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Abhorsen (DnD Class)

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Abhorsen
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Formatting: 3 out of 5 by 1 user
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Author(s): Sam Kay
Date Created: 2007-06-03
Status:  ???
Editing: Constructive edits welcome

Contents

[edit] The Abhorsen

Just as his slimy, corrupted fingers stretched forward, Sabriel opened her eyes and demonstrated the stop-thrust that had earned her second place in Fighting arts and, later, lost her the first. Her arm and sword straightened like one limb to their full extent and the sword point ripped through Thralk's neck, and into eight inches of air beyond.

Thralk screamed, his reaching fingers gripping the sword to push himself free- only to scream again as the charter marks flaired on the blade. White hot sparks plumed between his knuckles and Thralk suddenly knew what he'd encountered.

"Abhorsen!" he croaked, falling backwards as Sabriel twisted the blade free with one explosive jerk.

Already, the sword was affecting the dead flesh Thralk inhabited, Charter Magic burning through reanimated nerves, freezing those all-too-fluid joints. Fire rose in Thralk's throat, but he spoke, to distract this terrible opponent while his spirit tried to shuck the body, like a snake in its skin, and retreat into the night.

"Abhorsen! I will serve you, praise you, be your hand... I know things, alive and dead,... I will help lure others to you..."

The clear, deep sound of Saraneth cut through the whining, broken voice like a foghorn booming above the shriek of seagulls. The chime vibrated on and on, echoing into the night, and Thralk felt it bind him even as his spirit leaked out of the body and made for flight. The bell bound him to paralysed flesh, bound him to the will of the bell-ringer. Fury seethed in him, anger and fear fuelling the struggle, but the sound was everywhare, all around him, all through him. He would never be free of it.

—Garth Nix, Sabriel

This class is inspired by and based on the books Sabriel, Lirael and Abhorsen by Garth Nix. This is a very specialist class and should only be allowed in a campaign if the DM tailors the campaign specifically to fit the Abhorsen class within it. The Abhorsen class will not work in pre-published campaign settings.

Adventure: Abhorsens adventure to put the dead back to rest, and to protect the living from the dead. They do not wish for riches, as they want

Characteristics: Abhorsens are morbid, thinking of death far too often for normal people. Other than this, they are likable people, with as varied personallities as any other humans.

Alignment: Abhorsens MUST be good. Most are Chaotic Good.

Religion: Abhorsens do not worship any deity, and do not believe in their existence. While many have delusions of life after death, the Abhorsen knows better, having experienced death in person. After death, you find yourself in a river, in the first precinct of death. You follow the river, through the first gate, into the second. In this way you pass through the nine precincts, and past the final gate. This is true death, and none know what comes after. The gates form as different water features (waterfalls, most often), and each precinct has its own danger. In the final precinct, there are strange lights that draw those who are supposed to die past the final gate. The living may only pass these gates by speaking the required free-magic command, and only necromancers and the abhorsen know these words.

Background:

Five great charters knit the land
Together linked, hand in hand
One in the people who wear the crown
Two in the folk who keep the dead down
Three and Five became stone and mortar
Four sees all in frozen water
—Garth Nix, Sabriel

This simple rhyme holds all that is known on the origins of the charter and the abhorsens.

Races: Only humans may become the abhorsen- it is a title passed through blood relatives. Once an abhorsen falls, there is always another to take her place. There is only ever one abhorsen. Note that there is always an "Abhorsen-in-waiting" to take the Abhorsen's place if she dies. This "Abhorsen-in waiting" is assumed to be an NPC who is elsewhere (training to become Abhorsen). If two players want to be Abhorsens, one is the Abhorsen, and the other is the "Abhorsen-in-waiting". Both will have the Abhorsen starting Equiptment, as there are usually spares for the "Abhorsen-in-waiting" to train with. If the Abhorsen dies, the "Abhorsen-in-waiting" gains the title (the sword, bells and armour are magically teleported to them). If you plan on taking levels in Abhorsen, you must take the Abhorsen class at first level.

Other Classes: Abhorsens hate necromancers and free-magic sorcerers (those who cast magic without the charter). Abhorsens don't tend to judge people on what class they have. Most people tend to look up to Abhorsens to keep the dead down.

Role: The Abhorsen takes the role as an undead stalker, free-magic spellcaster slayer, and construct destroyer. The Abhorsen also knows much magic, which can be useful when it comes to slaying the dead.

[edit] Game Rule Information

Abhorsens have the following game statistics:

Abilities: Wisdom and Charisma is required for charter magery, and Stregnth and Dexterity are useful for fighting undