorcerers familiar - they are the melee protectors of their master. In this regard they are somewhat similar to the Druid's animal companion, with the key difference that Epic Familiars are intelligent. Refer to the Epic Familiar section for a list of selectable Epic Familiars and their progression table.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' You drain magical energy from your surrounds(or the Weave, if playing in Forgotten Realms). Every turn you gain the equivalent energy of one level 1 spell, and you can choose as a free action to transform that energy into a level 1 spell or allow it to continue accumulating, thus having the energy of a level 2 spell on the next turn, which you must choose to turn into a level 2 spell or continue accumulating, and so on so forth. After gaining the equivalent of a level 10 spell's energy, you can transform it into a level 9 and a level 1 spell. This accumulation continues up to 20th level energy, and does not accumulate at all if you have all of your spell slots. This magic regeneration can be used to restore a lost Epic spell slot by spending the max 20th level equivalent power. If you have 20th level spell equivalent power charged but do not spend it, you do not accumulate more spell energy even if you have spent spell slots.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells if you could not already.<br />
<br />
'''{{#anc:Focused Emotion}}:''' You may select one arcane spell that you know and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points, as a full round action that does not consume any spell slots. Once activated, all allies of the Deathlock are unaffected by the spell. The spell selected cannot be a Deathlock spell or Epic spell.<br />
<br />
'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Double all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 turns + duration of the spell. They cannot perform any action while wracked with pain.<br />
<br />
'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a thirty-foot fall, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spell list. Apply all metamagic feats you know to each of these spells, and for the purposes of Destruction Distilled and Eternal Suffering, treat these spells as a single use. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 3 level 9 slots, 2 level 8 slots, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for any stat modifier and must spend one hour in meditation or else lose the benefit of Essence of Magic and have only 2 spells of each level the next day(does not affect epic spells). They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their Epic spells. This does not effect the use of Deathlock Abilities except Terror of the Deathlock - while in this depleted state, Deathlocks can sacrifice all cast-able spells to execute Terror of the Deathlock, but lose consciousness for 2d4 hours afterwords.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
<br />
Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 20 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even if more epic slots are available, no more than 3 Deathlock spells can be used per day.<br />
<br />
''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 5 damage per effect as Damage Reduction, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
<br />
''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
<br />
''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice. Note that damage dealt it per orb - you must still choose how many orbs hit which targets.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 5d6 fire and 5d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. The caster is treated as proficient with accursed blade of the moon and uses it one handed, as it is weightless. The sword can be handed off to others and terminated at the Deathlock's will.<br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health to the total damage dealt. Any creature the Deathlock is standing directly next to suffers twice the damage. The spell persists for 5 turns.<br />
<br />
''Acid Surge:'' Causes any nearby body of water - or other liquid - to transform into extremely potent acid. It then surges to fill 40ft cubes with acid, dealing 1d6 x caster level acid damage for the next 3 turns. All creatures and objects susceptible to acid take damage, including the caster if he is within the designated range. This spell cannot be used without a large enough body of liquid.<br />
<br />
''Angry Stone:'' All stone and earth within 40ft of the Deathlock rumbles and then suddenly rises into many sharp stone or clay pillars, stabbing or cutting those within range. Deals 1d8 x caster level damage and transforms a 40ft radius into hazardous terrain that deals 2d4 damage to anyone trying to move through it. Reflex save for half damage.<br />
<br />
''Sound Wave:'' The Deathlock creates focused sonic energy and releases it by making a noise(speaking, snapping fingers, clapping, etc). In addition to being heard miles off as a thunderous boom, it throws all objects not made of metal and fastened down to 60ft from the Deathlock, simultaneously dealing 1d6 x caster level damage to living things, 1d8 x caster level damage to metal objects, and 1d12 x caster level damage to stone or crystal objects. All structure hardness is ignored for calculating damage done to the surroundings.<br />
<br />
====Epic Familiars====<br />
<br />
Epic Familiars are selected at level 1 and progress alongside the Deathlock. You may select any creature from the Druid animal companion list as well as the following: Ankheg, Basalisk, Blink Dog, Very Young Dragon(chromatic or metallic only), Griffon, Hieracosphinx, Krenshar, Phase Spider, or Worg. Additionally you can select a basic familiar - it will be able to transform into a corresponding animal from the Druid's animal companion list. Whatever creature you select, the following are different from a normal creature of its species.<br />
<br />
- If the Epic Familiars intelligence, charisma, or wisdom is less than ten, equal that stat to ten.<br />
<br />
- Epic Familiars can speak one language their master can speak in addition to any natural languages.<br />
<br />
- Epic Familiars can be summoned magically as if by a Greater Teleport spell to their master at any time.<br />
<br />
- Epic Familiars cannot be killed - when reduced to -10 hit points, they dissipate into thin air and reform 24 hours later.<br />
<br />
{| class="d20"<br />
|-<br />
! Master<br/>[[SRD:Class|Class]] Level !! [[#Bonus HD|Bonus<br/>HD]] !![[#Natural Armor Adj.|Natural<br/>Armor Adj.]] !! [[#Str/Dex Adj.|Str/Dex<br/>Adj.]] !! [[#Int|Int]] !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st-2nd ||2 ||+1 ||+1 ||10 || class="left" | [[#Alertness|Alertness]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Empathic Link|Empathic Link]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd-4th ||4 ||+2 ||+2 ||11 || class="left" | [[#Deliver Touch Spells|Deliver Touch Spells]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th-6th ||4 ||+4 ||+4 ||12 || class="left" | [[#Speak with Master|Speak with Master]], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th-8th ||6 ||+5 ||+5 ||13 || class="left" | [[#Speak with Animals of Its Kind|Speak with Animals of Its Kind]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th-10th ||8 ||+6 ||+6 ||15 || class="left" | [[#Multiattack|Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th-12th ||8 ||+8 ||+8 ||16 || class="left" | [[#Spell Resistance|Spell Resistance]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th-14th ||10 ||+9 ||+9 ||17 || class="left" | [[#Scry on Familiar|''Scry on Familiar'']], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th-16th ||12 ||+10 ||+10 ||18 || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th-18th ||12 ||+11 ||+11 ||19 || class="left" | Blood Bomb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th-20th ||14 ||+12 ||+12 ||20 || class="left" | [[#Familiar Spell|Familiar Spell]]<br />
|}<br />
<br />
''Blood Bomb:'' When the Familiar's hit points reach -10, they explode, dealing bludgeoning damage equal to 1/2 their max hit points to all adjacent creatures. The Deathlock can choose to suppress this effect. It does not affect the reformation time of the Epic Familiar.<br />
<br />
====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
<br />
'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
<br />
'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
<br />
'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, quite entertaining, in fact. And terrifying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased a kingdom.|orig=Eseiran Rechai, human Deathlock}}<br />
<br />
Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''Player Interactions:''' Each Deathlock has a very different way of thinking about others, but most regard other classes as inferior to varying degrees. In particular they dislike fighters, rogues and barbarians, who do not possess any form of magic. Deathlocks also recognize that these classes are dangerous to them. Very rarely, Deathlocks will take a wizard or sorcerer as an apprentice. Deathlocks are much more likely to be romantically interested in another spell-caster than in a physical combatant, though if they do develop feelings for, say, a fighter, they often harbor feelings of pity for that individuals inability to use magic.<br />
<br />
'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
<br />
====Deathlock Lore====<br />
<br />
Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the early levels, however - it might only take one encounter to get to level 6, but you will probably have Hit Points less than 30 for that epic-level encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Sword_Saint_(3.5e_Prestige_Class)&diff=469296Sword Saint (3.5e Prestige Class)2010-05-18T01:35:01Z<p>Elsibor: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=4.5<br />
|raters_wording=1<br />
|rating_formatting=4.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|authors=Elsibor<br />
|datecreated=February 11, 2009<br />
|status=v1.0<br />
|editing=No edits, unless it's just spelling or grammar. Put suggestions in my talk page.<br />
|type=Combat-Focused<br />
|desc=A swordsman who has taken his mastery of the blade to what mortals might call a divine level. Specialized Weaponmaster with unique powers.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Sword Saint==<br />
<br />
{{quote<br />
|I'll never forget the day I met Talein Fosler. Wandered into town by himself one day, stopped by the inn. Couple of local troublemakers tried to pick his pocket. He let em' take it, but as soon as they were out the door, he stood up and was after them, across the room in three great strides. Never saw him again, but the thieves...well, we were still finding chunks a month later.<br />
|orig=Garet Rawn, human bartender}}<br />
<br />
<br />
Sword Saints are individuals who have taken the mastery of the sword to such an extent that their skills could be considered divine, at least by mortals. Years of practice and gut-wrenching combat have honed the Sword Saint's skills to a razor edge and transformed their bodies. Their bodies become heavy, with muscles far denser than they appear, often resulting in a lanky appearance. Dwarves who become Sword Saints are often mistaken for a starving individual by their own kind. This densification allows the superhuman strength and speed with which the Sword Saint ends disputes.<br />
<br />
===Becoming a Sword Saint===<br />
Most individuals do not intentionally seek to become a Sword Saint, but rather grow into it over time. Those who do seek it, however, wish to become a true master of the blade, if not the greatest swordsman of all. To do this, a true master is normally sought out for training.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
!Race:<br />
|any Humanoid<br />
|-<br />
! Base Attack Bonus:<br />
| +20.<br />
|-<br />
! Skills:<br />
| Tumble 20, intimidate 20.<br />
|-<br />
! Feats:<br />
| Weapon Focus(any sword), Greater Weapon Focus(any sword), Weapon Specialization(any sword), Greater Weapon Specialization(any sword).<br />
|-<br />
|-<br />
! Special:<br />
| Must receive training for one month from a master swordsman. At the end of the month, the transformation is complete, and the character must essentially be recreated(see Metamorphosis of Battle).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Sword Saint}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +2 || +3 || +4 || +3<br />
| class="left" | Sword and Master, Superhuman Sprint, Epic Weapon Focus(any sword), Dense Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +3 || +4 || +5 || +4<br />
| class="left" | Epic Weapon Specialization(any sword), Perfected Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +5 || +5 || +6 || +4<br />
| class="left" | Pressure of the Blade, Dense Body II<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +6 || +6 || +6 || +5<br />
| class="left" | Dismembering Blades<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +7 || +7 || +7 || +5<br />
| class="left" | Epic Cleave, Bond of Sword and Soul<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +9 || +8 || +7 || +6<br />
| class="left" | Dense Body III<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +10 || +9 || +8 || +6<br />
| class="left" | Shared Might, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +11 || +10 || +8 || +7<br />
| class="left" | Dual Terror<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +13 || +11 || +9 || +7<br />
| class="left" | Dense Body IV<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +14 || +12 || +9 || +8<br />
| class="left" | Master's Fury<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str) <br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Sword Saint}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | Dense Body V, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | Bonus Feat, Fortitude save +1, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | Reflex save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | Dense Body VI, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | Blade Revanant, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | Will save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | Fortitude save +1, bonus feat, BAB +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | BAB, Will save, Fort save, Reflex save +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | Dense Body VII, BAB +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | True Blademaster, BAB = 30<br />
|}<br />
<br />
====Class Features====<br />
All of the following are class features of the Sword Saint<br />
<br />
'''{{#anc:Metamorphosis of Battle:}}:''' Remake your character. You roll 1d20 for every stat, discarding and re-rolling for numbers bellow 14. All skills lose half of their current skill points, lose all feats not directly connected to melee combat and any shield feats. Only spells up to level 5 may be kept, and only one per level. Double your characters weight. Add +2 to your Strength, Dexterity, and Constitution. Any armor or weapons other than your sword of choice is destroyed. Any languages are retained. You may retain a familiar, if you had one. Your level is returned to one, and your experience to 0. From this point on, no weapon other than a sword may be equipped by the character, and he may not use shields. Any armor can be used. You level up with a +3 level adjustment until you reach level 20, at which point you level normally.<br />
<br />
'''{{#anc:Epic Weapon Focus(any sword):}}:''' Gain +2 to attack roles with the selected sword type.<br />
<br />
'''{{#anc:Dense Body:}}:''' Gain Damage Reduction 20/-. Every odd level, gain an additional Damage Reduction of 5/-. This stacks with Damage reduction granted by class features, feats, and armor, but not temporary magical effects.<br />
<br />
'''{{#anc:Superhuman Sprint:}}:''' Double your movement rate permanently. If you could move 40ft per turn, now move 80ft per turn. Apply this after any feats that effect movement, such as Epic Speed. Calculate speed by (base speed + any permanent increases or decreases) x 2.<br />
<br />
'''{{#anc:Sword and Master:}}:''' Choose a specific type of sword(longsword, shortsword, greatsword etc.) and gain an extra point of damage using that sword type for every character level. Gain a +1 to hit for every 3 levels.<br />
<br />
'''{{#anc:Epic Weapon Specialization(any sword):}}:''' gain +4 to all damage dealt with the selected sword type.<br />
<br />
'''{{#anc:Perfect Body:}}:''' Sword Saints do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons have a 50% chance of failing, even if a fortitude saving throw against them fails.<br />
<br />
'''{{#anc:Pressure of the Blade:}}:''' As a free action, you may halve your damage for that turn, but extend the range of your sword attack to 20ft. The damage dealt and sword range return to normal after one turn. This ability can be used as often as you like.<br />
<br />
'''{{#anc:Dismembering Blades:}}:''' As an instant action, the Sword Saint may summon one 1d6 mystic blade per level to circle himself. Any enemy within melee range takes damage from these blades as a constant effect. The effect lasts 3 turns, and can be activated again one turn after that.<br />
<br />
'''{{#anc:Path of Carnage:}}:''' If an attack kills a creature, the Sword Saint may attack again against every creature in range. If another creature is killed, once again another set of attacks commences, but with an additional 5ft radius. This effect is replicated with each subsequent death up to a maximum range of 30ft.(note: For DM purposes, it might be best to limit this to one 5ft extension only).<br />
<br />
'''{{#anc:Bond of Sword and Soul:}}:''' Whenever the Sword Saint is using a sword, it does not deteriorate and he cannot be disarmed. The Sword cannot be broken via feats or spells.<br />
<br />
'''{{#anc:Shared Might:}}:''' Once per day, the Sword Saint can raise a single allies Reflex and Fortitude saves by half his own, and their attack bonus by half his own. The target also has their movement extended by 30ft. This effect persists until they are rendered unconscious or until ten turns have passed.<br />
<br />
'''{{#anc:Dual Terror:}}:''' The Sword Saint can use two swords, as long as they are identical. They suffer no penalties for doing so, but only gain a single extra attack without the two-weapon fighting feat progression.<br />
<br />
'''{{#anc:Master's Fury:}}:''' When an ally of the Sword Saint is rendered unconscious or dead by an enemy or enemy action, they may use this ability. All enemies within 15ft must make a reflex save vs the Sword Saint's attack +2 to hit, or instantly receive damage equal to the Sword Saint's ( (max weapon damage) + all damage bonuses ) x5. Any enemies killed by master's Fury are reduced to small minced chunks( all non-key items on them are destroyed ).<br />
<br />
'''{{#anc:Blade Revanant:}}:''' Once per day the Sword Saint may resurrect any ally(including himself) to full health, with all spells, stats, skills and abilities restored, and for five turns the resurrected ally cannot be harmed, but can only perform a single melee attack.<br />
<br />
'''{{#anc:True Blademaster:}}:''' All attacks performed have a 20% chance of killing an opponent instantly. If an enemy is immune to instant death, they instead take critical damage for that attack. If they are also immune to critical hits, they instead lose their move action next turn and take max normal damage.<br />
<br />
'''{{#anc:bonus feats:}}:''' Choose from the following: Armor Skin, Damage Reduction, Epic Endurance, Epic Prowess, Epic Toughness, Great Constitution, Great Strength, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Health, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Defense, Two-weapon Fighting<br />
<br />
====Ex-Sword Saint====<br />
<br />
If a Sword Saint does not participate in battle for 6 months, they will lose the use of all their class feats and abilities, lose 2 from each basic ability, and have their Base Attack Bonus reduced to 5(if higher). They must train with a sword master for one month to regain their abilities.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sword Saint====<br />
<br />
<br />
'''Combat:''' Sword Saint's are in-your-face melee fighters designed to chew through large numbers of enemies with ease. Their only weakness is their (initially) low hit points.<br />
<br />
'''Advancement:''' Each fifth level, you get an extra hit point die roll. You may not multi-class except at level 20, and then only into a non-melee class.<br />
<br />
'''Resources:''' Sword Saints do not get along. They feel compelled to compete against each other strongly, and will as soon kill each other in a duel as join a party together. However, once a year a number of them will meet at a pre-arranged location for a tournament with only honor on the line.<br />
<br />
====Sword Saints in the World====<br />
<br />
<br />
{{quote|''If you ever have the pleasure - or pain - of meeting a Sword Saint, remember one thing: Never, EVER, do anything to make him mad. They don't forget grudges...mainly because whoever they've got the grudge with isn't going to be alive very long. You get one of them on your side, though, and it'll take a thousand man army to stop you.''|4=Gerudian, Paladin of Khane}}<br />
<br />
Sword Saints are rather rare due to the great effort required to become one. They tend to be rather single minded in the pursuit of increasing their fighting abilities, and as such are usually alone, but when they do join a group, their devotion to duty and combat will make them powerful, loyal companions.<br />
<br />
'''NPC Reactions:''' NPC's that are not aware of the Sword Saint's class will merely feel uneasy around them, like if they were near a large predator. Individuals who do know their nature will stay out of their way unless they have some pressing concern to address that the Sword Saint can help with, such as slaying a dragon or ten. Individuals who know their nature and are forced to interact with them will treat them with the utmost respect, more out of fear of being dismembered than anything else. Sword Saints will commonly spend many weeks or months away from other humans, so it is somewhat understandable that they find other people irritating at best.<br />
<br />
====Sword Saint Lore====<br />
<br />
<br />
Characters with ranks in Knowledge can research Sword Saint's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Sword Saints are known to fight each other to the death on sight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Sword Saints do not need to eat or sleep very much at all, and can live much longer than normal for their race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Sword Saints often have a strong bond with their blade, and some will mentally deteriorate if it is broken or lost.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | The greatest weakness of a Sword Saint is their incredible weight; gravity abilities or falls from height are very dangerous for them.<br />
|}<br />
<br />
====Sword Saints in the Game====<br />
<br />
Sword Saints are peerless melee combatants, but are rather susceptible to ranged attacks and magic. They are not bad at stealth, but prefer to come at an opponent head on, an approach made possible by their great speed.<br />
<br />
'''Adaptation:''' Sword Saints can be used as a positive element, or protective influence to make an area safe for characters, or as a dangerous character. They are certainly ideal as a central villain, as their abilities make wiping out even a decent sized city entirely possible. <br />
<br />
'''Sample Encounter:''' PCs might encounter a Sword Saint near any large, dangerous predator's lair as the character prepares to deal with the threat. Sword Saints can come from any walk of life, any alignment, and can be followers of any deity, though Khane is the most common. A good use of them is as a deterrent to characters, or in other words a wall of death they can't pass. You might also encounter them at any stadium, even a ruined one, where they may be holding a tournament.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Sword_Saint_(3.5e_Prestige_Class)&diff=469290Sword Saint (3.5e Prestige Class)2010-05-18T01:21:07Z<p>Elsibor: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=4.5<br />
|raters_wording=1<br />
|rating_formatting=4.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|authors=Elsibor<br />
|datecreated=February 11, 2009<br />
|status=v1.0<br />
|editing=No edits, unless it's just spelling or grammar. Put suggestions in my talk page.<br />
|type=Combat-Focused<br />
|desc=A swordsman who has taken his mastery of the blade to what mortals might call a divine level. Specialized Weaponmaster with unique powers.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Sword Saint==<br />
<br />
{{quote<br />
|I'll never forget the day I met Talein Fosler. Wandered into town by himself one day, stopped by the inn. Couple of local troublemakers tried to pick his pocket. He let em' take it, but as soon as they were out the door, he stood up and was after them, across the room in three great strides. Never saw him again, but the thieves...well, we were still finding chunks a month later.<br />
|orig=Garet Rawn, human bartender}}<br />
<br />
<br />
Sword Saints are individuals who have taken the mastery of the sword to such an extent that their skills could be considered divine, at least by mortals. Years of practice and gut-wrenching combat have honed the Sword Saint's skills to a razor edge and transformed their bodies. Their bodies become heavy, with muscles far denser than they appear, often resulting in a lanky appearance. Dwarves who become Sword Saints are often mistaken for a starving individual by their own kind. This densification allows the superhuman strength and speed with which the Sword Saint ends disputes.<br />
<br />
===Becoming a Sword Saint===<br />
Most individuals do not intentionally seek to become a Sword Saint, but rather grow into it over time. Those who do seek it, however, wish to become a true master of the blade, if not the greatest swordsman of all. To do this, a true master is normally sought out for training.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
!Race:<br />
|any Humanoid<br />
|-<br />
! Base Attack Bonus:<br />
| +20.<br />
|-<br />
! Skills:<br />
| Tumble 20, intimidate 20.<br />
|-<br />
! Feats:<br />
| Weapon Focus(any sword), Greater Weapon Focus(any sword), Weapon Specialization(any sword), Greater Weapon Specialization(any sword).<br />
|-<br />
|-<br />
! Special:<br />
| Must receive training for one month from a master swordsman. At the end of the month, the transformation is complete, and the character must essentially be recreated(see Metamorphosis of Battle).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Sword Saint}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +2 || +3 || +4 || +3<br />
| class="left" | Sword and Master, Superhuman Sprint, Epic Weapon Focus(any sword), Dense Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +3 || +4 || +5 || +4<br />
| class="left" | Epic Weapon Specialization(any sword), Perfected Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +5 || +5 || +6 || +4<br />
| class="left" | Pressure of the Blade, Dense Body II<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +6 || +6 || +6 || +5<br />
| class="left" | Dismembering Blades<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +7 || +7 || +7 || +5<br />
| class="left" | Epic Cleave, Bond of Sword and Soul<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +9 || +8 || +7 || +6<br />
| class="left" | Dense Body III<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +10 || +9 || +8 || +6<br />
| class="left" | Shared Might, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +11 || +10 || +8 || +7<br />
| class="left" | Dual Terror<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +13 || +11 || +9 || +7<br />
| class="left" | Dense Body IV<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +14 || +12 || +9 || +8<br />
| class="left" | Master's Fury<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str) <br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Sword Saint}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | Dense Body V, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | Bonus Feat, Fortitude save +1, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | Reflex save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | Dense Body VI, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | Blade Revanant, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | Will save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | Fortitude save +1, bonus feat, BAB +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | BAB, Will save, Fort save, Reflex save +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | Dense Body VII, BAB +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | True Blademaster, BAB = 30<br />
|}<br />
<br />
====Class Features====<br />
All of the following are class features of the Sword Saint<br />
<br />
'''{{#anc:Metamorphosis of Battle:}}:''' Remake your character. You roll 1d20 for every stat, discarding and re-rolling for numbers bellow 14. All skills lose half of their current skill points, lose feats not directly connected to melee combat and any shield feats. Only spells up to level 5 may be kept, and only one per level. Double your characters weight. Add +1 to your Strength and Constitution. Any armor or weapons other than your sword of choice is destroyed. Any languages are retained. You may retain a familiar, if you had one. Your level is returned to one, and your experience to 0. From this point on, no weapon other than a sword may be equipped by the character, and he may not use shields. Any armor can be used.<br />
<br />
'''{{#anc:Epic Weapon Focus(any sword):}}:''' Gain +2 to attack roles with the selected sword type.<br />
<br />
'''{{#anc:Dense Body:}}:''' Gain Damage Reduction 20/-. Every <br />
<br />
'''{{#anc:Superhuman Sprint:}}:''' Double your movement rate permanently. If you could move 40ft per turn, now move 80ft per turn. Apply this after any feats that affect movement, such as Epic Speed. Calculate speed by (base speed + any permanent increases or decreases) x 2.<br />
<br />
'''{{#anc:Sword and Master:}}:''' Choose a specific type of sword(longsword, shortsword, Greatsword etc.) and gain an extra point of damage using that sword type for every character level. Gain a +1 to hit for every 3 levels.<br />
<br />
'''{{#anc:Epic Weapon Specialization(any sword):}}:''' gain +4 to all damage dealt with the selected sword type.<br />
<br />
'''{{#anc:Perfect Body:}}:''' Sword Saints do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons are half as effective against Sword Saints due to their body density.<br />
<br />
'''{{#anc:Pressure of the Blade:}}:''' As a free action, you may halve your damage for that turn, but extend the range of your sword attack to 20ft. The damage dealt and sword range return to normal after one turn. This ability can be used as often as you like.<br />
<br />
'''{{#anc:Dismembering Blades:}}:''' As an instant action, the Sword Saint may summon one 1d6 mystic blade per level to circle himself. Any enemy within melee range takes damage from these blades as a constant effect. The effect lasts 3 turns, and can be activated again one turn after that.<br />
<br />
'''{{#anc:Path of Carnage:}}:''' If an attack kills a creature, the Sword Saint may attack again against every creature in range. If another creature is killed, once again another set of attacks commences, but with an additional 5ft radius. This effect is replicated with each subsequent death up to a maximum range of 30ft.(note: For DM purposes, it might be best to limit this to one 5ft extension only).<br />
<br />
'''{{#anc:Bond of Sword and Soul:}}:''' Whenever the Sword Saint is using a sword, it does not deteriorate and he cannot be disarmed. The Sword cannot be broken via feats or spells.<br />
<br />
'''{{#anc:Shared Might:}}:''' Once per day, the Sword Saint can raise a single allies Reflex and Fortitude saves by half his own, and their attack bonus by half his own. They also have their movement extended by 60ft. This effect persists until they are rendered unconscious or until ten turns have passed.<br />
<br />
'''{{#anc:Dual Terror:}}:''' The Sword Saint can use two swords, as long as they are identical. They suffer no penalties for doing so, but only gain a single extra attack without the two-weapon fighting feat progression.<br />
<br />
'''{{#anc:Master's Fury:}}:''' When an ally of the Sword Saint is rendered unconscious or dead by an enemy or enemy action, they may use this ability. All enemies within 10ft must make a reflex save vs the Sword Saint's attack +2 to hit, or instantly receive damage equal to the Sword Saint's ( (weapon damage) + all attack bonuses ) x5. Any enemies killed by master's Fury are reduced to small minced chunks( all non-key items on them are destroyed ).<br />
<br />
'''{{#anc:Blade Revanant:}}:''' Once per day the Sword Saint may resurrect any ally(including himself) to full health, with all spells, stats, skills and abilities restored, and for five turns the resurrected ally cannot be harmed, but must can only perform a single melee attack.<br />
<br />
'''{{#anc:True Blademaster:}}:''' All attacks performed have a 20% chance of killing an opponent instantly. If an enemy is immune to instant death, they instead take critical damage for that attack. If they are also immune to critical hits, they instead lose their move action next turn.<br />
<br />
'''{{#anc:bonus feats:}}:''' Choose from the following: Armor Skin, Blade Defense, Damage Reduction,Defense Specialization, Epic Endurance, Epic Prowess, Epic Toughness, Great Constitution, Great Strength, Parry, Perfect Health, Rushing Parry, Superior Initiative<br />
<br />
====Ex-Sword Saint====<br />
<br />
If a Sword Saint does not participate in battle for 6 months, they will lose the use of all their class feats and abilities, lose 2 from each basic ability, and have their Base Attack Bonus reduced to 5(if higher). They must train with a sword master for one month to regain their abilities.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sword Saint====<br />
<br />
<br />
'''Combat:''' Sword Saint's are in-your-face melee fighters designed to chew through large numbers of enemies with ease. Their only weakness is their (initially) low hit points.<br />
<br />
'''Advancement:''' Each fifth level, you get an extra hit point die roll. You may not multi-class except at level 20, and then only into a non-melee class.<br />
<br />
'''Resources:''' Sword Saints do not get along. They feel compelled to compete against each other strongly, and will as soon kill each other in a duel as join a party together. However, once a year a number of them will meet at a pre-arranged location for a tournament with only honor on the line.<br />
<br />
====Sword Saints in the World====<br />
<br />
<br />
{{quote|''If you ever have the pleasure - or pain - of meeting a Sword Saint, remember one thing: Never, EVER, do anything to make him mad. They don't forget grudges...mainly because whoever they've got the grudge with isn't going to be alive very long. You get one of them on your side, though, and it'll take a thousand man army to stop you.''|4=Gerudian, Paladin of Khane}}<br />
<br />
Sword Saints are rather rare due to the great effort required to become one. They tend to be rather single minded in the pursuit of increasing their fighting abilities, and as such are usually alone, but when they do join a group, their devotion to duty and combat will make them powerful, loyal companions.<br />
<br />
'''NPC Reactions:''' NPC's that are not aware of the Sword Saint's class will merely feel uneasy around them, like if they were near a large predator. Individuals who do know their nature will stay out of their way unless they have some pressing concern to address that the Sword Saint can help with, such as slaying a dragon or ten. Individuals who know their nature and are forced to interact with them will treat them with the utmost respect, more out of fear of being dismembered than anything else. Sword Saints will commonly spend many weeks or months away from other humans, so it is somewhat understandable that they find other people irritating at best.<br />
<br />
====Sword Saint Lore====<br />
<br />
<br />
Characters with ranks in Knowledge can research Sword Saint's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Sword Saints are known to fight each other to the death on sight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Sword Saints do not need to eat or sleep very much at all, and can live much longer than normal for their race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Sword Saints often have a strong bond with their blade, and some will mentally deteriorate if it is broken or lost.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | The greatest weakness of a Sword Saint is their incredible weight; gravity abilities or falls from height are very dangerous for them.<br />
|}<br />
<br />
====Sword Saints in the Game====<br />
<br />
Sword Saints are peerless melee combatants, but are rather susceptible to ranged attacks and magic. They are not bad at stealth, but prefer to come at an opponent head on, an approach made possible by their great speed.<br />
<br />
'''Adaptation:''' Sword Saints can be used as a positive element, or protective influence to make an area safe for characters, or as a dangerous character. They are certainly ideal as a central villain, as their abilities make wiping out even a decent sized city entirely possible. <br />
<br />
'''Sample Encounter:''' PCs might encounter a Sword Saint near any large, dangerous predator's lair as the character prepares to deal with the threat. Sword Saints can come from any walk of life, any alignment, and can be followers of any deity, though Khane is the most common. A good use of them is as a deterrent to characters, or in other words a wall of death they can't pass. You might also encounter them at any stadium, even a ruined one, where they may be holding a tournament.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Sword_Saint_(3.5e_Prestige_Class)&diff=469288Talk:Sword Saint (3.5e Prestige Class)2010-05-18T01:18:28Z<p>Elsibor: </p>
<hr />
<div>== Epicness and Saves ==<br />
<br />
Though actually I am in the class of people who think epic should continue as normal progression, typically epic classes don't have saves or BAB, since they progress at an even rate for all classes.<br />
<br />
In any case, what's with your saves, they got funky, and should end in 7-7-7. -- [[User:Eiji|Eiji]] 23:04, 11 February 2009 (MST)<br />
<br />
: The Bab also real weird.--[[User:Lord Dhazriel|Lord Dhazriel]] 23:14, 11 February 2009 (MST)<br />
<br />
== Rating == <br />
<br />
'''Power - 5/5''' I give this class a 5 out of 5 because it seems like a very balanced class, the only problem is that you have to be level 20 or higher to have +20 base attack bonus, so it is already epic, there is no point for an epic list. --[[User:Io|Io]] 01:34, 24 January 2010 (UTC)<br />
<br />
'''Wording - 4.5/5''' I give this class a 4.5 out of 5 because it seems like a very well written class, but its 's just missing something. --[[User:Io|Io]] 01:34, 24 January 2010 (UTC)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 4.5 out of 5 because it is a very well finished class, but it's not quite there somehow. --[[User:Io|Io]] 01:34, 24 January 2010 (UTC)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because it is a very appealing class and it is just awsome. --[[User:Io|Io]] 01:34, 24 January 2010 (UTC)<br />
<br />
== Discussion ==<br />
<br />
This class is another one of my "transformation" classes, along with Deathlock and a few others I'll be putting up. It can be extremely powerful, but initially makes the character really, really weak. If you're going to take it, take it as soon as you can so you don't fall behind others. The BAB and saves on here progress differantly since this is an epic transformation class - these values replace the existing BAB and saves, rather than replacing them. The point is that you're trading in your first 20 levels + a few more for a much more powerful base class.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469251Talk:Deathlock (3.5e Prestige Class)2010-05-17T23:10:25Z<p>Elsibor: /* Level 1 */</p>
<hr />
<div>==Talk==<br />
<br />
This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
<br />
Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
<br />
::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
<br />
== Level 1 ==<br />
<br />
So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
<br />
Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
<br />
This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
<br />
:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
<br />
:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
<br />
::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
<br />
:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
<br />
::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
<br />
:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
<br />
::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
<br />
:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
<br />
:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
<br />
:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
<br />
::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
<br />
::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
<br />
:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
<br />
::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
<br />
::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
<br />
:::::Didn't expect anyone to get so interested in this. I'll be more active on here from here on out - this class was only about 1/3 finished when I got swamped and had to stop working on it. I'd appreciate a list of changes made if anyone wants to provide one. To answer a few questions - you definitely don't get to keep your old hp, and you are meant to continue along with your current party. After the transformation, a Deathlock is rendered sickly, weak, and incapable of forming complex spells - thus why they are unable to cast the 9th level spells they still know. The level degradation thing is just a very easy way to demonstrate that in at least one encounter, making clear to everyone that the Deathlock is having some serious trouble. Typically with the +3 level adjustment they will be at level 6 after an epic-level encounter - but for that first encounter, they will rely entirely on their companions to see them through. I've played Eseiran from the second quote - with modifications - and the group I was playing with actually liked it - they said it provided "emotional" situations and helped provide real depth to their own characters by thinking about how to interact with a friend who was in that state. Of course that's only if the group you're playing with is more interested in role-playing rather than hack-n-slash - and the DM isn't trying to kill all you. --[[User:Elsibor|Elsibor]] 00:18, 17 May 2010 (MST)<br />
<br />
::::::One quick note about leveling: I'm pretty sure the DMG says something about leveling only once per encounter, and if you get enough XP to level you get XP equal to the next level, minus one (that is, if you have 10 XP, and get 50,000 XP in an encounter, you get 1,999 XP). Level 6 characters should be toast in a standard epic encounter, even if the DM is going easy. One other note, it has been my experience (both as a DM and a player, across several groups), that the DM is always trying to kill you all (sometimes he just tries harder). --[[User:Badger|Badger]] 20:00, 17 May 2010 (UTC)<br />
<br />
:::::::If your DM is running the campaign like that, he's probably not thinking about it in terms of having fun, but winning and losing. It is quite hard for the DM to 'win' in DnD - if the entire party is wiped out despite playing well, that is a sign the DM has failed, not the players, and if the players finish a long campaign where they came close to being wiped out many times and had a lot of fun, that is a great success for everyone. I also disregard the one encounter, one level rule. The experience you gain should be awarded when you finish off a large fight, not withheld because you succeeded too well. Instead I use the rule "no leveling up until you're recovered" so you have to rest for at least a few days to level up - so you can't suddenly become too powerful for what the DM had planned next unless he wants you to level. I came to that decision after thinking about what Experience means, and how to interpret its effect on a character. Then again, I tend to try to make DnD conform to more real-life terms, which I know some don't approve of. Note also that a level six Deathlock can probably cast three or four Epic spells and one Deathlock spell. If they chose Black Lances, then they can contribute greatly to an epic encounter, since you get no saving throw to escape their trapping effect(note the changes to Deathlock spell-casting if this seems off). --[[User:Elsibor|Elsibor]] 16:50, 17 May 2010 (MST)<br />
<br />
::::::::Perhaps if it is your intention to make this character essentially "skip" levels 2 through 9(or at least let them get through 7 level in 2 or 3 encounters), you flat out remove them. Write some fluff about how a deathlock almost dies, and then is reborn stronger than ever. Then make mechanics to follow: weak level 1, then level 2 (which was level 9) you're suddenly back up to your old playing strength. Then level 3 starts the real deathlock, the killing powerhouse. Then when the rest of your party is level 20 and starting to play epic, you'll be about as strong as them. That way you condense a 20 level base/prestige class down to a typical 10 level prestige class, and still get the end result you wanted. Also, it helps those whose DMs wouldn't allow them to ignore the 1 level per encounter rule. I've not looked at how exactly the condensing would work, but I think the idea is worth examining. --[[User:Badger|Badger]] 22:14, 17 May 2010 (UTC)<br />
<br />
:::::::::This class definitly isn't suited to DMs who are not interested in playing the game for fun - but I'm not going to turn it into a prestige class. It makes gameplay far too interesting as it is to mess with it that far. As for skipping levels - why not? You've already played to level 17, minimum - you deserve to have a fairly powerful character. If you remained crippled for a long time it would make the character unplayable. Perhaps I should hard-wire that into the rules of the class. Also, make sure you look over the page carefully - the class has already been heavily altered. --[[User:Elsibor|Elsibor]] 18:10, 17 May 2010 (MST)<br />
<br />
==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.<br />
<br />
<br />
<br />
Note by Elsibor: Dropped working on this class last semester when I was busy with school and running three other campaigns - but now that I'm free, I've come back to find some major changes made here. Some of them are pretty good - like fixing the BAB. I'll be making some changes that make sense now - like getting rid of the crazy 1-spell slot from each level cost for the Deathlock spells. These spells are supposed to be overwhelming even for Epic sells, and should have a corresponding cost.<br />
<br />
Note on Step 5 - I would prefer a good representation of a Deathlock - but beggars can't be choosers. Anyone willing to make a portrait for this page is welcome to it.<br />
<br />
<br />
==Edits List==<br />
<br />
''If you make a change, please list it here.''<br />
<br />
Edit May 16, Elsibor: Altered many spells, made spell-casting spontaneous. Completely changed the Epic Familiar system and made alterations to some class abilities. Fixed up intro story. Expanding spell list to 20 in progress. In general changed the class greatly. Altered some parts of the Lore section.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=469250Deathlock (3.5e Prestige Class)2010-05-17T22:55:47Z<p>Elsibor: /* Becoming a Deathlock */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like blood from an open wound, everything in their path dead and burning. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other terrors went flying in all directions, burning, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but to me it seemed like hours - my whole body was numb and I could barely hear by the time they stopped. I slowly looked up, towards the valley below, at what had been a forested descent into a great fertile valley full of crops - nothing of it remained but blacked and blasted rock. Nothing remained at all of the enemy army, and for just an instant I felt the thrill of victory. Then a man in a black cloak landed on the wall, and he leaned down to me and said 'well, what do you know. Somebody survived.' He laughed like a madman as he faded away, like a foul specter. I stared past where he had been, though - at what remained of my once-proud fortress. Except for the small patch of wall I was standing on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level spell that inflicts damage.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]], Epic Spell<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat, Epic Spell<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat, Epic Spell<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled, Epic Spell<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock, Epic Spell<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and re-rolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, Charisma, and Intelligence after re-rolling. You level with a level adjustment of +3. For the purpose of gaining feats, your character is treated as an Epic, spontaneous arcane spell-caster.<br />
<br />
'''{{#anc:Epic Spells}}:''' At 1st, 5th, 10th, 15th, and 20th level, a Deathlock has an arcane epiphany and learns an epic spell. This can be any epic spell from the standard epic spell list or created.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' Epic Familiars are far more powerful than a wizard or sorcerers familiar - they are the melee protectors of their master. In this regard they are somewhat similar to the Druid's animal companion, with the key difference that Epic Familiars are intelligent. Refer to the Epic Familiar section for a list of selectable Epic Familiars and their progression table.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' You drain magical energy from your surrounds(or the Weave, if playing in Forgotten Realms). Every turn you gain the equivalent energy of one level 1 spell, and you can choose as a free action to transform that energy into a level 1 spell or allow it to continue accumulating, thus having the energy of a level 2 spell on the next turn, which you must choose to turn into a level 2 spell or continue accumulating, and so on so forth. After gaining the equivalent of a level 10 spell's energy, you can transform it into a level 9 and a level 1 spell. This accumulation continues up to 20th level energy, and does not accumulate at all if you have all of your spell slots. This magic regeneration can be used to restore a lost Epic spell slot by spending the max 20th level equivalent power. If you have 20th level spell equivalent power charged but do not spend it, you do not accumulate more spell energy even if you have spent spell slots.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells if you could not already.<br />
<br />
'''{{#anc:Focused Emotion}}:''' You may select one arcane spell that you know and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points, as a full round action that does not consume any spell slots. Once activated, all allies of the Deathlock are unaffected by the spell. The spell selected cannot be a Deathlock spell or Epic spell.<br />
<br />
'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Double all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 turns + duration of the spell. They cannot perform any action while wracked with pain.<br />
<br />
'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a thirty-foot fall, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spell list. Apply all metamagic feats you know to each of these spells, and for the purposes of Destruction Distilled and Eternal Suffering, treat these spells as a single use. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 3 level 9 slots, 2 level 8 slots, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for any stat modifier and must spend one hour in meditation or else lose the benefit of Essence of Magic and have only 2 spells of each level the next day(does not affect epic spells). They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their Epic spells. This does not effect the use of Deathlock Abilities except Terror of the Deathlock - while in this depleted state, Deathlocks can sacrifice all cast-able spells to execute Terror of the Deathlock, but lose consciousness for 2d4 hours afterwords.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
<br />
Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 20 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even if more epic slots are available, no more than 3 Deathlock spells can be used per day.<br />
<br />
''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 5 damage per effect as Damage Reduction, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
<br />
''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
<br />
''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice. Note that damage dealt it per orb - you must still choose how many orbs hit which targets.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 5d6 fire and 5d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. The caster is treated as proficient with accursed blade of the moon and uses it one handed, as it is weightless. The sword can be handed off to others and terminated at the Deathlock's will.<br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health to the total damage dealt. Any creature the Deathlock is standing directly next to suffers twice the damage. The spell persists for 5 turns.<br />
<br />
====Epic Familiars====<br />
<br />
Epic Familiars are selected at level 1 and progress alongside the Deathlock. You may select any creature from the Druid animal companion list as well as the following: Ankheg, Basalisk, Blink Dog, Very Young Dragon(chromatic or metallic only), Griffon, Hieracosphinx, Krenshar, Phase Spider, or Worg. Additionally you can select a basic familiar - it will be able to transform into a corresponding animal from the Druid's animal companion list. Whatever creature you select, the following are different from a normal creature of its species.<br />
<br />
- If the Epic Familiars intelligence, charisma, or wisdom is less than ten, equal that stat to ten.<br />
<br />
- Epic Familiars can speak one language their master can speak in addition to any natural languages.<br />
<br />
- Epic Familiars can be summoned magically as if by a Greater Teleport spell to their master at any time.<br />
<br />
- Epic Familiars cannot be killed - when reduced to -10 hit points, they dissipate into thin air and reform 24 hours later.<br />
<br />
{| class="d20"<br />
|-<br />
! Master<br/>[[SRD:Class|Class]] Level !! [[#Bonus HD|Bonus<br/>HD]] !![[#Natural Armor Adj.|Natural<br/>Armor Adj.]] !! [[#Str/Dex Adj.|Str/Dex<br/>Adj.]] !! [[#Int|Int]] !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st-2nd ||2 ||+1 ||+1 ||10 || class="left" | [[#Alertness|Alertness]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Empathic Link|Empathic Link]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd-4th ||4 ||+2 ||+2 ||11 || class="left" | [[#Deliver Touch Spells|Deliver Touch Spells]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th-6th ||4 ||+4 ||+4 ||12 || class="left" | [[#Speak with Master|Speak with Master]], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th-8th ||6 ||+5 ||+5 ||13 || class="left" | [[#Speak with Animals of Its Kind|Speak with Animals of Its Kind]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th-10th ||8 ||+6 ||+6 ||15 || class="left" | [[#Multiattack|Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th-12th ||8 ||+8 ||+8 ||16 || class="left" | [[#Spell Resistance|Spell Resistance]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th-14th ||10 ||+9 ||+9 ||17 || class="left" | [[#Scry on Familiar|''Scry on Familiar'']], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th-16th ||12 ||+10 ||+10 ||18 || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th-18th ||12 ||+11 ||+11 ||19 || class="left" | Blood Bomb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th-20th ||14 ||+12 ||+12 ||20 || class="left" | [[#Familiar Spell|Familiar Spell]]<br />
|}<br />
<br />
''Blood Bomb:'' When the Familiar's hit points reach -10, they explode, dealing bludgeoning damage equal to 1/2 their max hit points to all adjacent creatures. The Deathlock can choose to suppress this effect. It does not affect the reformation time of the Epic Familiar.<br />
<br />
====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
<br />
'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
<br />
'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
<br />
'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, quite entertaining, in fact. And terrifying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased a kingdom.|orig=Eseiran Rechai, human Deathlock}}<br />
<br />
Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''Player Interactions:''' Each Deathlock has a very different way of thinking about others, but most regard other classes as inferior to varying degrees. In particular they dislike fighters, rogues and barbarians, who do not possess any form of magic. Deathlocks also recognize that these classes are dangerous to them. Very rarely, Deathlocks will take a wizard or sorcerer as an apprentice. Deathlocks are much more likely to be romantically interested in another spell-caster than in a physical combatant, though if they do develop feelings for, say, a fighter, they often harbor feelings of pity for that individuals inability to use magic.<br />
<br />
'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
<br />
====Deathlock Lore====<br />
<br />
Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the early levels, however - it might only take one encounter to get to level 6, but you will probably have Hit Points less than 30 for that epic-level encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=469244Deathlock (3.5e Prestige Class)2010-05-17T22:14:27Z<p>Elsibor: /* Class Features */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
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|rating_power=<br />
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|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like blood from an open wound, everything in their path dead and burning. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other terrors went flying in all directions, burning, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but to me it seemed like hours - my whole body was numb and I could barely hear by the time they stopped. I slowly looked up, towards the valley below, at what had been a forested descent into a great fertile valley full of crops - nothing of it remained but blacked and blasted rock. Nothing remained at all of the enemy army, and for just an instant I felt the thrill of victory. Then a man in a black cloak landed on the wall, and he leaned down to me and said 'well, what do you know. Somebody survived.' He laughed like a madman as he faded away, like a foul specter. I stared past where he had been, though - at what remained of my once-proud fortress. Except for the small patch of wall I was standing on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level spell that inflicts damage.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]]<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and re-rolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, Charisma, and Intelligence after re-rolling. You level with a level adjustment of +3. For the purpose of gaining feats, your character is treated as an Epic, spontaneous arcane spell-caster.<br />
<br />
'''{{#anc:Epic Spells}}:''' At 1st, 5th, 10th, 15th, and 20th level, a Deathlock has an arcane epiphany and learns an epic spell. This can be any epic spell from the standard epic spell list or created.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' Epic Familiars are far more powerful than a wizard or sorcerers familiar - they are the melee protectors of their master. In this regard they are somewhat similar to the Druid's animal companion, with the key difference that Epic Familiars are intelligent. Refer to the Epic Familiar section for a list of selectable Epic Familiars and their progression table.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' You drain magical energy from your surrounds(or the Weave, if playing in Forgotten Realms). Every turn you gain the equivalent energy of one level 1 spell, and you can choose as a free action to transform that energy into a level 1 spell or allow it to continue accumulating, thus having the energy of a level 2 spell on the next turn, which you must choose to turn into a level 2 spell or continue accumulating, and so on so forth. After gaining the equivalent of a level 10 spell's energy, you can transform it into a level 9 and a level 1 spell. This accumulation continues up to 20th level energy, and does not accumulate at all if you have all of your spell slots. This magic regeneration can be used to restore a lost Epic spell slot by spending the max 20th level equivalent power. If you have 20th level spell equivalent power charged but do not spend it, you do not accumulate more spell energy even if you have spent spell slots.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells if you could not already.<br />
<br />
'''{{#anc:Focused Emotion}}:''' You may select one arcane spell that you know and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points, as a full round action that does not consume any spell slots. Once activated, all allies of the Deathlock are unaffected by the spell. The spell selected cannot be a Deathlock spell or Epic spell.<br />
<br />
'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Double all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 turns + duration of the spell. They cannot perform any action while wracked with pain.<br />
<br />
'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a thirty-foot fall, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spell list. Apply all metamagic feats you know to each of these spells, and for the purposes of Destruction Distilled and Eternal Suffering, treat these spells as a single use. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 3 level 9 slots, 2 level 8 slots, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for any stat modifier and must spend one hour in meditation or else lose the benefit of Essence of Magic and have only 2 spells of each level the next day(does not affect epic spells). They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their Epic spells. This does not effect the use of Deathlock Abilities except Terror of the Deathlock - while in this depleted state, Deathlocks can sacrifice all cast-able spells to execute Terror of the Deathlock, but lose consciousness for 2d4 hours afterwords.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
<br />
Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 20 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even if more epic slots are available, no more than 3 Deathlock spells can be used per day.<br />
<br />
''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 5 damage per effect as Damage Reduction, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
<br />
''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
<br />
''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice. Note that damage dealt it per orb - you must still choose how many orbs hit which targets.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 5d6 fire and 5d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. The caster is treated as proficient with accursed blade of the moon and uses it one handed, as it is weightless. The sword can be handed off to others and terminated at the Deathlock's will.<br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health to the total damage dealt. Any creature the Deathlock is standing directly next to suffers twice the damage. The spell persists for 5 turns.<br />
<br />
====Epic Familiars====<br />
<br />
Epic Familiars are selected at level 1 and progress alongside the Deathlock. You may select any creature from the Druid animal companion list as well as the following: Ankheg, Basalisk, Blink Dog, Very Young Dragon(chromatic or metallic only), Griffon, Hieracosphinx, Krenshar, Phase Spider, or Worg. Additionally you can select a basic familiar - it will be able to transform into a corresponding animal from the Druid's animal companion list. Whatever creature you select, the following are different from a normal creature of its species.<br />
<br />
- If the Epic Familiars intelligence, charisma, or wisdom is less than ten, equal that stat to ten.<br />
<br />
- Epic Familiars can speak one language their master can speak in addition to any natural languages.<br />
<br />
- Epic Familiars can be summoned magically as if by a Greater Teleport spell to their master at any time.<br />
<br />
- Epic Familiars cannot be killed - when reduced to -10 hit points, they dissipate into thin air and reform 24 hours later.<br />
<br />
{| class="d20"<br />
|-<br />
! Master<br/>[[SRD:Class|Class]] Level !! [[#Bonus HD|Bonus<br/>HD]] !![[#Natural Armor Adj.|Natural<br/>Armor Adj.]] !! [[#Str/Dex Adj.|Str/Dex<br/>Adj.]] !! [[#Int|Int]] !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st-2nd ||2 ||+1 ||+1 ||10 || class="left" | [[#Alertness|Alertness]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Empathic Link|Empathic Link]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd-4th ||4 ||+2 ||+2 ||11 || class="left" | [[#Deliver Touch Spells|Deliver Touch Spells]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th-6th ||4 ||+4 ||+4 ||12 || class="left" | [[#Speak with Master|Speak with Master]], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th-8th ||6 ||+5 ||+5 ||13 || class="left" | [[#Speak with Animals of Its Kind|Speak with Animals of Its Kind]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th-10th ||8 ||+6 ||+6 ||15 || class="left" | [[#Multiattack|Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th-12th ||8 ||+8 ||+8 ||16 || class="left" | [[#Spell Resistance|Spell Resistance]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th-14th ||10 ||+9 ||+9 ||17 || class="left" | [[#Scry on Familiar|''Scry on Familiar'']], [[#Familiar Spell|Familiar Spell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th-16th ||12 ||+10 ||+10 ||18 || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th-18th ||12 ||+11 ||+11 ||19 || class="left" | Blood Bomb<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th-20th ||14 ||+12 ||+12 ||20 || class="left" | [[#Familiar Spell|Familiar Spell]]<br />
|}<br />
<br />
''Blood Bomb:'' When the Familiar's hit points reach -10, they explode, dealing bludgeoning damage equal to 1/2 their max hit points to all adjacent creatures. The Deathlock can choose to suppress this effect. It does not affect the reformation time of the Epic Familiar.<br />
<br />
====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
<br />
'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
<br />
'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
<br />
'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, quite entertaining, in fact. And terrifying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased a kingdom.|orig=Eseiran Rechai, human Deathlock}}<br />
<br />
Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''Player Interactions:''' Each Deathlock has a very different way of thinking about others, but most regard other classes as inferior to varying degrees. In particular they dislike fighters, rogues and barbarians, who do not possess any form of magic. Deathlocks also recognize that these classes are dangerous to them. Very rarely, Deathlocks will take a wizard or sorcerer as an apprentice. Deathlocks are much more likely to be romantically interested in another spell-caster than in a physical combatant, though if they do develop feelings for, say, a fighter, they often harbor feelings of pity for that individuals inability to use magic.<br />
<br />
'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
<br />
====Deathlock Lore====<br />
<br />
Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the early levels, however - it might only take one encounter to get to level 6, but you will probably have Hit Points less than 30 for that epic-level encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469235Talk:Deathlock (3.5e Prestige Class)2010-05-17T21:50:54Z<p>Elsibor: /* Level 1 */</p>
<hr />
<div>==Talk==<br />
<br />
This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
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<br />
Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
<br />
::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
<br />
== Level 1 ==<br />
<br />
So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
<br />
Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
<br />
This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
<br />
:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
<br />
:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
<br />
::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
<br />
:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
<br />
::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
<br />
:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
<br />
::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
<br />
:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
<br />
:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
<br />
:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
<br />
::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
<br />
::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
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:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
<br />
::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
<br />
::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
<br />
:::::Didn't expect anyone to get so interested in this. I'll be more active on here from here on out - this class was only about 1/3 finished when I got swamped and had to stop working on it. I'd appreciate a list of changes made if anyone wants to provide one. To answer a few questions - you definitely don't get to keep your old hp, and you are meant to continue along with your current party. After the transformation, a Deathlock is rendered sickly, weak, and incapable of forming complex spells - thus why they are unable to cast the 9th level spells they still know. The level degradation thing is just a very easy way to demonstrate that in at least one encounter, making clear to everyone that the Deathlock is having some serious trouble. Typically with the +3 level adjustment they will be at level 6 after an epic-level encounter - but for that first encounter, they will rely entirely on their companions to see them through. I've played Eseiran from the second quote - with modifications - and the group I was playing with actually liked it - they said it provided "emotional" situations and helped provide real depth to their own characters by thinking about how to interact with a friend who was in that state. Of course that's only if the group you're playing with is more interested in role-playing rather than hack-n-slash - and the DM isn't trying to kill all you. --[[User:Elsibor|Elsibor]] 00:18, 17 May 2010 (MST)<br />
<br />
::::::One quick note about leveling: I'm pretty sure the DMG says something about leveling only once per encounter, and if you get enough XP to level you get XP equal to the next level, minus one (that is, if you have 10 XP, and get 50,000 XP in an encounter, you get 1,999 XP). Level 6 characters should be toast in a standard epic encounter, even if the DM is going easy. One other note, it has been my experience (both as a DM and a player, across several groups), that the DM is always trying to kill you all (sometimes he just tries harder). --[[User:Badger|Badger]] 20:00, 17 May 2010 (UTC)<br />
<br />
:::::::If your DM is running the campaign like that, he's probably not thinking about it in terms of having fun, but winning and losing. It is quite hard for the DM to 'win' in DnD - if the entire party is wiped out despite playing well, that is a sign the DM has failed, not the players, and if the players finish a long campaign where they came close to being wiped out many times and had a lot of fun, that is a great success for everyone. I also disregard the one encounter, one level rule. The experience you gain should be awarded when you finish off a large fight, not withheld because you succeeded too well. Instead I use the rule "no leveling up until you're recovered" so you have to rest for at least a few days to level up - so you can't suddenly become too powerful for what the DM had planned next unless he wants you to level. I came to that decision after thinking about what Experience means, and how to interpret its effect on a character. Then again, I tend to try to make DnD conform to more real-life terms, which I know some don't approve of. Note also that a level six Deathlock can probably cast three or four Epic spells and one Deathlock spell. If they chose Black Lances, then they can contribute greatly to an epic encounter, since you get no saving throw to escape their trapping effect(note the changes to Deathlock spell-casting if this seems off). --[[User:Elsibor|Elsibor]] 16:50, 17 May 2010 (MST)<br />
<br />
==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.<br />
<br />
<br />
<br />
Note by Elsibor: Dropped working on this class last semester when I was busy with school and running three other campaigns - but now that I'm free, I've come back to find some major changes made here. Some of them are pretty good - like fixing the BAB. I'll be making some changes that make sense now - like getting rid of the crazy 1-spell slot from each level cost for the Deathlock spells. These spells are supposed to be overwhelming even for Epic sells, and should have a corresponding cost.<br />
<br />
Note on Step 5 - I would prefer a good representation of a Deathlock - but beggars can't be choosers. Anyone willing to make a portrait for this page is welcome to it.<br />
<br />
<br />
==Edits List==<br />
<br />
''If you make a change, please list it here.''<br />
<br />
Edit May 16, Elsibor: Altered many spells, made spell-casting spontaneous. Completely changed the Epic Familiar system and made alterations to some class abilities. Fixed up intro story. Expanding spell list to 20 in progress. In general changed the class greatly. Altered some parts of the Lore section.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469234Talk:Deathlock (3.5e Prestige Class)2010-05-17T21:47:30Z<p>Elsibor: /* Level 1 */</p>
<hr />
<div>==Talk==<br />
<br />
This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
<br />
Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
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::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
<br />
== Level 1 ==<br />
<br />
So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
<br />
Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
<br />
This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
<br />
:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
<br />
:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
<br />
::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
<br />
:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
<br />
::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
<br />
:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
<br />
::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
<br />
:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
<br />
:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
<br />
:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
<br />
::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
<br />
::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
<br />
:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
<br />
::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
<br />
::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
<br />
:::::Didn't expect anyone to get so interested in this. I'll be more active on here from here on out - this class was only about 1/3 finished when I got swamped and had to stop working on it. I'd appreciate a list of changes made if anyone wants to provide one. To answer a few questions - you definitely don't get to keep your old hp, and you are meant to continue along with your current party. After the transformation, a Deathlock is rendered sickly, weak, and incapable of forming complex spells - thus why they are unable to cast the 9th level spells they still know. The level degradation thing is just a very easy way to demonstrate that in at least one encounter, making clear to everyone that the Deathlock is having some serious trouble. Typically with the +3 level adjustment they will be at level 6 after an epic-level encounter - but for that first encounter, they will rely entirely on their companions to see them through. I've played Eseiran from the second quote - with modifications - and the group I was playing with actually liked it - they said it provided "emotional" situations and helped provide real depth to their own characters by thinking about how to interact with a friend who was in that state. Of course that's only if the group you're playing with is more interested in role-playing rather than hack-n-slash - and the DM isn't trying to kill all you. --[[User:Elsibor|Elsibor]] 00:18, 17 May 2010 (MST)<br />
<br />
::::::One quick note about leveling: I'm pretty sure the DMG says something about leveling only once per encounter, and if you get enough XP to level you get XP equal to the next level, minus one (that is, if you have 10 XP, and get 50,000 XP in an encounter, you get 1,999 XP). Level 6 characters should be toast in a standard epic encounter, even if the DM is going easy. One other note, it has been my experience (both as a DM and a player, across several groups), that the DM is always trying to kill you all (sometimes he just tries harder). --[[User:Badger|Badger]] 20:00, 17 May 2010 (UTC)<br />
<br />
:::::::If your DM is running the campaign like that, he's probably not thinking about it in terms of having fun, but winning and losing. It is quite hard for the DM to 'win' in DnD - if the entire party is wiped out despite playing well, that is a sign the DM has failed, not the players, and if the players finish a long campaign where they came close to being wiped out many times and had a lot of fun, that is a great success for everyone. I also disregard the one encounter, one level rule. The experience you gain should be awarded when you finish off a large fight, not withheld because you succeeded too well. Instead I use the rule "no leveling up until you're recovered" so you have to rest for at least a few days to level up - so you can't suddenly become too powerful for what the DM had planned next unless he wants you to level. I came to that decision after thinking about what Experience means, and how to interpret its effect on a character. Then again, I tend to try to make DnD conform to more real-life terms, which I know some don't approve of. Note also that a level six Deathlock can probably cast three or four Epic spells and one Deathlock spell. If they chose Black Lances, then they can contribute greatly to an epic encounter, since you get no saving throw to escape their trapping effect(note the changes to Deathlock spell-casting if this seems off).<br />
<br />
==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.<br />
<br />
<br />
<br />
Note by Elsibor: Dropped working on this class last semester when I was busy with school and running three other campaigns - but now that I'm free, I've come back to find some major changes made here. Some of them are pretty good - like fixing the BAB. I'll be making some changes that make sense now - like getting rid of the crazy 1-spell slot from each level cost for the Deathlock spells. These spells are supposed to be overwhelming even for Epic sells, and should have a corresponding cost.<br />
<br />
Note on Step 5 - I would prefer a good representation of a Deathlock - but beggars can't be choosers. Anyone willing to make a portrait for this page is welcome to it.<br />
<br />
<br />
==Edits List==<br />
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''If you make a change, please list it here.''<br />
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Edit May 16, Elsibor: Altered many spells, made spell-casting spontaneous. Completely changed the Epic Familiar system and made alterations to some class abilities. Fixed up intro story. Expanding spell list to 20 in progress. In general changed the class greatly. Altered some parts of the Lore section.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=User:Elsibor&diff=469201User:Elsibor2010-05-17T05:40:29Z<p>Elsibor: Created page with 'I have a few names I use - Elsibor is the only one copyrighted to me, however. I do free-lance writing to pay the bills and small-time gem-trading to pay for everything that I do…'</p>
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<div>I have a few names I use - Elsibor is the only one copyrighted to me, however. I do free-lance writing to pay the bills and small-time gem-trading to pay for everything that I don't need. I own two Siamese cats, who occasionally appear in my DnD campaigns as cameos or odd details.<br />
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I've been playing DnD for 8 years and DMing for 6. At any given time I've got at least two groups I play with and I've got two stacks of character sheets - Epic and non-epic, and both those stacks are thirty+ deep, and yes, I know all the names, classes, and personalities of those characters. If there's something up here I've worked on, I've probably used it in a campaign to test it out - if there was something up here by me that's not up here anymore, I tested it and decided it wasn't worth keeping online.<br />
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If you see a typo in anything on here and you're sure it's wrong, fix it.<br />
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Don't talk to me about 4e. I have played 6 full length 4e campaigns. I will not ever play 4e again.<br />
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''Editing:'' In general I don't like having my work edited and I typically won't edit anyone else's either. I might fix a few typos, and if I'm interested in what you've worked on, I'll give you a whole list of suggestions. Suggestions are good - they mean you've got something that's got some serious potential. If you absolutely must edit something I've worked on, tell me about it first.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469200Talk:Deathlock (3.5e Prestige Class)2010-05-17T05:20:37Z<p>Elsibor: /* Level 1 */</p>
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<div>==Talk==<br />
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This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
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Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
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== Rating == <br />
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'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
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::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
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== Level 1 ==<br />
<br />
So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
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Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
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This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
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:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
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::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
<br />
:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
<br />
::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
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:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
<br />
::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
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:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
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::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
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:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
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:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
<br />
:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
<br />
::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
<br />
::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
<br />
:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
<br />
::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
<br />
::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
<br />
:::::Didn't expect anyone to get so interested in this. I'll be more active on here from here on out - this class was only about 1/3 finished when I got swamped and had to stop working on it. I'd appreciate a list of changes made if anyone wants to provide one. To answer a few questions - you definitely don't get to keep your old hp, and you are meant to continue along with your current party. After the transformation, a Deathlock is rendered sickly, weak, and incapable of forming complex spells - thus why they are unable to cast the 9th level spells they still know. The level degradation thing is just a very easy way to demonstrate that in at least one encounter, making clear to everyone that the Deathlock is having some serious trouble. Typically with the +3 level adjustment they will be at level 6 after an epic-level encounter - but for that first encounter, they will rely entirely on their companions to see them through. I've played Eseiran from the second quote - with modifications - and the group I was playing with actually liked it - they said it provided "emotional" situations and helped provide real depth to their own characters by thinking about how to interact with a friend who was in that state. Of course that's only if the group you're playing with is more interested in role-playing rather than hack-n-slash - and the DM isn't trying to kill all you. --[[User:Elsibor|Elsibor]] 00:18, 17 May 2010 (MST)<br />
<br />
==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.<br />
<br />
<br />
<br />
Note by Elsibor: Dropped working on this class last semester when I was busy with school and running three other campaigns - but now that I'm free, I've come back to find some major changes made here. Some of them are pretty good - like fixing the BAB. I'll be making some changes that make sense now - like getting rid of the crazy 1-spell slot from each level cost for the Deathlock spells. These spells are supposed to be overwhelming even for Epic sells, and should have a corresponding cost.<br />
<br />
Note on Step 5 - I would prefer a good representation of a Deathlock - but beggars can't be choosers. Anyone willing to make a portrait for this page is welcome to it.<br />
<br />
<br />
==Edits List==<br />
<br />
''If you make a change, please list it here.''<br />
<br />
Edit May 16, Elsibor: Altered many spells, made spell-casting spontaneous. Completely changed the Epic Familiar system and made alterations to some class abilities. Fixed up intro story. Expanding spell list to 20 in progress. In general changed the class greatly. Altered some parts of the Lore section.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469199Talk:Deathlock (3.5e Prestige Class)2010-05-17T05:17:59Z<p>Elsibor: /* Level 1 */</p>
<hr />
<div>==Talk==<br />
<br />
This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
<br />
Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
<br />
::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
<br />
== Level 1 ==<br />
<br />
So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
<br />
Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
<br />
This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
<br />
:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
<br />
:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
<br />
::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
<br />
:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
<br />
::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
<br />
:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
<br />
::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
<br />
:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
<br />
:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
<br />
:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
<br />
::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
<br />
::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
<br />
:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
<br />
::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
<br />
::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
<br />
:::::Didn't expect anyone to get so interested in this. I'll be more active on here from here on out - this class was only about 1/3 finished when I got swamped and had to stop working on it. I'd appreciate a list of changes made if anyone wants to provide one. To answer a few questions - you definitely don't get to keep your old hp, and you are meant to continue along with your current party. After the transformation, a Deathlock is rendered sickly, weak, and incapable of forming complex spells - thus why they are unable to cast the 9th level spells they still know. The level degradation thing is just a very easy way to demonstrate that in at least one encounter, making clear to everyone that the Deathlock is having some serious trouble. Typically with the +3 level adjustment they will be at level 6 after an epic-level encounter - but for that first encounter, they will rely entirely on their companions to see them through. I've played Eseiran from the second quote - with modifications - and the group I was playing with actually liked it - they said it provided "emotional" situations and helped provide real depth to their own characters by thinking about how to interact with a friend who was in that state. Of course that's only if the group you're playing with is more interested in role-playing rather than hack-n-slash - and the DM isn't trying to kill all you.<br />
<br />
==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.<br />
<br />
<br />
<br />
Note by Elsibor: Dropped working on this class last semester when I was busy with school and running three other campaigns - but now that I'm free, I've come back to find some major changes made here. Some of them are pretty good - like fixing the BAB. I'll be making some changes that make sense now - like getting rid of the crazy 1-spell slot from each level cost for the Deathlock spells. These spells are supposed to be overwhelming even for Epic sells, and should have a corresponding cost.<br />
<br />
Note on Step 5 - I would prefer a good representation of a Deathlock - but beggars can't be choosers. Anyone willing to make a portrait for this page is welcome to it.<br />
<br />
<br />
==Edits List==<br />
<br />
''If you make a change, please list it here.''<br />
<br />
Edit May 16, Elsibor: Altered many spells, made spell-casting spontaneous. Completely changed the Epic Familiar system and made alterations to some class abilities. Fixed up intro story. Expanding spell list to 20 in progress. In general changed the class greatly. Altered some parts of the Lore section.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=469164Deathlock (3.5e Prestige Class)2010-05-17T02:55:42Z<p>Elsibor: /* Becoming a Deathlock */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like blood from an open wound, everything in their path dead and burning. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other terrors went flying in all directions, burning, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but to me it seemed like hours - my whole body was numb and I could barely hear by the time they stopped. I slowly looked up, towards the valley below, at what had been a forested descent into a great fertile valley full of crops - nothing of it remained but blacked and blasted rock. Nothing remained at all of the enemy army, and for just an instant I felt the thrill of victory. Then a man in a black cloak landed on the wall, and he leaned down to me and said 'well, what do you know. Somebody survived.' He laughed like a madman as he faded away, like a foul specter. I stared past where he had been, though - at what remained of my once-proud fortress. Except for the small patch of wall I was standing on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level spell that inflicts damage.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]]<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and rerolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, 1 to intelligence, and one to charisma. Deduct 2 points from strength.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' You may summon any of the following as a familiar: Blink Dog, Griffon, Krenshar, Displacer Beast, Succubus, or Dragon. The creature is scaled down to its first level equivalency, and will increase in power as you level. All selected creatures are considered "tame" other than a dragon or succubus, and are more intelligent than normal. Epic Familiars cannot be killed, but can be rendered unconscious until their master rests. Note that Dragons and Succubi are scaled down to an even greater degree than the other familiars, and dragons will not perform tasks that they consider below themselves or disagree with. The first time the spell is activated, it requires 24 hours to complete and 10,000 gold. After that, it can be used to either call or temporarily dismiss the Epic familiar from wherever it may be as long as it is conscious.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' Every turn, you regenerate one level one spell by absorbing the magical essences around you. When you regenerate one level one spell, next turn you can sacrifice it and your newly regenerated level one spell for a level 2 spell. This can continue up to level 9. You do not regenerate spell slots if they are maxed. You can sacrifice 3 of every level of spells to obtain a single epic spell.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells.<br />
<br />
'''{{#anc:Focused Emotion}}:''' You may select one arcane spell from your spell book and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points. Once activated, all allies of the Deathlock are unaffected by the spell.<br />
<br />
'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Quadruple all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 + duration of the spell. They cannot perform any action while wracked with pain.<br />
<br />
'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a fall equal to the radius of the spell area, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spellbook. Apply all metamagic feats you know to each of these spells, and consider them freely selected by Destruction Distilled and Eternal Suffering. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 4 level 9 slots, 4 level 8 slots, and 3 slots from each level 7-4, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for their intelligence modifier and must still spend one hour studying their spellbook in order to prepare spells for the next day. They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their prepared spells for the next day, with the exception of those prepared via Deathlock special abilities.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 10 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even more epic slots are usable, no more than 3 Deathlock spells can be used per day.<br />
<br />
''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 1d6 damage per effect, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
<br />
''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
<br />
''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 2d6 fire and 2d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. <br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health. Any creature the Deathlock is standing directly next to suffers twice the damage, though the Deathlock still recovers the usual amount from them. The spell persists for 15 turns.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
<br />
Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
<br />
'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
<br />
'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
<br />
'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, highly enteraining, in fact. And terrfying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased an empire.|4=Eseiran Rechai, human Deathlock}}<br />
<br />
Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
<br />
====Deathlock Lore====<br />
<br />
Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the early levels, however - it might only take one encounter to get to level 6, but you will probably have Hit Points less than 30 for that epic-level encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=469162Deathlock (3.5e Prestige Class)2010-05-17T02:54:01Z<p>Elsibor: /* Becoming a Deathlock */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like blood from an open wound, everything in their path dead and burning. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other terrors went flying in all directions, burning, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but to me it seemed like hours - my whole body was numb and I could barely hear by the time they stopped. I slowly looked up, towards the valley below, at what had been a forested descent into a great fertile valley full of crops - nothing of it remained but blacked and blasted rock. Nothing remained at all of the enemy army, and for just an instant I felt the thrill of victory. Then a man in a black cloak landed on the wall, and he leaned down to me and said 'well, what do you know. Somebody survived.' He laughed like a madman as he faded away, like a foul specter. I stared past where he had been, though - at what remained of my once-proud fortress. Except for the small patch of wall I was standing on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level spell that inflicts damage.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]]<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and rerolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, 1 to intelligence, and one to charisma. Deduct 2 points from strength.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' You may summon any of the following as a familiar: Blink Dog, Griffon, Krenshar, Displacer Beast, Succubus, or Dragon. The creature is scaled down to its first level equivalency, and will increase in power as you level. All selected creatures are considered "tame" other than a dragon or succubus, and are more intelligent than normal. Epic Familiars cannot be killed, but can be rendered unconscious until their master rests. Note that Dragons and Succubi are scaled down to an even greater degree than the other familiars, and dragons will not perform tasks that they consider below themselves or disagree with. The first time the spell is activated, it requires 24 hours to complete and 10,000 gold. After that, it can be used to either call or temporarily dismiss the Epic familiar from wherever it may be as long as it is conscious.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' Every turn, you regenerate one level one spell by absorbing the magical essences around you. When you regenerate one level one spell, next turn you can sacrifice it and your newly regenerated level one spell for a level 2 spell. This can continue up to level 9. You do not regenerate spell slots if they are maxed. You can sacrifice 3 of every level of spells to obtain a single epic spell.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells.<br />
<br />
'''{{#anc:Focused Emotion}}:''' You may select one arcane spell from your spell book and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points. Once activated, all allies of the Deathlock are unaffected by the spell.<br />
<br />
'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Quadruple all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 + duration of the spell. They cannot perform any action while wracked with pain.<br />
<br />
'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a fall equal to the radius of the spell area, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spellbook. Apply all metamagic feats you know to each of these spells, and consider them freely selected by Destruction Distilled and Eternal Suffering. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 4 level 9 slots, 4 level 8 slots, and 3 slots from each level 7-4, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for their intelligence modifier and must still spend one hour studying their spellbook in order to prepare spells for the next day. They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their prepared spells for the next day, with the exception of those prepared via Deathlock special abilities.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 10 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even more epic slots are usable, no more than 3 Deathlock spells can be used per day.<br />
<br />
''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 1d6 damage per effect, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
<br />
''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
<br />
''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 2d6 fire and 2d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. <br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health. Any creature the Deathlock is standing directly next to suffers twice the damage, though the Deathlock still recovers the usual amount from them. The spell persists for 15 turns.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
<br />
Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
<br />
'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
<br />
'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
<br />
'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, highly enteraining, in fact. And terrfying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased an empire.|4=Eseiran Rechai, human Deathlock}}<br />
<br />
Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
<br />
====Deathlock Lore====<br />
<br />
Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the early levels, however - it might only take one encounter to get to level 6, but you will probably have Hit Points less than 30 for that epic-level encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=469161Deathlock (3.5e Prestige Class)2010-05-17T02:52:15Z<p>Elsibor: /* Deathlock */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like blood from an open wound, everything in their path dead and burning. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other terrors went flying in all directions, burning, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but to me it seemed like hours - my whole body was numb and I could barely hear by the time they stopped. I slowly looked up, towards the valley below, at what had been a forested descent into a great fertile valley full of crops - nothing of it remained but blacked and blasted rock. Nothing remained at all of the enemy army, and for just an instant I felt the thrill of victory. Then a man in a black cloak landed on the wall, and he leaned down to me and said 'well, what do you know. Somebody survived.' He laughed like a madman as he faded away, like a foul specter. I stared past where he had been, though - at what remained of my once-proud fortress. Except for the small patch of wall I was standing on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level spells that inflict damage.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]]<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and rerolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, 1 to intelligence, and one to charisma. Deduct 2 points from strength.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' You may summon any of the following as a familiar: Blink Dog, Griffon, Krenshar, Displacer Beast, Succubus, or Dragon. The creature is scaled down to its first level equivalency, and will increase in power as you level. All selected creatures are considered "tame" other than a dragon or succubus, and are more intelligent than normal. Epic Familiars cannot be killed, but can be rendered unconscious until their master rests. Note that Dragons and Succubi are scaled down to an even greater degree than the other familiars, and dragons will not perform tasks that they consider below themselves or disagree with. The first time the spell is activated, it requires 24 hours to complete and 10,000 gold. After that, it can be used to either call or temporarily dismiss the Epic familiar from wherever it may be as long as it is conscious.<br />
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'''{{#anc:The Essence of Magic}}:''' Every turn, you regenerate one level one spell by absorbing the magical essences around you. When you regenerate one level one spell, next turn you can sacrifice it and your newly regenerated level one spell for a level 2 spell. This can continue up to level 9. You do not regenerate spell slots if they are maxed. You can sacrifice 3 of every level of spells to obtain a single epic spell.<br />
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'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells.<br />
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'''{{#anc:Focused Emotion}}:''' You may select one arcane spell from your spell book and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points. Once activated, all allies of the Deathlock are unaffected by the spell.<br />
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'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Quadruple all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 + duration of the spell. They cannot perform any action while wracked with pain.<br />
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'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a fall equal to the radius of the spell area, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spellbook. Apply all metamagic feats you know to each of these spells, and consider them freely selected by Destruction Distilled and Eternal Suffering. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 4 level 9 slots, 4 level 8 slots, and 3 slots from each level 7-4, and one epic spell slot.<br />
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'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for their intelligence modifier and must still spend one hour studying their spellbook in order to prepare spells for the next day. They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their prepared spells for the next day, with the exception of those prepared via Deathlock special abilities.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 10 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even more epic slots are usable, no more than 3 Deathlock spells can be used per day.<br />
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''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 1d6 damage per effect, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
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''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
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''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
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''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
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''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice.<br />
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''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 2d6 fire and 2d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. <br />
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''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health. Any creature the Deathlock is standing directly next to suffers twice the damage, though the Deathlock still recovers the usual amount from them. The spell persists for 15 turns.<br />
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'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
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Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
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====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
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'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
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'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
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'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, highly enteraining, in fact. And terrfying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased an empire.|4=Eseiran Rechai, human Deathlock}}<br />
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Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
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'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
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====Deathlock Lore====<br />
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Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
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====Deathlocks in the Game====<br />
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Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the early levels, however - it might only take one encounter to get to level 6, but you will probably have Hit Points less than 30 for that epic-level encounter.<br />
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'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
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'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
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<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469153Talk:Deathlock (3.5e Prestige Class)2010-05-17T02:36:51Z<p>Elsibor: </p>
<hr />
<div>==Talk==<br />
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This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
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Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
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== Rating == <br />
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'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
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::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
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== Level 1 ==<br />
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So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
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Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
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This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
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:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
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::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
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:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
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::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
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:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
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::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
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:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
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::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
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:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
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:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
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:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
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::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
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{{Discussion Indentation Revert}}<br />
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:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
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::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
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:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
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::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
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::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
<br />
==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.<br />
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<br />
<br />
Note by Elsibor: Dropped working on this class last semester when I was busy with school and running three other campaigns - but now that I'm free, I've come back to find some major changes made here. Some of them are pretty good - like fixing the BAB. I'll be making some changes that make sense now - like getting rid of the crazy 1-spell slot from each level cost for the Deathlock spells. These spells are supposed to be overwhelming even for Epic sells, and should have a corresponding cost.<br />
<br />
Note on Step 5 - I would prefer a good representation of a Deathlock - but beggars can't be choosers. Anyone willing to make a portrait for this page is welcome to it.<br />
<br />
<br />
==Edits List==<br />
<br />
''If you make a change, please list it here.''<br />
<br />
Edit May 16, Elsibor: Revamped many spells and parts of the spell system.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469152Talk:Deathlock (3.5e Prestige Class)2010-05-17T02:32:41Z<p>Elsibor: </p>
<hr />
<div>==Talk==<br />
<br />
This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
<br />
Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
<br />
::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
<br />
== Level 1 ==<br />
<br />
So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
<br />
Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
<br />
This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
<br />
:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
<br />
:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
<br />
::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
<br />
:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
<br />
::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
<br />
:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
<br />
::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
<br />
:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
<br />
:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
<br />
:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
<br />
::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
<br />
::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
<br />
:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
<br />
::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
<br />
::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
<br />
==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.<br />
<br />
<br />
<br />
Note by Elsibor: Dropped working on this class last semester when I was busy with school and running three other campaigns - but now that I'm free, I've come back to find some major changes made here. Some of them are pretty good - like fixing the BAB. I'll be making some changes that make sense now - like getting rid of the crazy 1-spell slot from each level cost for the Deathlock spells. These spells are supposed to be overwhelming even for Epic sells, and should have a corresponding cost.<br />
<br />
<br />
==Edits List==<br />
<br />
''If you make a change, please list it here.''<br />
<br />
Edit May 16, Elsibor: Revamped many spells.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469151Talk:Deathlock (3.5e Prestige Class)2010-05-17T02:29:13Z<p>Elsibor: /* Version 2.0 */</p>
<hr />
<div>==Talk==<br />
<br />
This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
<br />
Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
<br />
:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
<br />
::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
<br />
== Level 1 ==<br />
<br />
So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
<br />
Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
<br />
This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
<br />
:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
<br />
::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
<br />
:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
<br />
::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
<br />
:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
<br />
::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
<br />
:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
<br />
::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
<br />
:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
<br />
:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
<br />
:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
<br />
::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
<br />
::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
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:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
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::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
<br />
::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
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==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.<br />
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Note by Elsibor: Dropped working on this class last semester when I was busy with school and running three other campaigns - but now that I'm free, I've come back to find some major changes made here. Some of them are pretty good - like fixing the BAB. I'll be making some changes that make sense now - like getting rid of the crazy 1-spell slot from each level cost for the Deathlock spells. These spells are supposed to be overwhelming even for Epic sells, and should have a corresponding cost.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Talk:Deathlock_(3.5e_Prestige_Class)&diff=469144Talk:Deathlock (3.5e Prestige Class)2010-05-17T02:13:28Z<p>Elsibor: /* Talk */</p>
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<div>==Talk==<br />
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This doesn't seem too overpowered to me. I mean you have to get to level 20 to become a level 1 deathlock. A level 20 wizard could crush a level 1 deathlock any day. The school specialization requirement seems really irritating to wizards who are specialized in something else or not at all. Maybe when you become a deathlock you immediately get that specialization and have to choose which schools of magic to drop. You have a typo, it says that they have a pool of 20 spells but it only lists 10. Also do your prepared spells from the previous day carry over or do you need to re-prepare them every day? The way the spells work with the essence of magic seems a bit vague maybe you could clarify? For example say a deathlock casts magic missile and mage armor then a round passes do they get one back is if they had prepared it again? Which one? Is it latest first or the deathlocks choice? The spell terror of the deathlock doesn't make sense. Do the spells together occupy those spots or individually? Also can you recast deathlock spells and terror of the deathlock via the essence of magic or are those spells once per day only? I hope you find my questions helpful to your otherwise excellent article. --[[User:Mmmmmm152|Mmmmmm152]]<br />
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Response: Sorry for not checking this sooner - the Deathlock is a class I created to add an extra level of difficulty to game-play, so despite the very appealing abilities it grants, you have a worse than half chance of actually getting them before you die. I've been editing it lately to make things a bit simpler and work out some of the more glaring errors.<br />
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== Rating == <br />
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'''Power - 4/5''' I give this class a 4 out of 5 because while the deathlock is immensely powerful you have to reach level 20 and then you become level 1. While a deathlock would definitely destroy a creature of the same level they have to start all over. Though some of the powers seem like they may be too powerful particularly terror of the deathlock with destruction distilled and eternal suffering. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''Wording - 3/5''' I give this class a 3 out of 5 because some of the abilities are a bit difficult to understand. I posted more on this in the discussion section. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because the article is formatted perfectly --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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'''Flavor - 4/5''' I give this class a 4 out of 5 because there is plenty of information about how deathlocks fit into the game world yet I feel that their could be a little more information on how they interact with other classes. --[[User:Mmmmmm152|Mmmmmm152]] 14:46, 8 December 2009 (MST)<br />
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:Mmmmmm152, are you also Elsibor? &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 15:26, 11 December 2009 (MST)<br />
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::No I am not. I just saw this class and it looked cool. In hindsight the features of it might be a bit off...--[[User:Mmmmmm152|Mmmmmm152]] 15:46, 11 December 2009 (MST)<br />
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== Level 1 ==<br />
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So now your an Epic character with only one Hit Die? How far can you expect to get with 6 hit points? Or do you keep your Hit Points and are now able to level up again with only another 1000 exp? How much exp do epic level monsters give again... Um, enough that you will be able to reach 10 after one encounter.<br />
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Whats with the screwed up BAB and Saves too? If your an Epic level character you progress according to the Epic progression, not your classes progression. Heck, those numbers are not even correct for a standard class anyway?<br />
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This class = Epic Fail. --[[User:Jay Freedman|Jay Freedman]] 14:56, 8 December 2009 (MST)<br />
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:You aren't an epic level character you're a level 1 character. It's starting again except with more power. The reason someone would want to do this is because once you start getting to the higher levels harder monsters become rarer and you level slower. I could understand that not everyone would like this class but it is a great class. This class = Awesome --[[User:Mmmmmm152|Mmmmmm152]]<br />
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::Haha. Starting again? What does that even mean? Come on Mmmmmm152, we both know this class has tons of problems. We both stated enough errors to make this thing broken a million times over. Do you have any ideas on how to fix it? You know, so that it can become an Awesome class. --[[User:Jay Freedman|Jay Freedman]] 17:21, 8 December 2009 (MST)(Sign your posts and use formatting please. Hehe.)<br />
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:::I'll start with some ideas.--[[User:Jay Freedman|Jay Freedman]] 17:26, 8 December 2009 (MST)<br />
:::*Ditch the "Etheral Mystic Restarting Thing" and just call this a Base Class.<br />
:::*Remove the prereqs.<br />
:::*Remove the Epic stuff for your abilities. (10,000gp costs, 35 DC's, Epic Familiars, etc..)<br />
:::*Fix the saves and BAB progression to comform to 3.5 edition.<br />
:::*Give your character a sweet backstory where they used to be a powerful wizard who got nerfed by the Gods and wants revenge. (or something...)<br />
:::Your turn!<br />
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::::I don't think this should be a base class. I really like the idea of starting over more powerful. But some of the saves for the spells are to difficult. The Deathlock spells are really powerful but it seems like sure you can cast this super powerful spell but then your not left with much. I think we should probably remove the school specialization so that sorcerers can be deathlocks as well but the other prerequisites seem pretty basic to me. The saves aren't that out of wack but we should probably remove one from fort and reflex so that there is still the 2 to 1 ratio. The point of the odd BAB seems like the creator wanted to make Deathlocks worse at melee. Do you think we should change it to 10/5 or not? I don't think that the original creator is still working on this so I think we should go ahead and make edits.--[[User:Mmmmmm152|Mmmmmm152]] 07:06, 9 December 2009 (MST)<br />
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:::::is this anyway related to the deathlocks from libris mortis? it doesnt look to be, but maybe this class needs to barrow from the races abilities--[[User:Name Violation|Name Violation]] 12:15, 9 December 2009 (MST)<br />
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::::::I know nothing about libris mortis. Sorry. But, good ideas on fixing the saves and BAB. Constructive edits are always approved. If anyone can figure out how this Deathlock can start over without screwing the rest of his (now epic) adventuring party, then by all means do it. If you can't, then we are left with a level 1 Deathlock and his party of level 20 pals. But, by all means. Edit away! --[[User:Jay Freedman|Jay Freedman]] 14:25, 9 December 2009 (MST)<br />
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:::::::The biggest problem does seem to be how to work it with epic level friends...it seems like the class starts out weak put increases in power exponentially. So a level one deathlock is useless while a level 15-20 may be destroying everything or a addition to the party. Play testing will probably be needed. Maybe for purposes of xp CR of defeated creatures is -5 per epic level character assisting them? This would work unless PCs recognized it and intentionally exploited it. What do you guys think?--[[User:Mmmmmm152|Mmmmmm152]] 19:33, 9 December 2009 (MST)<br />
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::::::::I'm really trying to be constructive here with being sarcastic. Seriously, you cannot just "Start Over" at level 20 without screwing your entire team and breaking the game. The sooner we accept this, the easier fixing the class will become. Sometimes it is easier to destroy a house and build a new one, then to fix the old one. --[[User:Jay Freedman|Jay Freedman]] 21:33, 9 December 2009 (MST)<br />
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:::::::::Maybe what we could do is if you are a PC it functions as a prestige class while a DM could have the character go through the ethereal material thing if he desired a tougher opponent. Perhaps we could change the bonus feats to epic feats and it could work like this.--[[User:Mmmmmm152|Mmmmmm152]] 08:01, 11 December 2009 (MST)<br />
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:::::::::: Actually, for all those people saying level 20; this class requires level 17. --[[User:TK-Squared|TK-Squared]] 13:00, 11 December 2009 (MST)<br />
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:::::::::::Mmmmmm152, I think you are forgetting that DnD is played as a party, with other people. No party is going to want to sit around for another 17 levels while their Deathlock friend catches up. Likewise, no Deathlock will be able to keep up with his epic level friends. I think maybe, if you're dead set on this staying a PrC, you make it one of those 5-level advancements, lose the "start over at level 1" and go from there. You've only got 8 ''real'' class features, as it stands, and some of them need to be thrown out away. I have no idea what Essence of Magic is supposed to be, but if it's what I think it is, it's either useless or overpowered. As for Deathlock spells, maybe you just want to make a new school of magic, or a class-specific list of spells, like the [[SRD:Blackguard|Blackguard]] has. If you want to "start over" I recommend you just start a new game, and if you want more power, you start with some homebrew traits/flaws/feats and a 36pt point buy system. --[[User:Badger|Badger]] 14:14, 11 December 2009 (MST)<br />
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::::::::::::did you not read my last post? I'm pretty sure this class would work fine as a prestige class. As in not starting over. But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all. The 8 features would work fine since while they are powerful they are spread out over 20 levels. Also essence of magic isn't that powerful since the deathlock doesn't have as many spells prepared because of his deathlock spells and terror of the deathlock. Preparing deathlock spells normally removes the higher level spells for the deathlock. Also if you would notice most of the deathlock features are once daily. That would mean once the deathlock had cast those really powerful spells he would be less powerful for the rest of the day.--[[User:Mmmmmm152|Mmmmmm152]] 14:26, 11 December 2009 (MST)<br />
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{{Discussion Indentation Revert}}<br />
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:I added [[Template:Needsbalance]] to reflect. --[[User:Green Dragon|Green Dragon]] 14:34, 11 December 2009 (MST)<br />
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::I must be misunderstanding you because it seems like you want a DM to include a level 27 NPC for lower level campaigns when you said "But the DM could have enemy npcs that where like a level 10 deathlock for lower level campaigns if he wanted. Instead of a level 20 wizard/10 deathlock which would kill them all". By definition, if this is a prestige class (it is) there is no way you can take levels in it without meeting the requirements. There is no way a level 10 character can meet the requirements. It almost seems by that sentence that you want this to be a base class, and just multi-class into it.<br />
::Also, let me just get this clear right now, how much HP does a Wizard 17/Deathlock 1 have? 17d4+1d6, 18d6, or 1d6? Also, when you are "returned to 1 and experience to 0" can you still cast 9th level spells at your new "level 1", or do you leave spells like [[SRD:Time_Stop|Time Stop]] and go back to [[SRD:Color_Spray|Color Spray]]? When it says " All spells are retained" I would assume it means you still know all the spells, right? Are you not able to cast them? What is the advantage of knowing them still? Wizards are the only ones taking this PrC right? They can know any number of spells.<br />
::Finally, you've yet to address what the rest of the party will be doing when the Deathlock is running around magic missile'ing kobolds. An Epic-ready character (like the rest of the Deathlock's party) would probably be offended if you made them fight 3 Kobolds as an encounter. Or am I having that backward? Is the Deathlock supposed to be tagging along during epic level quests? If that is the case, there are even more problems here. If you think this class would work within your party dynamic, that's cool. However, I don't think many, if any, parties would like a deathlock in their game. It really is starting over for the Deathlock. --[[User:Badger|Badger]] 16:59, 11 December 2009 (MST)<br />
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:::If I read you right that would all the case if the prerequisites required epic level however they do not. Although I have no looked at this extensively one only has to be level 17 to qualify. --[[User:Green Dragon|Green Dragon]] 17:31, 11 December 2009 (MST)<br />
<br />
::::Note: Myself and Mmmmmm152 where discussing how to fix this class and not how to keep it. Sorry but, neither of us has the answer to any of these questions. The original author left the descriptions too vague to interpret them. However, these are excellent questions. The downside is, that no matter how you answer them, problems still exist.<br />
<br />
::::I completely forgot that ranks can be (3+class level) making the prereqs' accessible to a level 17 character. A stupid mistake on my part. Please disregard my continual use of the word Epic under these circumstances. Also, understand that we must continue to be constructive in our posts as to rewrite this class appropriately. No more bashing the broken class, just more fixing! I, personally, am going to keep a sandbox on my computer just for tweeking this class. Should be fun! --[[User:Jay Freedman|Jay Freedman]] 00:50, 12 December 2009 (MST)<br />
<br />
==Version 2.0==<br />
<br />
What I have come up with so far in my quest to reconstruct the deathlock. --[[User:Jay Freedman|Jay Freedman]] 01:27, 12 December 2009 (MST)<br />
* Step 1: Take the Epic Wizard.<br />
* Step 2: Create a new school of magic just for deathlocks. Call it the deathlock school of magic and fill it with awesome spells of death and destruction.<br />
* Step 3: Rewrite the Spells Section to include: The deathlock’s caster level is equal to her class level. The deathlock’s number of spells per day does not increase after 20th level. Each time the deathlock achieves a new level, he or she learns two new spells of any spell level that he or she can cast, from the deathlock school of magic.<br />
* Step 4: Let them pick a new, dark, and sinister familiar. The new familiar with be of equal level to the one they just dismissed. Now, just keep the rules the same. ''Example:'' A dark-shadow zombie cat of doom. (You get the idea.)<br />
* Step 5: Add some dark and mysterious fluff, a sweet pic, and call it a Deathlock PrC. Easy as pie.</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Arcane_Regeneration_(3.5e_Feat)&diff=469142Arcane Regeneration (3.5e Feat)2010-05-17T02:05:19Z<p>Elsibor: </p>
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<div>{{3.5e Feat<br />
|name=Arcane Regeneration<br />
|types=Epic<br />
|summary=Allows you to recast spells under certain circumstances.<br />
|prereqs=Ability to cast Epic Arcane spells, Intelligence 30, Spellcraft 35<br />
|benefit=Whenever an arcane spell has been cast successfully within 60 feet of the character(including their own spells), they can attempt a spellcraft check equal to the caster DC of that spell as a move action. When successful, they re-cast the spell immediately as if it were their own. You cannot re-cast a spell that has already been re-cast, and you must have been aware of the original spell being cast. For epic spells, the DC to re-cast is 5 higher than the original spellcraft DC of the epic spell.<br />
}}<br />
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{{3.5e Epic Feats Breadcrumb}}<br />
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[[Category:Epic]]<br />
[[Category:Epic Feat]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Saera%27Ghul_(3.5e_Deity)&diff=468341Saera'Ghul (3.5e Deity)2010-05-14T04:29:58Z<p>Elsibor: </p>
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{{Deity<br />
|hdligo=g<br />
|sym= Broken Scythe with a white and black feather resting on blade. <br />
|plane= Material Plane <br />
|align= Lawful Good/Chaotic Evil <br />
|port= Law, Protection, Destruction, Corruption <br />
|calign= Any Good or Evil <br />
|dom= Death, Destruction, Healing, Protection<br />
|favweap= Scythe <br />
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Saera'Ghul is often referred to as the broken or mad goddess. She has two distinct personalities within one divine form and one mind; one is pure good, the other pure evil. Saera, the good half, favors the magical and healing arts, and is constantly trying to atone for the actions of the Ghul half. The Ghul half revels in personal violence and killing for amusement, favoring a blackened scythe as a weapon. Both halves loath the other, each alternating control from one week to the next. On the one odd day, the 365th day of the year, the personalities merge for a day. In this one day, she travels between several spiritual planes to renew her agreements with other gods(her agreement doesn't recognize leap years). Saera'Ghul is described as either a beautiful, golden haired woman wearing a white cloak and robe, with shining, sapphire eyes, or as a tall, black haired woman in an armored black dress, wielding a blackened and bloodied scythe, with flames for eyes. The only thing both halves hate equally is infernal outsiders.<br />
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===Dogma===<br />
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The good half promotes the protection of the weak above all else, and does not permit stealing or killing out of vengeance. The Evil half, however, requires that at least one evil act (theft, murder, etc.) be performed per day, or an object of violence must be sacrificed. The followers of Saera'Ghul may erect a temple once every ten days, essentially declaring a space "holy ground" and thus protected. This lasts only as long as the caster remains alive and occupying the "temple", during which time they can perform no other action. This space can be used to protect allies in battle, but a penance of 10gp per character level is paid to the goddess each time a party member is protected by the temple. <br />
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===Clergy and Temples===<br />
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Clerics serving one of the dual faces of Saera'Ghul will uphold the dogma of that side, and consider the other half's dogma as separate. Other classes worshiping Saera'Ghul must follow the prime edict of the dogma, or loose all benefits granted by the half they follow. Temples are universally founded at the peak of mountains, with normally only a few individuals in residence. These temples are normally quite poor, but at the same time are directly protected by their patron goddess, causing any entity hostile to the temple to be destroyed on entering the grounds. <br />
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===History===<br />
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Saera'Ghul was originally one of the primordial gods, with domain within the softer emotions(compassion, love, etc) and was one of the very few who bore witness to the creation of the Multiverse. Soon after the creation of the material plane, the non-gods, at that time mostly limited to the few remaining primordials and other outsiders, began the slow process of invading realms the few existing gods had managed to claim after the early battles with the primordials. At the same time, they began spreading throughout the material plane, promising to crush the first vestiges of life taking root there. Among the gods alive at that time, all but Saera'Ghul were occupied with the protection of their own lands. As the landless goddess, she lent aid where she could until the enemy was repelled from all but the material plane. However, when she sought the aid of the other gods, she was turned away, even by Ao(though that's hardly a surprise), as each was too concerned with the protection of their own realms to bother with the currently uninhabited materiel plane. Alone, Saera'Ghul stood against the onslaught of infernal beings, eventually standing triumphant, but at a great cost. During the battle she created a second personality, one that could fight endlessly and tirelessly with no consideration for the destruction of the creatures around it; after the battle, this new personality was not willing to rejoin with the original, thus the good and evil halves were born. When the other gods learned of this change, they forbade her from entering the celestial realms save for once a year, on which day the gods would help unify her mind for that one day. Since then, she has continued to reside in the material plane, constantly traveling from one place to another, eradicating any outsider she encounters(including gods, occasionally)and either killing or protecting the mortal races.<br />
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'''''Regarding the Time of Troubles:''''' During the Time of Troubles, Saera'Ghul was elevated to the celestial planes and given back her sanity by Ao, primarily to keep her from hunting down the god-avatars and killing them, but also so she could clearly see the changes within the material plane and celestial planes alike. At the conclusion of the Time of Troubles, she was returned back to the material plane and returned to her split personality state. She has, from this point on, been much more lenient when dealing with the Gods. She also does not require worshipers like other deities(except Ao) post Time of Troubles, and cannot be weakened by eliminating the few she does have.<br />
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'''''Regarding Portfolios:''''' Due to Saera'Ghul's status as a pre-multiverse deity, she is not subject to Ao's restrictions on portfolios. This is also partially due to the extremely small number of followers she has and the fact that she's less known than virtually any other deity. In addition, she is not required to act on her portfolios in any way, but rather they define her personal actions more than anything else.<br />
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==Encounters==<br />
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As Saera'Ghul is a deity residing on the material plane, she can be encountered in the flesh. Saera'Ghul may be encountered anywhere in the material plane at a battlefield after the battle has concluded, within an impoverished or entrenched city, or at any break between the material plane and any other plane. Her appearing is still extremely unlikely, as she may simply be elsewhere, or unwilling to reveal herself to mortals. If there is a follower of Saera'Ghul among the party and she is present, that party member will be able to see and interact with her, but not be able to speak with any of his fellow party members about her presence. If the party offends the goddess and she is later in proximity, she will either place a geass on the party to perform some difficult task, or she may simply kill them all(depending on which personality is in control). If the party directly pleases the goddess, she may bestow either defensive or offensive buffs(once again, dependent on which personality). ''Note: as with any divine encounter, it's entirely up to the DM how Saera'Ghul acts towards the party if he chooses to have the party encounter her.''<br />
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|sym= Broken Scythe with a white and black feather resting on blade. <br />
|plane= Material Plane <br />
|align= Lawful Good/Chaotic Evil <br />
|port= Law, Protection, Destruction, Corruption <br />
|calign= Any Good or Evil <br />
|dom= Death, Destruction, Healing, Protection<br />
|favweap= Scythe <br />
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Saera'Ghul is often refered to as the broken or mad goddess. She has two distinct personalities within one divine form and one mind; one is pure good, the other pure evil. Saera, the good half, favors the magical and healing arts, and is constantly trying to atone for the actions of the Ghul half. The Ghul half revels in personal violence and killing for amusement, favoring a blackened scythe as a weapon. Both halves loath the other, each alternating control from one week to the next. On the one odd day, the 365th day of the year, the personalities merge for a day. In this one day, she travels between several spiritual planes to renew her agreements with other gods(her agreement doesn't recognize leap years). Saera'Ghul is described as either a beautiful, golden haired woman wearing a white cloak and robe, with shining, sapphire eyes, or as a tall, black haired woman in an armored black dress, wielding a blackend and bloodied scythe, with flames for eyes. The only thing both halves hate equally is infernal outsiders.<br />
<br />
===Dogma===<br />
<br />
The good half promotes the protection of the weak above all else, and does not permit stealing or killing out of vengeance. The Evil half, however, requires that at least one evil act (theft, murder, etc.) be performed per day, or an object of violence must be sacrificed. The followers of Saera'Ghul may erect a temple once every ten days, essentially declaring a space "holy ground" and thus protected. This lasts only as long as the caster remains alive and occupying the "temple", during which time they can perform no other action. This space can be used to protect allies in battle, but a penance of 10gp per character level is paid to the goddess each time a party member is protected by the temple. <br />
<br />
===Clergy and Temples===<br />
<br />
Clerics serving one of the dual faces of Saera'Ghul will uphold the dogma of that side, and consider the other half's dogma as separate. Other classes worshiping Saera'Ghul must follow the prime edict of the dogma, or loose all benefits granted by the half they follow. Temples are universally founded at the peak of mountains, with normally only a few individuals in residence. These temples are normally quite poor, but at the same time are directly protected by their patron goddess, causing any entity hostile to the temple to be destroyed on entering the grounds. <br />
<br />
===History===<br />
<br />
Saera'Ghul was originally one of the primordial gods, with domain within the softer emotions(compassion, love, etc) and was one of the very few who bore witness to the creation of the Multiverse. Soon after the creation of the material plane, the non-gods, at that time mostly limited to the few remaining primordials and other outsiders, began the slow process of invading realms the few existing gods had managed to claim after the early battles with the primordials. At the same time, they began spreading throughout the material plane, promising to crush the first vestiges of life taking root there. Among the gods alive at that time, all but Saera'Ghul were occupied with the protection of their own lands. As the landless goddess, she lent aid where she could until the enemy was repelled from all but the material plane. However, when she sought the aid of the other gods, she was turned away, even by Ao(though that's hardly a surprise), as each was too concerned with the protection of their own realms to bother with the currently uninhabited materiel plane. Alone, Saera'Ghul stood against the onslaught of infernal beings, eventually standing triumphant, but at a great cost. During the battle she created a second personality, one that could fight endlessly and tirelessly with no consideration for the destruction of the creatures around it; after the battle, this new personality was not willing to rejoin with the original, thus the good and evil halves were born. When the other gods learned of this change, they forbade her from entering the celestial realms save for once a year, on which day the gods would help unify her mind for that one day. Since then, she has continued to reside in the material plane, constantly traveling from one place to another, eradicating any outsider she encounters(including gods, occasionally)and either killing or protecting the mortal races.<br />
<br />
'''''Regarding the Time of Troubles:''''' During the Time of Troubles, Saera'Ghul was elevated to the celestial planes and given back her sanity by Ao, primarily to keep her from hunting down the god-avatars and killing them, but also so she could clearly see the changes within the material plane and celestial planes alike. At the conclusion of the Time of Troubles, she was returned back to the material plane and returned to her split personality state. She has, from this point on, been much more lenient when dealing with the Gods. She also does not require worshipers like other deities(except Ao) post Time of Troubles, and cannot be weakened by eliminating the few she does have.<br />
<br />
'''''Regarding Portfolios:''''' Due to Saera'Ghul's status as a pre-multiverse deity, she is not subject to Ao's restrictions on portfolios. This is also partially due to the extremely small number of followers she has and the fact that she's less known than virtually any other deity. In addition, she is not required to act on her portfolios in any way, but rather they define her personal actions more than anything else.<br />
<br />
==Encounters==<br />
<br />
As Saera'Ghul is a deity residing on the material plane, she can be encountered in the flesh. Saera'Ghul may be encountered anywhere in the material plane at a battlefield after the battle has concluded, within an impoverished or entrenched city, or at any break between the material plane and any other plane. Her appearing is still extremely unlikely, as she may simply be elsewhere, or unwilling to reveal herself to mortals. If there is a follower of Saera'Ghul among the party and she is present, that party member will be able to see and interact with her, but not be able to speak with any of his fellow party members about her presence. If the party offends the goddess and she is later in proximity, she will either place a geass on the party to perform some difficult task, or she may simply kill them all(depending on which personality is in control). If the party directly pleases the goddess, she may bestow either defensive or offensive buffs(once again, dependent on which personality). ''Note: as with any divine encounter, it's entirely up to the DM how Saera'Ghul acts towards the party if he chooses to have the party encounter her.''<br />
<br />
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<!--<br />
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!!!REMOVE THE FIRST AND LAST LINES OF THIS PAGE BEFORE YOU SAVE!!!<br />
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--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Avenger_(3.5e_Trait)&diff=468338Avenger (3.5e Trait)2010-05-14T04:25:31Z<p>Elsibor: /* Avenger */</p>
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<div>=== Avenger ===<br />
<br />
[[3e Summary::You have a grudge that must be settled...]]<br />
<br />
'''Benefit:''' +2 to all combat rolls against a race of your choosing.<br />
<br />
''The Target'' You may select a certain individual as a target. Whenever you are near them, you must attack them. Any attack gains a +4 to hit and is always treated as a critical hit. The selected individual must be of the same race as you selected when taking the trait. If you kill your target, this trait is erased.<br />
<br />
'''Drawback:''' The ability, the target, means that if you are not able to attack your target but are aware of it, instead you stand defenseless. Any threatening creature may make an attack of opportunity at +2 to hit, and you only get either a move or attack action every turn the target is still in sight.<br />
<br />
You also take -2 to all non-combat rolls with your selected race.<nowiki/><br />
<br />
'''Special:''' Must have either a history that accounts for your grudge or this trait may be taken during a campaign with regard to a specific individual, whose race will be treated as the selected race.<br />
<br />
'''Roleplaying Ideas:''' Perhaps your father or sibling was killed by your selected individual, or perhaps(for female characters) it was a fiance that jilted you. It may even be something as simple as a rivalry of some kind, or perhaps a theft or game at which the other cheated.<br />
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{{DnD Traits Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
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[[Category:Trait]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=468336Deathlock (3.5e Prestige Class)2010-05-14T04:22:49Z<p>Elsibor: /* Deathlocks in the Game */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like some immense black shadow, everything in their path reduced to ash. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other beasties went flying in all directions, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but eventually I stopped cowering and looked over the wall. Where a gentle, lightly forested descent into the valleys had been, now only blasted, charred rock remained. I couldn't see any sign of the enemy army at all. Then this guy landed on the wall, and he leans down to me and says 'well, what do you know. Somebody survived.' He vanished like a ghost, and when I looked around, I realized that except for the small patch of wall I was on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any humanoid.<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell, School Specialization: Evocation.<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level attack spell.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]]<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and rerolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, 1 to intelligence, and one to charisma. Deduct 2 points from strength.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' You may summon any of the following as a familiar: Blink Dog, Griffon, Krenshar, Displacer Beast, Succubus, or Dragon. The creature is scaled down to its first level equivalency, and will increase in power as you level. All selected creatures are considered "tame" other than a dragon or succubus, and are more intelligent than normal. Epic Familiars cannot be killed, but can be rendered unconscious until their master rests. Note that Dragons and Succubi are scaled down to an even greater degree than the other familiars, and dragons will not perform tasks that they consider below themselves or disagree with. The first time the spell is activated, it requires 24 hours to complete and 10,000 gold. After that, it can be used to either call or temporarily dismiss the Epic familiar from wherever it may be as long as it is conscious.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' Every turn, you regenerate one level one spell by absorbing the magical essences around you. When you regenerate one level one spell, next turn you can sacrifice it and your newly regenerated level one spell for a level 2 spell. This can continue up to level 9. You do not regenerate spell slots if they are maxed. You can sacrifice 3 of every level of spells to obtain a single epic spell.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells.<br />
<br />
'''{{#anc:Focused Emotion}}:''' You may select one arcane spell from your spell book and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points. Once activated, all allies of the Deathlock are unaffected by the spell.<br />
<br />
'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Quadruple all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 + duration of the spell. They cannot perform any action while wracked with pain.<br />
<br />
'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a fall equal to the radius of the spell area, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spellbook. Apply all metamagic feats you know to each of these spells, and consider them freely selected by Destruction Distilled and Eternal Suffering. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 4 level 9 slots, 4 level 8 slots, and 3 slots from each level 7-4, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for their intelligence modifier and must still spend one hour studying their spellbook in order to prepare spells for the next day. They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their prepared spells for the next day, with the exception of those prepared via Deathlock special abilities.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 10 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even more epic slots are usable, no more than 3 Deathlock spells can be used per day.<br />
<br />
''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 1d6 damage per effect, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
<br />
''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
<br />
''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 2d6 fire and 2d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. <br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health. Any creature the Deathlock is standing directly next to suffers twice the damage, though the Deathlock still recovers the usual amount from them. The spell persists for 15 turns.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
<br />
Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
<br />
'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
<br />
'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
<br />
'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, highly enteraining, in fact. And terrfying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased an empire.|4=Eseiran Rechai, human Deathlock}}<br />
<br />
Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
<br />
====Deathlock Lore====<br />
<br />
Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the early levels, however - it might only take one encounter to get to level 6, but you will probably have Hit Points less than 30 for that epic-level encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=468335Deathlock (3.5e Prestige Class)2010-05-14T04:17:29Z<p>Elsibor: </p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression. EDIT: Response - this class does not behave following a base, prestige, or epic class template, as its class features nullifies all pre-existing character levels. It is taken on a suicidal basis, since the chance of surviving in a 20+ level campaign when your HP is reset to around 20 is very low.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like some immense black shadow, everything in their path reduced to ash. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other beasties went flying in all directions, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but eventually I stopped cowering and looked over the wall. Where a gentle, lightly forested descent into the valleys had been, now only blasted, charred rock remained. I couldn't see any sign of the enemy army at all. Then this guy landed on the wall, and he leans down to me and says 'well, what do you know. Somebody survived.' He vanished like a ghost, and when I looked around, I realized that except for the small patch of wall I was on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any humanoid.<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell, School Specialization: Evocation.<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level attack spell.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]]<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and rerolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, 1 to intelligence, and one to charisma. Deduct 2 points from strength.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' You may summon any of the following as a familiar: Blink Dog, Griffon, Krenshar, Displacer Beast, Succubus, or Dragon. The creature is scaled down to its first level equivalency, and will increase in power as you level. All selected creatures are considered "tame" other than a dragon or succubus, and are more intelligent than normal. Epic Familiars cannot be killed, but can be rendered unconscious until their master rests. Note that Dragons and Succubi are scaled down to an even greater degree than the other familiars, and dragons will not perform tasks that they consider below themselves or disagree with. The first time the spell is activated, it requires 24 hours to complete and 10,000 gold. After that, it can be used to either call or temporarily dismiss the Epic familiar from wherever it may be as long as it is conscious.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' Every turn, you regenerate one level one spell by absorbing the magical essences around you. When you regenerate one level one spell, next turn you can sacrifice it and your newly regenerated level one spell for a level 2 spell. This can continue up to level 9. You do not regenerate spell slots if they are maxed. You can sacrifice 3 of every level of spells to obtain a single epic spell.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells.<br />
<br />
'''{{#anc:Focused Emotion}}:''' You may select one arcane spell from your spell book and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points. Once activated, all allies of the Deathlock are unaffected by the spell.<br />
<br />
'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Quadruple all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 + duration of the spell. They cannot perform any action while wracked with pain.<br />
<br />
'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a fall equal to the radius of the spell area, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spellbook. Apply all metamagic feats you know to each of these spells, and consider them freely selected by Destruction Distilled and Eternal Suffering. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 4 level 9 slots, 4 level 8 slots, and 3 slots from each level 7-4, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for their intelligence modifier and must still spend one hour studying their spellbook in order to prepare spells for the next day. They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their prepared spells for the next day, with the exception of those prepared via Deathlock special abilities.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 10 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even more epic slots are usable, no more than 3 Deathlock spells can be used per day.<br />
<br />
''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 1d6 damage per effect, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
<br />
''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
<br />
''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 2d6 fire and 2d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. <br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health. Any creature the Deathlock is standing directly next to suffers twice the damage, though the Deathlock still recovers the usual amount from them. The spell persists for 15 turns.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
<br />
Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
<br />
'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
<br />
'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
<br />
'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, highly enteraining, in fact. And terrfying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased an empire.|4=Eseiran Rechai, human Deathlock}}<br />
<br />
Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
<br />
====Deathlock Lore====<br />
<br />
Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the potential to make the game extremely boring. Or they could just have the DM throw a dragon their way every encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Deathlock_(3.5e_Prestige_Class)&diff=468325Deathlock (3.5e Prestige Class)2010-05-14T04:13:35Z<p>Elsibor: /* Class Features */</p>
<hr />
<div>{{needsbalance|Needs to be made into a PrC with 10 levels and then epic progression.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 12, 2009<br />
|adopters=<br />
|dateadopted=<br />
|status=v1.0<br />
|editing=Put it on my talk page. I'll take a look.<br />
|type=Combat Spellcaster<br />
|desc=For sorcerers or wizards who have abandoned all but the powers of destruction, the path of a Deathlock awaits.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Deathlock==<br />
<br />
{{quote<br />
|''...Highpass was beaten. An army of orcs, goblins and ogres was swarming up out of the valleys below like some immense black shadow, everything in their path reduced to ash. We were all sure we were done for then, but suddenly the mountain heaved, Orcs and other beasties went flying in all directions, and lightning struck from above, again, and again, and again. I don't know how long they kept falling, but eventually I stopped cowering and looked over the wall. Where a gentle, lightly forested descent into the valleys had been, now only blasted, charred rock remained. I couldn't see any sign of the enemy army at all. Then this guy landed on the wall, and he leans down to me and says 'well, what do you know. Somebody survived.' He vanished like a ghost, and when I looked around, I realized that except for the small patch of wall I was on, Highpass, with all of its 8000 residents, was gone.''<br />
|orig=Lord Rupert Highpass, sole survivor of the Highpass Massacre}}<br />
<br />
<br />
Deathlocks are among the most destructive forces in existence, with only a few infernal beings and deities beyond them. Born out of nothing but the desire for power and destruction, these twisted individuals live for the sole purpose of inventing new ways of destroying large sections of the mortal world, if not ways to kill the gods themselves. As a result, they have absolutely no interest in upholding any form of law or order laid down by even divine authority.<br />
<br />
===Becoming a Deathlock===<br />
<br />
Wizards consumed by the desire for power will gradually become Deathlocks.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Race:<br />
| Any humanoid.<br />
|-<br />
! Skills:<br />
| Concentration 20, Spellcraft 20, Knowledge(arcana) 20.<br />
|-<br />
! Feats:<br />
| Silent Spell, Still Spell, Empower Spell, School Specialization: Evocation.<br />
|-<br />
! Spellcasting:<br />
| Must have at least one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th level attack spell.<br />
|-<br />
! Special:<br />
| Undergoes Ethereal-Material Transmutation when class selected.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Deathlock}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Summon Epic Familiar, [[#Scribe Scroll|Scribe Scroll]]<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | The Essence of Magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||4||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Magical Genius, Bonus Feat<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|7||5||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Bonus Feat<br />
|8||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|8||6||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Focused Emotion<br />
|9||7||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Bonus Feat<br />
|9||7||6||5||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|9||8||7||6||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Eternal Suffering<br />
|9||8||7||6||5||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||9||8||7||6||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Bonus Feat<br />
|9||9||8||7||6||5||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Destruction Distilled<br />
|9||9||9||8||7||6||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|9||9||9||8||7||6||5||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Bonus Feat<br />
|9||9||9||9||8||7||6||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Mighty Devourer<br />
|9||9||9||9||8||7||6||5||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|9||9||9||9||9||8||7||6||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Bonus Feat, Terror of the Deathlock<br />
|9||9||9||9||9||9||8||7||6||5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Deathlock.<br />
<br />
'''{{#anc:Ethereal-Material Transmutation}}:''' Recreate your character. Re-roll each stat with a d20, discarding all values below 14 and rerolling. All skills other than spellcraft, concentration, and Knowledge(any) are returned to 0, with those that are not lost entirely reduced by half. All non-meta-magic feats are lost. Character Level is returned to 1 and experience to 0. All spells that inflict damage are retained, but you may not keep your familiar. Your character from now on will appear youthful, regardless of their age, and their hair grows approximately one foot a day, resulting in frequent trimmings. All items in your inventory are destroyed except for your spellbook(if applicable) and one other magical item(this ignores plot items). Add 2 to wisdom, 1 to intelligence, and one to charisma. Deduct 2 points from strength.<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Deathlocks can wear light armor and are proficient with daggers only. Any arcane spell failure percentage for light armor can be ignored, but is tripled if the Deathlock attempts to wear medium or heavy armor. Deathlocks can also choose to become proficient in certain exotic weapons via bonus feats.<br />
<br />
'''{{#anc:Summon Epic Familiar}}:''' You may summon any of the following as a familiar: Blink Dog, Griffon, Krenshar, Displacer Beast, Succubus, or Dragon. The creature is scaled down to its first level equivalency, and will increase in power as you level. All selected creatures are considered "tame" other than a dragon or succubus, and are more intelligent than normal. Epic Familiars cannot be killed, but can be rendered unconscious until their master rests. Note that Dragons and Succubi are scaled down to an even greater degree than the other familiars, and dragons will not perform tasks that they consider below themselves or disagree with. The first time the spell is activated, it requires 24 hours to complete and 10,000 gold. After that, it can be used to either call or temporarily dismiss the Epic familiar from wherever it may be as long as it is conscious.<br />
<br />
'''{{#anc:The Essence of Magic}}:''' Every turn, you regenerate one level one spell by absorbing the magical essences around you. When you regenerate one level one spell, next turn you can sacrifice it and your newly regenerated level one spell for a level 2 spell. This can continue up to level 9. You do not regenerate spell slots if they are maxed. You can sacrifice 3 of every level of spells to obtain a single epic spell.<br />
<br />
'''{{#anc:Magical Genius}}:''' Whenever you reach an odd level (starting at level 5), you are now allowed to select a single spell from the Deathlock spell pool in addition to normal spell acquisition (refer to Wizard for details). You can have no more than three Deathlock spells prepared, and each one consumes one epic spell slot. Magical Genius automatically grants the ability to cast epic spells.<br />
<br />
'''{{#anc:Focused Emotion}}:''' You may select one arcane spell from your spell book and apply the effects of the empower, extend, maximize, heighten, quicken, still and silent spell feats to it. This spell must be an attack spell. It can then be cast whenever the Deathlock or one of his allies has lost half of their hit points. Once activated, all allies of the Deathlock are unaffected by the spell.<br />
<br />
'''{{#anc:Eternal Suffering}}:''' Once per day you may select one successfully cast attack spell. Quadruple all variables attached to that spell. The target(s) must make a will save(DC 35) or else be wracked with pain for 2 + duration of the spell. They cannot perform any action while wracked with pain.<br />
<br />
'''{{#anc:Destruction Distilled}}:''' Once per day, select any single arcane lighting, fire, or ice elemental spell and triple its damage. This spell will also count as a non-selective area of effect spell equaling (5 x character level)ft in effect, with the caster immune to its effects. All terrain in the spell effect suffers heavy damage from the spell. Lightning magic blasts craters in the ground (and/or destroys any ceiling) halving movement rates over affected terrain, ice magic causes everything to freeze to the point where any movement results in the destruction of ground underfoot and a fall equal to the radius of the spell area, and fire attacks turn affected areas into shallow lava, dealing 2d6 fire damage per turn to any creature standing in it. Only the space occupied by the caster is unaffected.<br />
<br />
'''{{#anc:Mighty Devourer}}:''' Automatically obtain the Deathlock spell "Mighty Devourer" from the spell pool if you do not already have it. When casting this spell, it no longer affects allies and the caster can choose to distribute the acquired health as he wishes to any party members.<br />
<br />
'''{{#anc:Terror of the Deathlock}}:''' Select one Deathlock spell and four arcane spells from your spellbook. Apply all metamagic feats you know to each of these spells, and consider them freely selected by Destruction Distilled and Eternal Suffering. These spells can then be cast as a full round action simultaneously. They occupy their original spell slots + 4 level 9 slots, 4 level 8 slots, and 3 slots from each level 7-4, and one epic spell slot.<br />
<br />
'''{{#anc:Spellcasting}}:''' A Deathlock can acquire 2 new arcane spells per available spell level when leveling up and their caster level is computed by character level + wisdom modifier. Deathlocks do not receive bonus spells for their intelligence modifier and must still spend one hour studying their spellbook in order to prepare spells for the next day. They must receive a minimum of 5 hours of sleep every 24 hours, or else lose the use of their prepared spells for the next day, with the exception of those prepared via Deathlock special abilities.<br />
<br />
'''{{#anc:Deathlock Spells}}:''' Deathlocks have their own pool of 10 spells which the character may begin learning at level 5. Each of these spells is counted as an epic spell. Additionally, even more epic slots are usable, no more than 3 Deathlock spells can be used per day.<br />
<br />
''Lightning Falling Like Rain:'' This spell deals out 5d6 + (1d6)*(caster level) lightning damage to an area 20ft x caster level in radius. Targeted area must be in line of sight, and all enemies within affected area are stunned and lose their next turn. Even enemies immune to lightning damage will lose their turn.<br />
<br />
''Black-Steel Lances:'' This spell creates 1 lance per caster level arranged in a circle around the caster. Each lance can then be used to attack any enemy within eyesight individually, dealing 1d8 + Wisdom modifier damage per lance. Enemies struck by a lance are considered impaled, and will need to use a full-turn action to remove the lance or suffer 1d8 damage each turn they leave it alone and be unable to move. If an enemy is struck by multiple lances, the effects stack and they will need to sacrifice a full turn to remove just one lance.<br />
<br />
''Infernal Wave:'' Creates a wall of Flame 40ft wide and 40ft tall in front of the caster which then moves forward at 100ft per turn for 10 turns. When it comes in contact with a creature, that creature takes 5d10 + 1d10 * (caster level) fire damage and must make a Fortitude saving throw(DC 24) or burst into flames, taking an additional 1d10 damage each turn for the remaining duration of the spell.<br />
<br />
''The Black Wind:'' For every caster level, the caster is now in possession of a "black wind" effect. He can either have these effects surround him, nullifying 1d6 damage per effect, or he can send as many as four of them to attack per turn as a free action. When a black wind effect strikes a creature, they take 2d6 damage and must make a will save(DC 30) or suffer fear, and a will save(DC 15) or be rendered "wind-touched", and incapable of performing any action other than mumbling and taking 5-foot steps for 5 + caster level turns. Black Wind effects dissipate after 5+caster level turns even if they are just used as a shield.<br />
<br />
''Internal Growth:'' Cast on a single target creature, the targeted creature increases one size category and gains 12 to strength, constitution, and dexterity. However, 10 turns after the spell is cast, the target creature returns to normal and their hp is automatically reduced to -9. The Deathlock cannot target himself with this spell.<br />
<br />
''Spontaneous Glaciation:'' All creatures within 30ft + 10ft x caster level take 6d8 ice damage and must make a will save(DC 26) or instantly be frozen solid. Every turn thereafter, they must make a fortitude save(DC 25) in order to thaw out. For every turn frozen, they take 2d10 damage and when(if) they thaw, they are considered helpless until they have a restoration spell or similar effect used on them.<br />
<br />
''White Light of Devastation:'' All creatures directly in the caster's line of sight(10ft wide) take 8d10 + 2d10 * caster's level damage. Those whose hit points drop below 0 are vaporized.<br />
<br />
''Steel Meteor Shower:'' select a target. For an area 40ft around and including that target, 10 x caster's level flaming steel orbs fall to the earth, dealing 1d6 bludgeoning and 1d6 fire damage per orb to all in the spell area. Creatures must make a fortitude saving throw(DC 30) or be crippled in a limb of the caster's choice.<br />
<br />
''Accursed Blade of the Moon:'' Conjures a luminescent great sword with weight equal to a dagger. Treat this as a +10 great sword for attacks that also deals 2d6 fire and 2d6 ice damage, with a range of ten feet. To use this spell, the caster must already have a bladed weapon drawn. The sword remains in effect for a maximum of 15 turns, but can be dispelled at will. <br />
<br />
''Mighty Devourer:'' The caster is transformed into a life magnet when this spell is activated. All creatures within 40ft take 2d6 damage per caster level per turn and the Deathlock recovers an equal amount of health. Any creature the Deathlock is standing directly next to suffers twice the damage, though the Deathlock still recovers the usual amount from them. The spell persists for 15 turns.<br />
<br />
'''{{#anc:Bonus Feats}}:''' All Metamagic feats, Combat Casting, Dodge, Exotic Weapon Proficiency, Quick draw, Run, Spell Focus, Spell Specialization.<br />
<br />
Only the following may be selected from Exotic Weapon proficiency: whip, spiked chain. They may also include Scythes as well, though this is a martial weapon normally.<br />
<br />
====Ex-Deathlocks====<br />
<br />
If a Deathlock's alignment shifts away from chaotic for any reason, they lose the use of any Deathlock spells and feats, and their spell cap per level is reduced to 5. If their alignment is shifted back within a day, no other penalties apply. if the change persists, they will have their spell cap reduced once every week.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Deathlock====<br />
<br />
'''Combat:''' Deathlocks are phenomenally dangerous spellcasters, but like all spellcasters are quite susceptible to physical attacks. Deathlocks should stay to the back with at least 2 melee combatants between him and any enemies.<br />
<br />
'''Advancement:''' Once a Deathlock reaches level 20, they can no longer increase their level in Deathlock. They may multiclass at level 20 only.<br />
<br />
'''Resources:''' Deathlocks normally spend a great deal of time alone, but there is a Circle of Deathlocks. The circle is brazen to the point of meeting in broad daylight, often in highly populated areas, but for the most part will simply be seen as unusually young wizards. The circle will not aid a Deathlock except to provide some limited reagents and a variety of artifacts and occasionally a spellbook, retrieved from the corpse of one of their members. if a large enough threat appears, the Circle will eradicate it. None have appeared yet.<br />
<br />
====Deathlocks in the World====<br />
<br />
{{quote|What does it mean to be a Deathlock? Its amusing, highly enteraining, in fact. And terrfying. I sometimes wake up at night after having some inspiration and just have to test it out, but I'm always a bit afraid I might accidentally vaporize some poor farmer, or even a town. But I'm not exactly typical; most of my kind wouldn't care one way or another if their magic wiped out a few people. Most wouldn't care if they erased an empire.|4=Eseiran Rechai, human Deathlock}}<br />
<br />
Deathlocks are rather rare. In all of Faerun, as an example, no more than 40 of them exist. They are solitary, sometimes spending decades working on some magical conundrum, and very rarely set out to adventure for any reason. When they do, their attachment to people around them is tenuous, though occasionally they will get attached. Young Deathlocks(200yrs or less) may even fall in love, but due to their virtual immortality such feelings will ultimately be short lived.<br />
<br />
'''NPC Reactions:''' Very few individuals can tell a Deathlock on sight, with only very powerful wizards or sorcerers being able to see them for what they are. Meeting a Deathlock, for a wizard, is a bit like meeting a god; they've met a being that is virtually immortal, powerful beyond imagining. Wizards who encounter a Deathlock will desire to become one themselves from then on.<br />
<br />
====Deathlock Lore====<br />
<br />
Characters with ranks in Knowledge(arcane) skill can research Deathlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge(arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Deathlocks consume the magic around them, giving them potentially limitless power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A Deathlocks familiar cannot be killed and does not age as long as the Deathlock is alive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Deathlocks are immortal. While they can be killed, they do not age.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | A Deathlocks Astral body grows in size as they age, eventually reaching the level of a god(after about 4000yrs).<br />
|}<br />
<br />
====Deathlocks in the Game====<br />
<br />
Deathlocks are almost perfect as villains, but as players they're rather overpowered. Due to their magical studies, they may also be viable quest givers, sending players to fetch materials or test objects for them. Players choosing to upgrade from wizard to Deathlock should beware the potential to make the game extremely boring. Or they could just have the DM throw a dragon their way every encounter.<br />
<br />
'''Adaptation:''' A Deathlock might be found living in a sophisticated magical lab deep underground, or in the middle of a desert, or even in the remains of a dragon's lair. As a recently transformed Deathlock is already extremely powerful, you could have a level 1 or two Deathlock causing difficulties for a town or city.<br />
<br />
'''Sample Encounter:''' Your party walks into a town they visited recently to discover that a number of citizens are gone and perhaps the local wizard's store is a crater. You may also note some local official banning the use of magic within the city. Further investigation reveals that a Wizard transformed himself into a Deathlock during your absence and Destroyed his former home and did some rather nasty things to some townspeople. You may either move on or try to bring justice to - or recruit - the Deathlock.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|February 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Sword_Saint_(3.5e_Prestige_Class)&diff=468323Sword Saint (3.5e Prestige Class)2010-05-14T03:50:37Z<p>Elsibor: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=4.5<br />
|raters_wording=1<br />
|rating_formatting=4.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|authors=Elsibor<br />
|datecreated=February 11, 2009<br />
|status=v1.0<br />
|editing=No edits, unless it's just spelling or grammar. Put suggestions in my talk page.<br />
|type=Combat-Focused<br />
|desc=A swordsman who has taken his mastery of the blade to what mortals might call a divine level. Specialized Weaponmaster with unique powers.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Sword Saint==<br />
<br />
{{quote<br />
|I'll never forget the day I met Talein Fosler. Wandered into town by himself one day, stopped by the inn. Couple of local troublemakers tried to pick his pocket. He let em' take it, but as soon as they were out the door, he stood up and was after them, across the room in three great strides. Never saw him again, but the thieves...well, we were still finding chunks a month later.<br />
|orig=Garet Rawn, human bartender}}<br />
<br />
<br />
Sword Saints are individuals who have taken the mastery of the sword to such an extent that their skills could be considered divine, at least by mortals. Years of practice and gut-wrenching combat have honed the Sword Saint's skills to a razor edge and transformed their bodies. Their bodies become heavy, with muscles far denser than they appear, often resulting in a lanky appearance. Dwarves who become Sword Saints are often mistaken for a starving individual by their own kind. This densification allows the superhuman strength and speed with which the Sword Saint ends disputes.<br />
<br />
===Becoming a Sword Saint===<br />
Most individuals do not intentionally seek to become a Sword Saint, but rather grow into it over time. Those who do seek it, however, wish to become a true master of the blade, if not the greatest swordsman of all. To do this, a true master is normally sought out for training.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
!Race:<br />
|any Humanoid<br />
|-<br />
! Base Attack Bonus:<br />
| +20.<br />
|-<br />
! Skills:<br />
| Tumble 20, intimidate 20.<br />
|-<br />
! Feats:<br />
| Weapon Focus(any sword), Greater Weapon Focus(any sword), Weapon Specialization(any sword), Greater Weapon Specialization(any sword).<br />
|-<br />
|-<br />
! Special:<br />
| Must receive training for one month from a master swordsman. At the end of the month, the transformation is complete, and the character must essentially be recreated(see Metamorphosis of Battle).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Sword Saint}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +2 || +3 || +4 || +3<br />
| class="left" | Sword and Master, Superhuman Sprint, Epic Weapon Focus(any sword), Dense Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +3 || +4 || +5 || +4<br />
| class="left" | Epic Weapon Specialization(any sword), Perfected Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +5 || +5 || +6 || +4<br />
| class="left" | Pressure of the Blade, Dense Body II<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +6 || +6 || +6 || +5<br />
| class="left" | Dismembering Blades<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +7 || +7 || +7 || +5<br />
| class="left" | Epic Cleave, Bond of Sword and Soul<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +9 || +8 || +7 || +6<br />
| class="left" | Dense Body III<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +10 || +9 || +8 || +6<br />
| class="left" | Shared Might, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +11 || +10 || +8 || +7<br />
| class="left" | Dual Terror<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +13 || +11 || +9 || +7<br />
| class="left" | Dense Body IV<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +14 || +12 || +9 || +8<br />
| class="left" | Master's Fury<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str) <br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Sword Saint}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | Dense Body V, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | Bonus Feat, Fortitude save +1, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | Reflex save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | Dense Body VI, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | Blade Revanant, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | Will save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | Fortitude save +1, bonus feat, BAB +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | BAB, Will save, Fort save, Reflex save +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | Dense Body VII, BAB +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | True Blademaster, BAB = 30<br />
|}<br />
<br />
====Class Features====<br />
All of the following are class features of the Sword Saint<br />
<br />
'''{{#anc:Metamorphosis of Battle:}}:''' Remake your character. You roll 1d20 for every stat, discarding and re-rolling for numbers bellow 14. All skills lose half of their current skill points, lose feats not directly connected to melee combat and any shield feats. Only spells up to level 5 may be kept, and only one per level. Double your characters weight. Add +1 to your Strength and Constitution. Any armor or weapons other than your sword of choice is destroyed. Any languages are retained. You may retain a familiar, if you had one. Your level is returned to one, and your experience to 0. From this point on, no weapon other than a sword may be equipped by the character, and he may not use shields. Any armor can be used.<br />
<br />
'''{{#anc:Epic Weapon Focus(any sword):}}:''' Gain +2 to attack roles with the selected sword type.<br />
<br />
'''{{#anc:Dense Body:}}:''' Gain 10% damage reduction. every additional level of this feat, gain an additional 5% damage reduction. You can now use a two handed sword as a one handed one.<br />
<br />
'''{{#anc:Superhuman Sprint:}}:''' Double your movement rate permanently. If you could move 40ft per turn, now move 80ft per turn. Apply this after any feats that affect movement, such as Epic Speed. Calculate speed by (base speed + any permanent increases or decreases) x 2.<br />
<br />
'''{{#anc:Sword and Master:}}:''' Choose a specific type of sword(longsword, shortsword, Greatsword etc.) and gain an extra point of damage using that sword type for every character level. Gain a +1 to hit for every 3 levels.<br />
<br />
'''{{#anc:Epic Weapon Specialization(any sword):}}:''' gain +4 to all damage dealt with the selected sword type.<br />
<br />
'''{{#anc:Perfect Body:}}:''' Sword Saints do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons are half as effective against Sword Saints due to their body density.<br />
<br />
'''{{#anc:Pressure of the Blade:}}:''' As a free action, you may halve your damage for that turn, but extend the range of your sword attack to 20ft. The damage dealt and sword range return to normal after one turn. This ability can be used as often as you like.<br />
<br />
'''{{#anc:Dismembering Blades:}}:''' As an instant action, the Sword Saint may summon one 1d6 mystic blade per level to circle himself. Any enemy within melee range takes damage from these blades as a constant effect. The effect lasts 3 turns, and can be activated again one turn after that.<br />
<br />
'''{{#anc:Path of Carnage:}}:''' If an attack kills a creature, the Sword Saint may attack again against every creature in range. If another creature is killed, once again another set of attacks commences, but with an additional 5ft radius. This effect is replicated with each subsequent death up to a maximum range of 30ft.(note: For DM purposes, it might be best to limit this to one 5ft extension only).<br />
<br />
'''{{#anc:Bond of Sword and Soul:}}:''' Whenever the Sword Saint is using a sword, it does not deteriorate and he cannot be disarmed. The Sword cannot be broken via feats or spells.<br />
<br />
'''{{#anc:Shared Might:}}:''' Once per day, the Sword Saint can raise a single allies Reflex and Fortitude saves by half his own, and their attack bonus by half his own. They also have their movement extended by 60ft. This effect persists until they are rendered unconscious or until ten turns have passed.<br />
<br />
'''{{#anc:Dual Terror:}}:''' The Sword Saint can use two swords, as long as they are identical. They suffer no penalties for doing so, but only gain a single extra attack without the two-weapon fighting feat progression.<br />
<br />
'''{{#anc:Master's Fury:}}:''' When an ally of the Sword Saint is rendered unconscious or dead by an enemy or enemy action, they may use this ability. All enemies within 10ft must make a reflex save vs the Sword Saint's attack +2 to hit, or instantly receive damage equal to the Sword Saint's ( (weapon damage) + all attack bonuses ) x5. Any enemies killed by master's Fury are reduced to small minced chunks( all non-key items on them are destroyed ).<br />
<br />
'''{{#anc:Blade Revanant:}}:''' Once per day the Sword Saint may resurrect any ally(including himself) to full health, with all spells, stats, skills and abilities restored, and for five turns the resurrected ally cannot be harmed, but must can only perform a single melee attack.<br />
<br />
'''{{#anc:True Blademaster:}}:''' All attacks performed have a 20% chance of killing an opponent instantly. If an enemy is immune to instant death, they instead take critical damage for that attack. If they are also immune to critical hits, they instead lose their move action next turn.<br />
<br />
'''{{#anc:bonus feats:}}:''' Choose from the following: Armor Skin, Blade Defense, Damage Reduction,Defense Specialization, Epic Endurance, Epic Prowess, Epic Toughness, Great Constitution, Great Strength, Parry, Perfect Health, Rushing Parry, Superior Initiative<br />
<br />
====Ex-Sword Saint====<br />
<br />
If a Sword Saint does not participate in battle for 6 months, they will lose the use of all their class feats and abilities, lose 2 from each basic ability, and have their Base Attack Bonus reduced to 5(if higher). They must train with a sword master for one month to regain their abilities.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sword Saint====<br />
<br />
<br />
'''Combat:''' Sword Saint's are in-your-face melee fighters designed to chew through large numbers of enemies with ease. Their only weakness is their (initially) low hit points.<br />
<br />
'''Advancement:''' Each fifth level, you get an extra hit point die roll. You may not multi-class except at level 20, and then only into a non-melee class.<br />
<br />
'''Resources:''' Sword Saints do not get along. They feel compelled to compete against each other strongly, and will as soon kill each other in a duel as join a party together. However, once a year a number of them will meet at a pre-arranged location for a tournament with only honor on the line.<br />
<br />
====Sword Saints in the World====<br />
<br />
<br />
{{quote|''If you ever have the pleasure - or pain - of meeting a Sword Saint, remember one thing: Never, EVER, do anything to make him mad. They don't forget grudges...mainly because whoever they've got the grudge with isn't going to be alive very long. You get one of them on your side, though, and it'll take a thousand man army to stop you.''|4=Gerudian, Paladin of Khane}}<br />
<br />
Sword Saints are rather rare due to the great effort required to become one. They tend to be rather single minded in the pursuit of increasing their fighting abilities, and as such are usually alone, but when they do join a group, their devotion to duty and combat will make them powerful, loyal companions.<br />
<br />
'''NPC Reactions:''' NPC's that are not aware of the Sword Saint's class will merely feel uneasy around them, like if they were near a large predator. Individuals who do know their nature will stay out of their way unless they have some pressing concern to address that the Sword Saint can help with, such as slaying a dragon or ten. Individuals who know their nature and are forced to interact with them will treat them with the utmost respect, more out of fear of being dismembered than anything else. Sword Saints will commonly spend many weeks or months away from other humans, so it is somewhat understandable that they find other people irritating at best.<br />
<br />
====Sword Saint Lore====<br />
<br />
<br />
Characters with ranks in Knowledge can research Sword Saint's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Sword Saints are known to fight each other to the death on sight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Sword Saints do not need to eat or sleep very much at all, and can live much longer than normal for their race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Sword Saints often have a strong bond with their blade, and some will mentally deteriorate if it is broken or lost.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | The greatest weakness of a Sword Saint is their incredible weight; gravity abilities or falls from height are very dangerous for them.<br />
|}<br />
<br />
====Sword Saints in the Game====<br />
<br />
Sword Saints are peerless melee combatants, but are rather susceptible to ranged attacks and magic. They are not bad at stealth, but prefer to come at an opponent head on, an approach made possible by their great speed.<br />
<br />
'''Adaptation:''' Sword Saints can be used as a positive element, or protective influence to make an area safe for characters, or as a dangerous character. They are certainly ideal as a central villain, as their abilities make wiping out even a decent sized city entirely possible. <br />
<br />
'''Sample Encounter:''' PCs might encounter a Sword Saint near any large, dangerous predator's lair as the character prepares to deal with the threat. Sword Saints can come from any walk of life, any alignment, and can be followers of any deity, though Khane is the most common. A good use of them is as a deterrent to characters, or in other words a wall of death they can't pass. You might also encounter them at any stadium, even a ruined one, where they may be holding a tournament.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Sword_Saint_(3.5e_Prestige_Class)&diff=468322Sword Saint (3.5e Prestige Class)2010-05-14T03:40:39Z<p>Elsibor: /* Sword Saint */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=4.5<br />
|raters_wording=1<br />
|rating_formatting=4.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|authors=Elsibor<br />
|datecreated=February 11, 2009<br />
|status=v1.0<br />
|editing=No edits, unless it's just spelling or grammar. Put suggestions in my talk page.<br />
|type=Combat-Focused<br />
|desc=A swordsman who has taken his mastery of the blade to what mortals might call a divine level. Specialized Weaponmaster with unique powers.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Sword Saint==<br />
<br />
{{quote<br />
|I'll never forget the day I met Talein Fosler. Wandered into town by himself one day, stopped by the inn. Couple of local troublemakers tried to pick his pocket. He let em' take it, but as soon as they were out the door, he stood up and was after them, across the room in three great strides. Never saw him again, but the thieves...well, we were still finding chunks a month later.<br />
|orig=Garet Rawn, human bartender}}<br />
<br />
<br />
Sword Saints are individuals who have taken the mastery of the sword to such an extent that their skills could be considered divine, at least by mortals. Years of practice and gut-wrenching combat have honed the Sword Saint's skills to a razor edge and transformed their bodies. Their bodies become heavy, with muscles far denser than they appear, often resulting in a lanky appearance. Dwarves who become Sword Saints are often mistaken for a starving individual by their own kind. This densification allows the superhuman strength and speed with which the Sword Saint ends disputes.<br />
<br />
===Becoming a Sword Saint===<br />
Most individuals do not intentionally seek to become a Sword Saint, but rather grow into it over time. Those who do seek it, however, wish to become a true master of the blade, if not the greatest swordsman of all. To do this, a true master is normally sought out for training.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
!Race:<br />
|any Humanoid<br />
|-<br />
! Base Attack Bonus:<br />
| +20.<br />
|-<br />
! Skills:<br />
| Tumble 20, intimidate 20.<br />
|-<br />
! Feats:<br />
| Weapon Focus(any sword), Greater Weapon Focus(any sword), Weapon Specialization(any sword), Greater Weapon Specialization(any sword).<br />
|-<br />
|-<br />
! Special:<br />
| Must receive training for one month from a master swordsman. At the end of the month, the transformation is complete, and the character must essentially be recreated(see Metamorphosis of Battle).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Sword Saint}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +2 || +3 || +4 || +3<br />
| class="left" | Sword and Master, Superhuman Sprint, Epic Weapon Focus(any sword), Dense Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +3 || +4 || +5 || +4<br />
| class="left" | Epic Weapon Specialization(any sword), Perfected Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +5 || +5 || +6 || +4<br />
| class="left" | Pressure of the Blade, Dense Body II<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +6 || +6 || +6 || +5<br />
| class="left" | Dismembering Blades<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +7 || +7 || +7 || +5<br />
| class="left" | Epic Cleave, Bond of Sword and Soul<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +9 || +8 || +7 || +6<br />
| class="left" | Dense Body III<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +10 || +9 || +8 || +6<br />
| class="left" | Shared Might, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +11 || +10 || +8 || +7<br />
| class="left" | Dual Terror<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +13 || +11 || +9 || +7<br />
| class="left" | Dense Body IV<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +14 || +12 || +9 || +8<br />
| class="left" | Master's Fury<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str) <br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Sword Saint}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | Dense Body V, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | Bonus Feat, Fortitude save +1, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | Reflex save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | Dense Body VI, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | Blade Revanant, +1 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | Will save +1, +2 BAB<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | Fortitude save +1, bonus feat, BAB +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | BAB, Will save, Fort save, Reflex save +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | Dense Body VII, BAB +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | True Blademaster, BAB = 30<br />
|}<br />
<br />
====Class Features====<br />
All of the following are class features of the Sword Saint<br />
<br />
'''{{#anc:Metamorphosis of Battle:}}:''' Remake your character. You roll 1d20 for every stat, discarding and re-rolling for numbers bellow 14. All skills lose half of their current skill points, lose feats not directly connected to melee combat and any shield feats. Only spells up to level 5 may be kept, and only one per level. Double your characters weight. Add +1 to your Strength and Constitution. Any armor or weapons other than your sword of choice is destroyed. Any languages are retained. You may retain a familiar, if you had one. Your level is returned to one, and your experience to 0. From this point on, no weapon other than a sword may be equipped by the character, and he may not use shields. Any armor can be used.<br />
<br />
'''{{#anc:Epic Weapon Focus(any sword):}}:''' Gain +2 to attack roles with the selected sword type.<br />
<br />
'''{{#anc:Dense Body:}}:''' Gain 10% damage reduction. every additional level of this feat, gain an additional 5% damage reduction. You can now use a two handed sword as a one handed one.<br />
<br />
'''{{#anc:Superhuman Sprint:}}:''' Double your movement rate permanently. If you could move 40ft per turn, now move 80ft per turn. Apply this after any feats that affect movement, such as Epic Speed. Calculate speed by (base speed + any permanent increases or decreases) x 2.<br />
<br />
'''{{#anc:Sword and Master:}}:''' Choose a specific type of sword(longsword, shortsword, Greatsword etc.) and gain an extra point of damage using that sword type for every character level. Gain a +1 to hit for every 3 levels.<br />
<br />
'''{{#anc:Epic Weapon Specialization(any sword):}}:''' gain +4 to all damage dealt with the selected sword type.<br />
<br />
'''{{#anc:Perfect Body:}}:''' Sword Saints do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons are half as effective against Sword Saints due to their body density.<br />
<br />
'''{{#anc:Pressure of the Blade:}}:''' As an instant action, you may half your damage for that turn, but extend the range of your sword attack to 20ft. The damage dealt and sword range return to normal after one attack.<br />
<br />
'''{{#anc:Dismembering Blades:}}:''' As an instant action, the Sword Saint may summon one 1d6 mystic blade per level to circle himself. Any enemy within melee range takes damage from these blades as a constant effect. The effect lasts 3 turns, and can be activated again one turn after that.<br />
<br />
'''{{#anc:Epic Cleave:}}:''' If an attack kills a creature, the Sword Saint may attack again against every creature in range. If another creature is killed, once again another set of attacks commences, but with an additional 5ft radius. This effect is replicated with each subsequent death up to a maximum range of 30ft. Note: This is the most horrifyingly overpowered ability ever. It might make the game more fun to merely have one attack extension. DM discretion.<br />
<br />
'''{{#anc:Bond of Sword and Soul:}}:''' Whenever the Sword Saint is using a sword, it does not deteriorate and he cannot be disarmed. The Sword cannot be broken via feats or spells. Additionally, for every enemy attack parried, he can make a vs d20 attempt to break the enemies weapon.<br />
<br />
'''{{#anc:Shared Might:}}:''' Once per day, the Sword Saint can raise a single allies Reflex and Fortitude saves by half his own, and their attack bonus by half his own. They also have their movement extended by 60ft. This effect persists until they are rendered unconscious or until ten turns have passed.<br />
<br />
'''{{#anc:Dual Terror:}}:''' The Sword Saint can use two swords, as long as they are identical. They gain an extra attack per turn with no penalty.<br />
<br />
'''{{#anc:Master's Fury:}}:''' When an ally of the Sword Saint is rendered unconscious, they may use this ability. All enemies within 10ft must make a reflex save vs the Sword Saint's attack +2 to hit, or instantly receive damage equal to the Sword Saint's ( (weapon damage) + all attack bonuses ) x5. Any enemies killed by master's Fury are reduced to small minced chunks( all non-key items on them are destroyed ).<br />
<br />
'''{{#anc:Blade Revanant:}}:''' Once per day the Sword Saint may resurrect any ally(including himself) to full health, with all spells, stats, skills and abilities at full strength, and for five turns the resurrected ally cannot be harmed, but must can only perform a melee attack.<br />
<br />
'''{{#anc:True Blademaster:}}:''' All attacks performed have a 20% chance of killing an opponent instantly. Roll 1d20 for determination, with 1, 5, 15, and 20 resulting in instant death for the opponent (this does not count enemies immune to instant death). If an enemy is immune to instant death, they instead take critical damage for that attack.<br />
<br />
'''{{#anc:bonus feats:}}:''' Choose from the following: Armor Skin, Blade Defense, Damage Reduction,Defense Specialization, Epic Endurance, Epic Prowess, Epic Toughness, Great Constitution, Great Strength, Parry, Perfect Health, Rushing Parry, Superior Initiative<br />
<br />
====Ex-Sword Saint====<br />
<br />
If a Sword Saint does not participate in battle for 6 months, they will lose the use of all their class feats and abilities, lose 2 from each basic ability, and have their Base Attack Bonus reduced to 5(if higher). They must train with a sword master for one month to regain their abilities.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sword Saint====<br />
<br />
<br />
'''Combat:''' Sword Saint's are in-your-face melee fighters designed to chew through large numbers of enemies with ease. Their only weakness is their (initially) low hit points.<br />
<br />
'''Advancement:''' Each fifth level, you get an extra hit point die roll. You may not multi-class except at level 20, and then only into a non-melee class.<br />
<br />
'''Resources:''' Sword Saints do not get along. They feel compelled to compete against each other strongly, and will as soon kill each other in a duel as join a party together. However, once a year a number of them will meet at a pre-arranged location for a tournament with only honor on the line.<br />
<br />
====Sword Saints in the World====<br />
<br />
<br />
{{quote|''If you ever have the pleasure - or pain - of meeting a Sword Saint, remember one thing: Never, EVER, do anything to make him mad. They don't forget grudges...mainly because whoever they've got the grudge with isn't going to be alive very long. You get one of them on your side, though, and it'll take a thousand man army to stop you.''|4=Gerudian, Paladin of Khane}}<br />
<br />
Sword Saints are rather rare due to the great effort required to become one. They tend to be rather single minded in the pursuit of increasing their fighting abilities, and as such are usually alone, but when they do join a group, their devotion to duty and combat will make them powerful, loyal companions.<br />
<br />
'''NPC Reactions:''' NPC's that are not aware of the Sword Saint's class will merely feel uneasy around them, like if they were near a large predator. Individuals who do know their nature will stay out of their way unless they have some pressing concern to address that the Sword Saint can help with, such as slaying a dragon or ten. Individuals who know their nature and are forced to interact with them will treat them with the utmost respect, more out of fear of being dismembered than anything else. Sword Saints will commonly spend many weeks or months away from other humans, so it is somewhat understandable that they find other people irritating at best.<br />
<br />
====Sword Saint Lore====<br />
<br />
<br />
Characters with ranks in Knowledge can research Sword Saint's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Sword Saints are known to fight each other to the death on sight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Sword Saints do not need to eat or sleep very much at all, and can live much longer than normal for their race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Sword Saints often have a strong bond with their blade, and some will mentally deteriorate if it is broken or lost.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | The greatest weakness of a Sword Saint is their incredible weight; gravity abilities or falls from height are very dangerous for them.<br />
|}<br />
<br />
====Sword Saints in the Game====<br />
<br />
Sword Saints are peerless melee combatants, but are rather susceptible to ranged attacks and magic. They are not bad at stealth, but prefer to come at an opponent head on, an approach made possible by their great speed.<br />
<br />
'''Adaptation:''' Sword Saints can be used as a positive element, or protective influence to make an area safe for characters, or as a dangerous character. They are certainly ideal as a central villain, as their abilities make wiping out even a decent sized city entirely possible. <br />
<br />
'''Sample Encounter:''' PCs might encounter a Sword Saint near any large, dangerous predator's lair as the character prepares to deal with the threat. Sword Saints can come from any walk of life, any alignment, and can be followers of any deity, though Khane is the most common. A good use of them is as a deterrent to characters, or in other words a wall of death they can't pass. You might also encounter them at any stadium, even a ruined one, where they may be holding a tournament.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Armor_of_the_Gray_(3.5e_Equipment)&diff=327527Armor of the Gray (3.5e Equipment)2009-02-22T00:31:04Z<p>Elsibor: </p>
<hr />
<div>{{author<br />
|author_name=Elsibor<br />
|date_created=2/21/09<br />
|status=In progress<br />
}}<br />
<br />
<br />
<br />
'''Requirements:''' Level 20+, Strength 25+, Female character<br />
<br />
'''Cost: ''' 2,890,014gp<br />
<br />
'''Weight: ''' 5 lbs<br />
<br />
'''Armor Check Penalty: ''' -0<br />
<br />
'''Max Dex Bonus: ''' 10<br />
<br />
'''Arcane Spell Failure: ''' 5%<br />
<br />
'''Base AC:''' 8<br />
<br />
'''Enchantments:''' Grants an AC Bonus of +6, +2 to all basic abilities and saving throws, Spell Resistance of 30, Immunity to all non-lethal damage, Immunity to Death and Disease, Freedom of Movement, and the effect of Haste. None of these effects may be dispelled. Additionally, Critical hits do not affect the wearer and you may choose one form of damage(slashing, piercing, bludgeoning) and one form of energy(fire, ice, electricity, acid, sonic) And become completely immune to it. You may make this choice as often as once per day, but the effect remains the same unless you change it.<br />
<br />
<br />
<br />
<br />
<br />
'''Description:''' This exceedingly rare armor is made up of three layers: a stiff, smooth, thin, leather like black suit that covers and conforms to every inch of the wearer's body from the jawline down, a layer of silvery chainmail so fine it seems to be one piece of metal from a distance, and a dull gray heavy breastplate, complete with thick metal shoulder guards. Additionally, heavy gauntlets, lacking the fingers, are affixed, and a pair of leather boots with metal plates bolted on. A segmented metal plate is attached to the upper arms and thighs and links to the breastplate or thick sword belt, respectively. A Helm made of the same dull gray metal is made of several cleverly designed metal pieces that collapse into a rough disk; this, when expanded, encloses the entire head neatly, and places a thick piece of mirrored crystal over the face.<br />
<br />
'''History: ''' The Gray were an order of warrior-sorceresses who once dwelled in the far north. Their order never held more than a dozen members, but at the time they were noted as the most powerful and dangerous individual combatants in the world. This was at least partially due to the armor they made for each other. The armor of the Gray is both distinctive and nearly impenetrable; it cannot be broken by man or monster, and rumor has it that even the gods are incapable of destroying the 12 suits. The making of the armor was kept secret and The Gray disappeared from our world centuries ago, and thus far no one has been able to make a copy of the armor. Each suit is slightly different, with some having a leather backbrace similar to a girdle in shape, and others having distinct shapes to the breastplate, gauntlets, or even the helm. The only feature that is universally the same is the Mirrored crystal that covers the face.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Epic Armors|Epic Armors]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Armor]]<br />
[[Category:Epic]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Armor_of_the_Gray_(3.5e_Equipment)&diff=327466Armor of the Gray (3.5e Equipment)2009-02-21T21:25:39Z<p>Elsibor: </p>
<hr />
<div>{{author<br />
|author_name=Elsibor<br />
|date_created=2/21/09<br />
|status=In progress<br />
}}<br />
<br />
<br />
<br />
'''Requirements:''' Level 20+, Strength 25+, Female character<br />
<br />
'''Cost: ''' 2,890,014gp<br />
<br />
'''Weight: ''' 5 lbs<br />
<br />
'''Armor Check Penalty: ''' -0<br />
<br />
'''Max Dex Bonus: ''' 10<br />
<br />
'''Arcane Spell Failure: ''' 5%<br />
<br />
'''Base AC:''' 8<br />
<br />
'''Enchantments:''' Grants an AC Bonus of +6, +2 to all basic abilities, Spell Resistance of 25, Immunity to all non-lethal damage, Freedom of Movement, and the effect of Haste. None of these effects may be dispelled. Additionally, Critical hits do not affect the wearer.<br />
<br />
<br />
<br />
<br />
<br />
'''Description:''' This exceedingly rare armor is made up of three layers: a stiff, smooth, thin, leather like black suit that covers and conforms to every inch of the wearer's body from the jawline down, a layer of silvery chainmail so fine it seems to be one piece of metal from a distance, and a dull gray heavy breastplate, complete with thick metal shoulder guards. Additionally, heavy gauntlets, lacking the fingers, are affixed, and a pair of leather boots with metal plates bolted on. A segmented metal plate is attached to the upper arms and thighs and links to the breastplate or thick sword belt, respectively. A Helm made of the same dull gray metal is made of several cleverly designed metal pieces that collapse into a rough disk; this, when expanded, encloses the entire head neatly, and places a thick piece of mirrored crystal over the face.<br />
<br />
'''History: ''' The Gray were an order of warrior-sorceresses who once dwelled in the far north. Their order never held more than a dozen members, but at the time they were noted as the most powerful and dangerous individual combatants in the world. This was at least partially due to the armor they made for each other. The armor of the Gray is both distinctive and nearly impenetrable; it cannot be broken by man or monster, and rumor has it that even the gods are incapable of destroying the 12 suits. The making of the armor was kept secret and The Gray disappeared from our world centuries ago, and thus far no one has been able to make a copy of the armor. Each suit is slightly different, with some having a leather backbrace similar to a girdle in shape, and others having distinct shapes to the breastplate, gauntlets, or even the helm. The only feature that is universally the same is the Mirrored crystal that covers the face.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Epic Armors|Epic Armors]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Armor]]<br />
[[Category:Epic]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Armor_of_the_Gray_(3.5e_Equipment)&diff=327452Armor of the Gray (3.5e Equipment)2009-02-21T21:04:52Z<p>Elsibor: </p>
<hr />
<div>{{author<br />
|author_name=Elsibor<br />
|date_created=2/21/09<br />
|status=In progress<br />
}}<br />
<br />
<br />
<br />
'''Requirements:''' Level 20+, Strength 25+<br />
<br />
'''Cost: '''<br />
<br />
'''Weight: '''<br />
<br />
'''Armor Check Penalty: '''<br />
<br />
'''Max Dex Bonus: '''<br />
<br />
'''Arcane Spell Failure: '''<br />
<br />
'''Base AC:''' 9<br />
<br />
'''Enchantments:''' Grants an AC Bonus of +6, <br />
<br />
<br />
<br />
'''Description:'''<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Epic Armors|Epic Armors]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Armor]]<br />
[[Category:Epic]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Armor_of_the_Gray_(3.5e_Equipment)&diff=327448Armor of the Gray (3.5e Equipment)2009-02-21T20:59:30Z<p>Elsibor: </p>
<hr />
<div>{{author<br />
|author_name=Elsibor<br />
|date_created=2/21/09<br />
|status=In progress<br />
}}<br />
<br />
'''Requirements:'''<br />
<br />
'''AC:'''<br />
<br />
'''Enchantments:'''<br />
<br />
<br />
<br />
'''Description:'''<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Epic Armors|Epic Armors]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Armor]]<br />
[[Category:Epic]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Armor_of_the_Gray_(3.5e_Equipment)&diff=327447Armor of the Gray (3.5e Equipment)2009-02-21T20:59:16Z<p>Elsibor: </p>
<hr />
<div>{{author<br />
|author_name=Elsibor<br />
|date_created=2/21/09<br />
|status=In progress<br />
}}<br />
<br />
<br />
==Armor of the Gray==<br />
<br />
<br />
'''Requirements:'''<br />
<br />
'''AC:'''<br />
<br />
'''Enchantments:'''<br />
<br />
<br />
<br />
'''Description:'''<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Epic Armors|Epic Armors]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Armor]]<br />
[[Category:Epic]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Armor_of_the_Gray_(3.5e_Equipment)&diff=327445Armor of the Gray (3.5e Equipment)2009-02-21T20:58:47Z<p>Elsibor: </p>
<hr />
<div>{{author<br />
|author_name=Elsibor<br />
|date_created=2/21/09<br />
|status=In progress<br />
}}<br />
<br />
'''Armor of the Gray'''<br />
<br />
'''Requirements:'''<br />
<br />
'''AC:'''<br />
<br />
'''Enchantments:'''<br />
<br />
<br />
<br />
'''Description:'''<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Epic Armors|Epic Armors]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Armor]]<br />
[[Category:Epic]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Armor_of_the_Gray_(3.5e_Equipment)&diff=327444Armor of the Gray (3.5e Equipment)2009-02-21T20:58:21Z<p>Elsibor: </p>
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<div>{{author<br />
|author_name=Elsibor<br />
|date_created=2/21/09<br />
|status=In progress<br />
}}<br />
<br />
'''Armor of the Gray'''<br />
'''Requirements:'''<br />
'''AC:'''<br />
'''Enchantments:'''<br />
<br />
'''Description:'''<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Equipment|Equipment]] &rarr; [[User Epic Armors|Epic Armors]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Armor]]<br />
[[Category:Epic]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Armor_of_the_Gray_(3.5e_Equipment)&diff=327443Armor of the Gray (3.5e Equipment)2009-02-21T20:57:32Z<p>Elsibor: New page: {{author |author_name=Elsibor |date_created=2/21/09 |status=In progress }} '''Armor of the Gray''' '''Requirements:''' '''AC:''' '''Enchantments:''' '''Description:''' ---- {{3.5e Equipm...</p>
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<div>{{author<br />
|author_name=Elsibor<br />
|date_created=2/21/09<br />
|status=In progress<br />
}}<br />
<br />
'''Armor of the Gray'''<br />
'''Requirements:'''<br />
'''AC:'''<br />
'''Enchantments:'''<br />
<br />
'''Description:'''<br />
----<br />
{{3.5e Equipment Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Caregory:Armor]]<br />
[[Category:Epic]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Sword_Saint_(3.5e_Prestige_Class)&diff=326378Sword Saint (3.5e Prestige Class)2009-02-20T04:01:30Z<p>Elsibor: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Elsibor<br />
|datecreated=February 11, 2009<br />
|status=v1.0<br />
|editing=No edits, unless it's just spelling or grammar. Put suggestions in my talk page.<br />
|type=Combat-Focused<br />
|desc=A swordsman who has taken his mastery of the blade to what mortals might call a divine level. Specialized Weaponmaster with unique powers.<br />
|len=20<br />
|minlvl=20<br />
}}<br />
<br />
==Sword Saint==<br />
<br />
{{quote<br />
|I'll never forget the day I met Talein Fosler. Wandered into town by himself one day, stopped by the inn. Couple of local troublemakers tried to pick his pocket. He let em' take it, but as soon as they were out the door, he stood up and was after them, across the room in three great strides. Never saw him again, but the thieves...well, we were still finding chunks a month later.<br />
|orig=Garet Rawn, human bartender}}<br />
<br />
<br />
Sword Saints are individuals who have taken the mastery of the sword to such an extent that their skills could be considered divine, at least by mortals. Years of practice and gut-wrenching combat have honed the Sword Saint's skills to a razor edge and transformed their bodies. Their bodies become heavy, with muscles far denser than they appear, often resulting in a lanky appearance. Dwarves who become Sword Saints are often mistaken for a starving individual by their own kind. This densification allows the superhuman strength and speed with which the Sword Saint ends disputes - quickly.<br />
<br />
===Becoming a Sword Saint===<br />
Most individuals do not intentionally seek to become a Sword Saint, but rather grow into it over time. Those who do seek it, however, wish to become a true master of the blade, if not the greatest swordsman of all. To do this, a true master is normally sought out for training.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
!Race:<br />
|any Humanoid<br />
|-<br />
! Base Attack Bonus:<br />
| +20.<br />
|-<br />
! Skills:<br />
| Tumble 20, intimidate 20.<br />
|-<br />
! Feats:<br />
| Weapon Focus(any sword), Greater Weapon Focus(any sword), Weapon Specialization(any sword), Greater Weapon Specialization(any sword).<br />
|-<br />
|-<br />
! Special:<br />
| Must receive training for one month from a master swordsman. At the end of the month, the transformation is complete, and the character must essentially be recreated(see Metamorphosis of Battle).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Sword Saint}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || +2 || +3 || +4 || +3<br />
| class="left" | Sword and Master, Superhuman Sprint, Epic Weapon Focus(any sword), Dense Body<br />
|- class="{{Odd-Even}}"<br />
| 2nd || +3 || +4 || +5 || +4<br />
| class="left" | Epic Weapon Specialization(any sword), Perfected Body<br />
|- class="{{Odd-Even}}"<br />
| 3rd || +5 || +5 || +6 || +4<br />
| class="left" | Pressure of the Blade, Dense Body II<br />
|- class="{{Odd-Even}}"<br />
| 4th || +6 || +6 || +6 || +5<br />
| class="left" | Dismembering Blades<br />
|- class="{{Odd-Even}}"<br />
| 5th || +7 || +7 || +7 || +5<br />
| class="left" | Epic Cleave, Bond of Sword and Soul<br />
|- class="{{Odd-Even}}"<br />
| 6th || +9 || +8 || +7 || +6<br />
| class="left" | Dense Body III<br />
|- class="{{Odd-Even}}"<br />
| 7th || +10 || +9 || +8 || +6<br />
| class="left" | Shared Might, Bonus Feat<br />
|- class="{{Odd-Even}}"<br />
| 8th || +11 || +10 || +8 || +7<br />
| class="left" | Dual Terror<br />
|- class="{{Odd-Even}}"<br />
| 9th || +13 || +11 || +9 || +7<br />
| class="left" | Dense Body IV<br />
|- class="{{Odd-Even}}"<br />
| 10th || +14 || +12 || +9 || +8<br />
| class="left" | Master's Fury<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str) <br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Sword Saint}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even}}"<br />
| 11th|| class="left" | Dense Body V, +1 BAB<br />
|- class="{{Odd-Even}}"<br />
| 12th|| class="left" | Bonus Feat, Fortitude save +1, +1 BAB<br />
|- class="{{Odd-Even}}"<br />
| 13th|| class="left" | Reflex save +1, +2 BAB<br />
|- class="{{Odd-Even}}"<br />
| 14th|| class="left" | Dense Body VI, +1 BAB<br />
|- class="{{Odd-Even}}"<br />
| 15th|| class="left" | Blade Revanant, +1 BAB<br />
|- class="{{Odd-Even}}"<br />
| 16th|| class="left" | Will save +1, +2 BAB<br />
|- class="{{Odd-Even}}"<br />
| 17th|| class="left" | Fortitude save +1, bonus feat, BAB +1<br />
|- class="{{Odd-Even}}"<br />
| 18th|| class="left" | BAB, Will save, Fort save, Reflex save +1<br />
|- class="{{Odd-Even}}"<br />
| 19th|| class="left" | Dense Body VII, BAB +2<br />
|- class="{{Odd-Even}}"<br />
| 20th|| class="left" | True Blademaster, BAB = 30<br />
|}<br />
<br />
====Class Features====<br />
All of the following are class features of the Sword Saint<br />
<br />
'''{{#anc:Metamorphosis of Battle:}}:''' Remake your character. You roll 1d20 for every stat, discarding and re-rolling for numbers bellow 14. All skills lose half of their current skill points, lose feats not directly connected to melee combat and any shield feats. Only spells up to level 5 may be kept, and only one per level. Double your characters weight. Add +1 to your Strength and Constitution. Any armor or weapons other than your sword of choice is destroyed. Any languages are retained. You may retain a familiar, if you had one. Your level is returned to one, and your experience to 0. From this point on, no weapon other than a sword may be equipped by the character, and he may not use shields. Any armor can be used.<br />
<br />
'''{{#anc:Epic Weapon Focus(any sword):}}:''' Gain +2 to attack roles with the selected sword type.<br />
<br />
'''{{#anc:Dense Body:}}:''' Gain 10% damage reduction. every additional level of this feat, gain an additional 5% damage reduction. You can now use a two handed sword as a one handed one.<br />
<br />
'''{{#anc:Superhuman Sprint:}}:''' Double your movement rate permanently. If you could move 40ft per turn, now move 80ft per turn. Apply this after any feats that affect movement, such as Epic Speed. Calculate speed by (base speed + any permanent increases or decreases) x 2.<br />
<br />
'''{{#anc:Sword and Master:}}:''' Choose a specific type of sword(longsword, shortsword, Greatsword etc.) and gain an extra point of damage using that sword type for every character level. Gain a +1 to hit for every 3 levels.<br />
<br />
'''{{#anc:Epic Weapon Specialization(any sword):}}:''' gain +4 to all damage dealt with the selected sword type.<br />
<br />
'''{{#anc:Perfect Body:}}:''' Sword Saints do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons are half as effective against Sword Saints due to their body density.<br />
<br />
'''{{#anc:Pressure of the Blade:}}:''' As an instant action, you may half your damage for that turn, but extend the range of your sword attack to 20ft. The damage dealt and sword range return to normal after one attack.<br />
<br />
'''{{#anc:Dismembering Blades:}}:''' As an instant action, the Sword Saint may summon one 1d6 mystic blade per level to circle himself. Any enemy within melee range takes damage from these blades as a constant effect. The effect lasts 3 turns, and can be activated again one turn after that.<br />
<br />
'''{{#anc:Epic Cleave:}}:''' If an attack kills a creature, the Sword Saint may attack again against every creature in range. If another creature is killed, once again another set of attacks commences, but with an additional 5ft radius. This effect is replicated with each subsequent death up to a maximum range of 30ft. Note: This is the most horrifyingly overpowered ability ever. It might make the game more fun to merely have one attack extension. DM discretion.<br />
<br />
'''{{#anc:Bond of Sword and Soul:}}:''' Whenever the Sword Saint is using a sword, it does not deteriorate and he cannot be disarmed. The Sword cannot be broken via feats or spells. Additionally, for every enemy attack parried, he can make a vs d20 attempt to break the enemies weapon.<br />
<br />
'''{{#anc:Shared Might:}}:''' Once per day, the Sword Saint can raise a single allies Reflex and Fortitude saves by half his own, and their attack bonus by half his own. They also have their movement extended by 60ft. This effect persists until they are rendered unconscious or until ten turns have passed.<br />
<br />
'''{{#anc:Dual Terror:}}:''' The Sword Saint can use two swords, as long as they are identical. They gain an extra attack per turn with no penalty.<br />
<br />
'''{{#anc:Master's Fury:}}:''' When an ally of the Sword Saint is rendered unconscious, they may use this ability. All enemies within 10ft must make a reflex save vs the Sword Saint's attack +2 to hit, or instantly receive damage equal to the Sword Saint's ( (weapon damage) + all attack bonuses ) x5. Any enemies killed by master's Fury are reduced to small minced chunks( all non-key items on them are destroyed ).<br />
<br />
'''{{#anc:Blade Revanant:}}:''' Once per day the Sword Saint may resurrect any ally(including himself) to full health, with all spells, stats, skills and abilities at full strength, and for five turns the resurrected ally cannot be harmed, but must can only perform a melee attack.<br />
<br />
'''{{#anc:True Blademaster:}}:''' All attacks performed have a 20% chance of killing an opponent instantly. Roll 1d20 for determination, with 1, 5, 15, and 20 resulting in instant death for the opponent (this does not count enemies immune to instant death). If an enemy is immune to instant death, they instead take critical damage for that attack.<br />
<br />
'''{{#anc:bonus feats:}}:''' Choose from the following: Armor Skin, Blade Defense, Damage Reduction,Defense Specialization, Epic Endurance, Epic Prowess, Epic Toughness, Great Constitution, Great Strength, Parry, Perfect Health, Rushing Parry, Superior Initiative<br />
<br />
====Ex-Sword Saint====<br />
<br />
If a Sword Saint does not participate in battle for 6 months, they will lose the use of all their class feats and abilities, lose 2 from each basic ability, and have their Base Attack Bonus reduced to 5(if higher). They must train with a sword master for one month to regain their abilities.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sword Saint====<br />
<br />
<br />
'''Combat:''' Sword Saint's are in-your-face melee fighters designed to chew through large numbers of enemies with ease. Their only weakness is their (initially) low hit points.<br />
<br />
'''Advancement:''' Each fifth level, you get an extra hit point die roll. You may not multi-class except at level 20, and then only into a non-melee class.<br />
<br />
'''Resources:''' Sword Saints do not get along. They feel compelled to compete against each other strongly, and will as soon kill each other in a duel as join a party together. However, once a year a number of them will meet at a pre-arranged location for a tournament with only honor on the line.<br />
<br />
====Sword Saints in the World====<br />
<br />
<br />
{{quote|''If you ever have the pleasure - or pain - of meeting a Sword Saint, remember one thing: Never, EVER, do anything to make him mad. They don't forget grudges...mainly because whoever they've got the grudge with isn't going to be alive very long. You get one of them on your side, though, and it'll take a thousand man army to stop you.''|4=Gerudian, Paladin of Khane}}<br />
<br />
Sword Saints are rather rare due to the great effort required to become one. They tend to be rather single minded in the pursuit of increasing their fighting abilities, and as such are usually alone, but when they do join a group, their devotion to duty and combat will make them powerful, loyal companions.<br />
<br />
'''NPC Reactions:''' NPC's that are not aware of the Sword Saint's class will merely feel uneasy around them, like if they were near a large predator. Individuals who do know their nature will stay out of their way unless they have some pressing concern to address that the Sword Saint can help with, such as slaying a dragon or ten. Individuals who know their nature and are forced to interact with them will treat them with the utmost respect, more out of fear of being dismembered than anything else. Sword Saints will commonly spend many weeks or months away from other humans, so it is somewhat understandable that they find other people irritating at best.<br />
<br />
====Sword Saint Lore====<br />
<br />
<br />
Characters with ranks in Knowledge can research Sword Saint's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even}}"<br />
| 11 || class="left" | Sword Saints are known to fight each other to the death on sight.<br />
|- class="{{Odd-Even}}"<br />
| 16 || class="left" | Sword Saints do not need to eat or sleep very much at all, and can live much longer than normal for their race.<br />
|- class="{{Odd-Even}}"<br />
| 21 || class="left" | Sword Saints often have a strong bond with their blade, and some will mentally deteriorate if it is broken or lost.<br />
|- class="{{Odd-Even}}"<br />
| 26 || class="left" | The greatest weakness of a Sword Saint is their incredible weight; gravity abilities or falls from height are very dangerous for them.<br />
|}<br />
<br />
====Sword Saints in the Game====<br />
<br />
Sword Saints are peerless melee combatants, but are rather susceptible to ranged attacks and magic. They are not bad at stealth, but prefer to come at an opponent head on, an approach made possible by their great speed.<br />
<br />
'''Adaptation:''' Sword Saints can be used as a positive element, or protective influence to make an area safe for characters, or as a dangerous character. They are certainly ideal as a central villain, as their abilities make wiping out even a decent sized city entirely possible. <br />
<br />
'''Sample Encounter:''' PCs might encounter a Sword Saint near any large, dangerous predator's lair as the character prepares to deal with the threat. Sword Saints can come from any walk of life, any alignment, and can be followers of any deity, though Khane is the most common. A good use of them is as a deterrent to characters, or in other words a wall of death they can't pass. You might also encounter them at any stadium, even a ruined one, where they may be holding a tournament.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Saera%27Ghul_(3.5e_Deity)&diff=325965Saera'Ghul (3.5e Deity)2009-02-19T02:30:42Z<p>Elsibor: /* Encounters */</p>
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{{Deity<br />
|hdligo=g<br />
|sym= Broken Scythe with a white and black feather resting on blade. <br />
|plane= Material Plane <br />
|align= Lawful Good/Chaotic Evil <br />
|port= Law, Protection, Destruction, Corruption <br />
|calign= Any Good or Evil <br />
|dom= Recent battlefields, Remorse, Compassion, Vengeance <br />
|favweap= Scythe <br />
}}<br />
{{ImageNeeded}}<br />
<br />
Saera'Ghul is often refered to as the broken or mad goddess. She has two distinct personalities within one divine form and one mind; one is pure good, the other pure evil. Saera, the good half, favors the magical and healing arts, and is constantly trying to atone for the actions of the Ghul half. The Ghul half revels in personal violence and killing for amusement, favoring a blackened scythe as a weapon. Both halves loath the other, each alternating control from one week to the next. On the one odd day, the 365th day of the year, the personalities merge for a day. In this one day, she travels between several spiritual planes to renew her agreements with other gods(her agreement doesn't recognize leap years). Saera'Ghul is described as either a beautiful, golden haired woman wearing a white cloak and robe, with shining, sapphire eyes, or as a tall, black haired woman in an armored black dress, wielding a blackend and bloodied scythe, with flames for eyes. The only thing both halves hate equally is infernal outsiders.<br />
<br />
===Dogma===<br />
<br />
The good half promotes the protection of the weak above all else, and does not permit stealing or killing out of vengeance. The Evil half, however, requires that at least one evil act (theft, murder, etc.) be performed per day, or an object of violence must be sacrificed. The followers of Saera'Ghul may erect a temple once every ten days, essentially declaring a space "holy ground" and thus protected. This lasts only as long as the caster remains alive and occupying the "temple", during which time they can perform no other action. This space can be used to protect allies in battle, but a penance of 10gp per character level is paid to the goddess each time a party member is protected by the temple. <br />
<br />
===Clergy and Temples===<br />
<br />
Clerics serving one of the dual faces of Saera'Ghul will uphold the dogma of that side, and consider the other half's dogma as separate. Other classes worshiping Saera'Ghul must follow the prime edict of the dogma, or loose all benefits granted by the half they follow. Temples are universally founded at the peak of mountains, with normally only a few individuals in residence. These temples are normally quite poor, but at the same time are directly protected by their patron goddess, causing any entity hostile to the temple to be destroyed on entering the grounds. <br />
<br />
===History===<br />
<br />
Saera'Ghul was originally one of the primordial gods, with domain within the softer emotions(compassion, love, etc) and was one of the very few who bore witness to the creation of the Multiverse. Soon after the creation of the material plane, the non-gods, at that time mostly limited to the few remaining primordials and other outsiders, began the slow process of invading realms the few existing gods had managed to claim after the early battles with the primordials. At the same time, they began spreading throughout the material plane, promising to crush the first vestiges of life taking root there. Among the gods alive at that time, all but Saera'Ghul were occupied with the protection of their own lands. As the landless goddess, she lent aid where she could until the enemy was repelled from all but the material plane. However, when she sought the aid of the other gods, she was turned away, even by Ao(though that's hardly a surprise), as each was too concerned with the protection of their own realms to bother with the currently uninhabited materiel plane. Alone, Saera'Ghul stood against the onslaught of infernal beings, eventually standing triumphant, but at a great cost. During the battle she created a second personality, one that could fight endlessly and tirelessly with no consideration for the destruction of the creatures around it; after the battle, this new personality was not willing to rejoin with the original, thus the good and evil halves were born. When the other gods learned of this change, they forbade her from entering the celestial realms save for once a year, on which day the gods would help unify her mind for that one day. Since then, she has continued to reside in the material plane, constantly traveling from one place to another, eradicating any outsider she encounters(including gods, occasionally)and either killing or protecting the mortal races.<br />
<br />
'''''Regarding the Time of Troubles:''''' During the Time of Troubles, Saera'Ghul was elevated to the celestial planes and given back her sanity by Ao, primarily to keep her from hunting down the god-avatars and killing them, but also so she could clearly see the changes within the material plane and celestial planes alike. At the conclusion of the Time of Troubles, she was returned back to the material plane and returned to her split personality state. She has, from this point on, been much more lenient when dealing with the Gods. She also does not require worshipers like other deities(except Ao) post Time of Troubles, and cannot be weakened by eliminating the few she does have.<br />
<br />
'''''Regarding Portfolios:''''' Due to Saera'Ghul's status as a pre-multiverse deity, she is not subject to Ao's restrictions on portfolios. This is also partially due to the extremely small number of followers she has and the fact that she's less known than virtually any other deity. In addition, she is not required to act on her portfolios in any way, but rather they define her personal actions more than anything else.<br />
<br />
==Encounters==<br />
<br />
As Saera'Ghul is a deity residing on the material plane, she can be encountered in the flesh. Saera'Ghul may be encountered anywhere in the material plane at a battlefield after the battle has concluded, within an impoverished or entrenched city, or at any break between the material plane and any other plane. Her appearing is still extremely unlikely, as she may simply be elsewhere, or unwilling to reveal herself to mortals. If there is a follower of Saera'Ghul among the party and she is present, that party member will be able to see and interact with her, but not be able to speak with any of his fellow party members about her presence. If the party offends the goddess and she is later in proximity, she will either place a geass on the party to perform some difficult task, or she may simply kill them all(depending on which personality is in control). If the party directly pleases the goddess, she may bestow either defensive or offensive buffs(once again, dependent on which personality). ''Note: as with any divine encounter, it's entirely up to the DM how Saera'Ghul acts towards the party if he chooses to have the party encounter her.''<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Deities|Deities]] &rarr; [[User <!-- deity category (e.g. Hero, Demigod, Lesser) --> Deities|<!-- deity category -->]]<br />
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[[Category:User]]<br />
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{{Deity<br />
|hdligo=g<br />
|sym= Broken Scythe with a white and black feather resting on blade. <br />
|plane= Material Plane <br />
|align= Lawful Good/Chaotic Evil <br />
|port= Law, Protection, Destruction, Corruption <br />
|calign= Any Good or Evil <br />
|dom= Recent battlefields, Remorse, Compassion, Vengeance <br />
|favweap= Scythe <br />
}}<br />
{{ImageNeeded}}<br />
<br />
Saera'Ghul is often refered to as the broken or mad goddess. She has two distinct personalities within one divine form and one mind; one is pure good, the other pure evil. Saera, the good half, favors the magical and healing arts, and is constantly trying to atone for the actions of the Ghul half. The Ghul half revels in personal violence and killing for amusement, favoring a blackened scythe as a weapon. Both halves loath the other, each alternating control from one week to the next. On the one odd day, the 365th day of the year, the personalities merge for a day. In this one day, she travels between several spiritual planes to renew her agreements with other gods(her agreement doesn't recognize leap years). Saera'Ghul is described as either a beautiful, golden haired woman wearing a white cloak and robe, with shining, sapphire eyes, or as a tall, black haired woman in an armored black dress, wielding a blackend and bloodied scythe, with flames for eyes. The only thing both halves hate equally is infernal outsiders.<br />
<br />
===Dogma===<br />
<br />
The good half promotes the protection of the weak above all else, and does not permit stealing or killing out of vengeance. The Evil half, however, requires that at least one evil act (theft, murder, etc.) be performed per day, or an object of violence must be sacrificed. The followers of Saera'Ghul may erect a temple once every ten days, essentially declaring a space "holy ground" and thus protected. This lasts only as long as the caster remains alive and occupying the "temple", during which time they can perform no other action. This space can be used to protect allies in battle, but a penance of 10gp per character level is paid to the goddess each time a party member is protected by the temple. <br />
<br />
===Clergy and Temples===<br />
<br />
Clerics serving one of the dual faces of Saera'Ghul will uphold the dogma of that side, and consider the other half's dogma as separate. Other classes worshiping Saera'Ghul must follow the prime edict of the dogma, or loose all benefits granted by the half they follow. Temples are universally founded at the peak of mountains, with normally only a few individuals in residence. These temples are normally quite poor, but at the same time are directly protected by their patron goddess, causing any entity hostile to the temple to be destroyed on entering the grounds. <br />
<br />
===History===<br />
<br />
Saera'Ghul was originally one of the primordial gods, with domain within the softer emotions(compassion, love, etc) and was one of the very few who bore witness to the creation of the Multiverse. Soon after the creation of the material plane, the non-gods, at that time mostly limited to the few remaining primordials and other outsiders, began the slow process of invading realms the few existing gods had managed to claim after the early battles with the primordials. At the same time, they began spreading throughout the material plane, promising to crush the first vestiges of life taking root there. Among the gods alive at that time, all but Saera'Ghul were occupied with the protection of their own lands. As the landless goddess, she lent aid where she could until the enemy was repelled from all but the material plane. However, when she sought the aid of the other gods, she was turned away, even by Ao(though that's hardly a surprise), as each was too concerned with the protection of their own realms to bother with the currently uninhabited materiel plane. Alone, Saera'Ghul stood against the onslaught of infernal beings, eventually standing triumphant, but at a great cost. During the battle she created a second personality, one that could fight endlessly and tirelessly with no consideration for the destruction of the creatures around it; after the battle, this new personality was not willing to rejoin with the original, thus the good and evil halves were born. When the other gods learned of this change, they forbade her from entering the celestial realms save for once a year, on which day the gods would help unify her mind for that one day. Since then, she has continued to reside in the material plane, constantly traveling from one place to another, eradicating any outsider she encounters(including gods, occasionally)and either killing or protecting the mortal races.<br />
<br />
'''''Regarding the Time of Troubles:''''' During the Time of Troubles, Saera'Ghul was elevated to the celestial planes and given back her sanity by Ao, primarily to keep her from hunting down the god-avatars and killing them, but also so she could clearly see the changes within the material plane and celestial planes alike. At the conclusion of the Time of Troubles, she was returned back to the material plane and returned to her split personality state. She has, from this point on, been much more lenient when dealing with the Gods. She also does not require worshipers like other deities(except Ao) post Time of Troubles, and cannot be weakened by eliminating the few she does have.<br />
<br />
'''''Regarding Portfolios:''''' Due to Saera'Ghul's status as a pre-multiverse deity, she is not subject to Ao's restrictions on portfolios. This is also partially due to the extremely small number of followers she has and the fact that she's less known than virtually any other deity. In addition, she is not required to act on her portfolios in any way, but rather they define her personal actions more than anything else.<br />
<br />
==Encounters==<br />
<br />
As Saera'Ghul is a deity residing on the material plane, she can be encountered in the flesh. Saera'Ghul may be encountered anywhere in the material plane at a battlefield after the battle has concluded, within an impoverished or entrenched city, or at any break between the material plane and any other plane. Her appearing is still extremely unlikely, as she may simply be elsewhere, or unwilling to reveal herself to mortals. If there is a follower of Saera'Ghul among the party and she is present, he will be able to see and interact with her, but not be able to speak with any of his fellow party members about her presence. If the party offends the goddess and she is later in proximity, she will either place a geass on the party to perform some difficult task, or she may simply kill them all(depending on which personality is in control). If the party directly pleases the goddess, she may bestow either defensive or offensive buffs(once again, dependent on which personality). ''Note: as with any divine encounter, it's entirely up to the DM how Saera'Ghul acts towards the party if he chooses to have the party encounter her.''<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Deities|Deities]] &rarr; [[User <!-- deity category (e.g. Hero, Demigod, Lesser) --> Deities|<!-- deity category -->]]<br />
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[[Category:User]]<br />
[[Category:Deity]]<br />
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{{Deity<br />
|hdligo=g<br />
|sym= Broken Scythe with a white and black feather resting on blade. <br />
|plane= Material Plane <br />
|align= Lawful Good/Chaotic Evil <br />
|port= Law, Protection, Destruction, Corruption <br />
|calign= Any Good or Evil <br />
|dom= Recent battlefields, Remorse, Compassion, Vengeance <br />
|favweap= Scythe <br />
}}<br />
{{ImageNeeded}}<br />
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Saera'Ghul is often refered to as the broken or mad goddess. She has two distinct personalities within one divine form and one mind; one is pure good, the other pure evil. Saera, the good half, favors the magical and healing arts, and is constantly trying to atone for the actions of the Ghul half. The Ghul half revels in personal violence and killing for amusement, favoring a blackened scythe as a weapon. Both halves loath the other, each alternating control from one week to the next. On the one odd day, the 365th day of the year, the personalities merge for a day. In this one day, she travels between several spiritual planes to renew her agreements with other gods(her agreement doesn't recognize leap years). Saera'Ghul is described as either a beautiful, golden haired woman wearing a white cloak and robe, with shining, sapphire eyes, or as a tall, black haired woman in an armored black dress, wielding a blackend and bloodied scythe, with flames for eyes. The only thing both halves hate equally is infernal outsiders.<br />
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===Dogma===<br />
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The good half promotes the protection of the weak above all else, and does not permit stealing or killing out of vengeance. The Evil half, however, requires that at least one evil act (theft, murder, etc.) be performed per day, or an object of violence must be sacrificed. The followers of Saera'Ghul may erect a temple once every ten days, essentially declaring a space "holy ground" and thus protected. This lasts only as long as the caster remains alive and occupying the "temple", during which time they can perform no other action. This space can be used to protect allies in battle, but a penance of 10gp per character level is paid to the goddess each time a party member is protected by the temple. <br />
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===Clergy and Temples===<br />
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Clerics serving one of the dual faces of Saera'Ghul will uphold the dogma of that side, and consider the other half's dogma as separate. Other classes worshiping Saera'Ghul must follow the prime edict of the dogma, or loose all benefits granted by the half they follow. Temples are universally founded at the peak of mountains, with normally only a few individuals in residence. These temples are normally quite poor, but at the same time are directly protected by their patron goddess, causing any entity hostile to the temple to be destroyed on entering the grounds. <br />
<br />
===History===<br />
<br />
Saera'Ghul was originally one of the primordial gods, with domain within the softer emotions(compassion, love, etc) and was one of the very few who bore witness to the creation of the Multiverse. Soon after the creation of the material plane, the non-gods, at that time mostly limited to the few remaining primordials and other outsiders, began the slow process of invading realms the few existing gods had managed to claim after the early battles with the primordials. At the same time, they began spreading throughout the material plane, promising to crush the first vestiges of life taking root there. Among the gods alive at that time, all but Saera'Ghul were occupied with the protection of their own lands. As the landless goddess, she lent aid where she could until the enemy was repelled from all but the material plane. However, when she sought the aid of the other gods, she was turned away, even by Ao(though that's hardly a surprise), as each was too concerned with the protection of their own realms to bother with the currently uninhabited materiel plane. Alone, Saera'Ghul stood against the onslaught of infernal beings, eventually standing triumphant, but at a great cost. During the battle she created a second personality, one that could fight endlessly and tirelessly with no consideration for the destruction of the creatures around it; after the battle, this new personality was not willing to rejoin with the original, thus the good and evil halves were born. When the other gods learned of this change, they forbade her from entering the celestial realms save for once a year, on which day the gods would help unify her mind for that one day. Since then, she has continued to reside in the material plane, constantly traveling from one place to another, eradicating any outsider she encounters(including gods, occasionally)and either killing or protecting the mortal races.<br />
<br />
''Regarding the Time of Troubles'' During the Time of Troubles, Saera'Ghul was elevated to the celestial planes and given back her sanity by Ao, primarily to keep her from hunting down the god-avatars and killing them, but also so she could clearly see the changes within the material plane and celestial planes alike. At the conclusion of the Time of Troubles, she was returned back to the material plane and returned to her split personality state. She has, from this point on, been much more lenient when dealing with the Gods. She also does not require worshipers like other deities(except Ao) post Time of Troubles, and cannot be weakened by eliminating the few she does have.<br />
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''Regarding Portfolios'' Due to Saera'Ghul's status as a pre-multiverse deity, she is not subject to Ao's restrictions on portfolios. This is also partially due to the extremely small number of followers she has and the fact that she's less known than virtually any other deity. In addition, she is not required to act on her portfolios in any way, but rather they define her personal actions more than anything else.<br />
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==Encounters==<br />
<br />
As Saera'Ghul is a deity residing on the material plane, she can be encountered in the flesh. Saera'Ghul may be encountered anywhere in the material plane at a battlefield after the battle has concluded, within an impoverished or entrenched city, or at any break between the material plane and any other plane. Her appearing is still extremely unlikely, as she may simply be elsewhere, or unwilling to reveal herself to mortals. If there is a follower of Saera'Ghul among the party and she is present, he will be able to see and interact with her, but not be able to speak with any of his fellow party members about her presence. If the party offends the goddess and she is later in proximity, she will either place a geass on the party to perform some difficult task, or she may simply kill them all(depending on which personality is in control). If the party directly pleases the goddess, she may bestow either defensive or offensive buffs(once again, dependent on which personality). ''Note: as with any divine encounter, it's entirely up to the DM how Saera'Ghul acts towards the party if he chooses to have the party encounter her.''<br />
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{{Deity<br />
|hdligo=g<br />
|sym= Broken Scythe with a white and black feather resting on blade. <br />
|plane= Material Plane <br />
|align= Lawful Good/Chaotic Evil <br />
|port= Law, Protection, Destruction, Corruption <br />
|calign= Any Good or Evil <br />
|dom= Recent battlefields, Remorse, Compassion, Vengeance <br />
|favweap= Scythe <br />
}}<br />
{{ImageNeeded}}<br />
<br />
Saera'Ghul is often refered to as the broken or mad goddess. She has two distinct personalities within one divine form and one mind; one is pure good, the other pure evil. Saera, the good half, favors the magical and healing arts, and is constantly trying to atone for the actions of the Ghul half. The Ghul half revels in personal violence and killing for amusement, favoring a blackened scythe as a weapon. Both halves loath the other, each alternating control from one week to the next. On the one odd day, the 365th day of the year, the personalities merge for a day. In this one day, she travels between several spiritual planes to renew her agreements with other gods(her agreement doesn't recognize leap years). Saera'Ghul is described as either a beautiful, golden haired woman wearing a white cloak and robe, with shining, sapphire eyes, or as a tall, black haired woman in an armored black dress, wielding a blackend and bloodied scythe, with flames for eyes. The only thing both halves hate equally is infernal outsiders.<br />
<br />
===Dogma===<br />
<br />
The good half promotes the protection of the weak above all else, and does not permit stealing or killing out of vengeance. The Evil half, however, requires that at least one evil act (theft, murder, etc.) be performed per day, or an object of violence must be sacrificed. The followers of Saera'Ghul may erect a temple once every ten days, essentially declaring a space "holy ground" and thus protected. This lasts only as long as the caster remains alive and occupying the "temple", during which time they can perform no other action. This space can be used to protect allies in battle, but a penance of 10gp per character level is paid to the goddess each time a party member is protected by the temple. <br />
<br />
===Clergy and Temples===<br />
<br />
Clerics serving one of the dual faces of Saera'Ghul will uphold the dogma of that side, and consider the other half's dogma as separate. Other classes worshiping Saera'Ghul must follow the prime edict of the dogma, or loose all benefits granted by the half they follow. Temples are universally founded at the peak of mountains, with normally only a few individuals in residence. These temples are normally quite poor, but at the same time are directly protected by their patron goddess, causing any entity hostile to the temple to be destroyed on entering the grounds. <br />
<br />
===History===<br />
<br />
Saera'Ghul was originally one of the primordial gods, with domain within the softer emotions(compassion, love, etc) and was one of the very few who bore witness to the creation of the Multiverse. Soon after the creation of the material plane, the non-gods, at that time mostly limited to the few remaining primordials and other outsiders, began the slow process of invading realms the few existing gods had managed to claim after the early battles with the primordials. At the same time, they began spreading throughout the material plane, promising to crush the first vestiges of life taking root there. Among the gods alive at that time, all but Saera'Ghul were occupied with the protection of their own lands. As the landless goddess, she lent aid where she could until the enemy was repelled from all but the material plane. However, when she sought the aid of the other gods, she was turned away, even by Ao(though that's hardly a surprise), as each was too concerned with the protection of their own realms to bother with the currently uninhabited materiel plane. Alone, Saera'Ghul stood against the onslaught of infernal beings, eventually standing triumphant, but at a great cost. During the battle she created a second personality, one that could fight endlessly and tirelessly with no consideration for the destruction of the creatures around it; after the battle, this new personality was not willing to rejoin with the original, thus the good and evil halves were born. When the other gods learned of this change, they forbade her from entering the celestial realms save for once a year, on which day the gods would help unify her mind for that one day. Since then, she has continued to reside in the material plane, constantly traveling from one place to another, eradicating any outsider she encounters(including gods, occasionally)and either killing or protecting the mortal races.<br />
<br />
''Regarding the Time of Troubles'' During the Time of Troubles, Saera'Ghul was elevated to the celestial planes and given back her sanity by Ao, primarily to keep her from hunting down the god-avatars and killing them, but also so she could clearly see the changes within the material plane and celestial planes alike. At the conclusion of the Time of Troubles, she was returned back to the material plane and returned to her split personality state. She has, from this point on, been much more lenient when dealing with the Gods.<br />
<br />
==Encounters==<br />
<br />
As Saera'Ghul is a deity residing on the material plane, she can be encountered in the flesh. Saera'Ghul may be encountered anywhere in the material plane at a battlefield after the battle has concluded, within an impoverished or entrenched city, or at any break between the material plane and any other plane. Her appearing is still extremely unlikely, as she may simply be elsewhere, or unwilling to reveal herself to mortals. If there is a follower of Saera'Ghul among the party and she is present, he will be able to see and interact with her, but not be able to speak with any of his fellow party members about her presence. If the party offends the goddess and she is later in proximity, she will either place a geass on the party to perform some difficult task, or she may simply kill them all(depending on which personality is in control). If the party directly pleases the goddess, she may bestow either defensive or offensive buffs(once again, dependent on which personality). ''Note: as with any divine encounter, it's entirely up to the DM how Saera'Ghul acts towards the party if he chooses to have the party encounter her.''<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Deities|Deities]] &rarr; [[User <!-- deity category (e.g. Hero, Demigod, Lesser) --> Deities|<!-- deity category -->]]<br />
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<div>{{Author<br />
|author_name=Elsibor<br />
|date_created=2009/02/14<br />
|status=Complete<br />
|isnotuser=no<br />
}}<br />
=== Avenger ===<br />
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[[3e Summary::You have a grudge that must be settled...]]<br />
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'''Benefit:''' +2 to all combat rolls against a race of your choosing.<br />
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''The Target'' You may select a certain individual as a target. Whenever you are near them, you must attack them. Any attack gains a +4 to hit and is always treated as a critical hit. The selected individual must be of the same race as you selected when taking the trait. If you kill your target, this trait is erased.<br />
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'''Drawback:''' The ability, the target, means that if you are not able to attack your target but are aware of it, instead you stand defenseless. Any threatening creature may make an attack of opportunity at +2 to hit, and you only get either a move or attack action every turn the target is still in sight.<br />
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You also take -2 to all non-combat rolls with your selected race.<nowiki/><br />
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'''Special:''' Must have either a history that accounts for your grudge or this trait may be taken during a campaign with regard to a specific individual, whose race will be treated as the selected race.<br />
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'''Roleplaying Ideas:''' Perhaps your father or sibling was killed by your selected individual, or perhaps(for female characters) it was a fiance that jilted you. It may even be something as simple as a rivalry of some kind, or perhaps a theft or game at which the other cheated.<br />
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{{DnD Traits Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Trait]]</div>Elsiborhttps://www.dandwiki.com/w/index.php?title=Avenger_(3.5e_Trait)&diff=324803Avenger (3.5e Trait)2009-02-15T01:08:35Z<p>Elsibor: You have a grudge that drives you to attack fiercely against those with some resemblance to the one who wronged you.</p>
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<div>{{Author<br />
|author_name=Elsibor<br />
|date_created=2009/02/14<br />
|status=Complete<br />
|isnotuser=no<br />
}}<br />
=== Avenger ===<br />
<br />
[[3e Summary::You have a grudge that must be settled...]]<br />
<br />
'''Benefit:''' +2 to all combat rolls against a race of your choosing.<br />
<br />
''The Target'' You may select a certain individual as a target. Whenever you are near them, you must attack them. Any attack gains a +4 to hit and is always treated as a critical hit. The selected individual must be of the same race as you selected when taking the trait.<br />
<br />
'''Drawback:''' The ability, the target, means that if you are not able to attack your target but are aware of it, instead you stand defenseless. Any threatening creature may make an attack of opportunity at +2 to hit, and you only get either a move or attack action every turn the target is still in sight.<br />
<br />
You also take -2 to all non-combat rolls with your selected race.<nowiki/><br />
<br />
'''Special:''' Must have either a history that accounts for your grudge or this trait may be taken during a campaign with regard to a specific individual, whose race will be treated as the selected race.<br />
<br />
'''Roleplaying Ideas:''' Perhaps your father or sibling was killed by your selected individual, or perhaps(for female characters) it was a fiance that jilted you. It may even be something as simple as a rivalry of some kind, or perhaps a theft or game at which the other cheated.<br />
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{{DnD Traits Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Trait]]</div>Elsibor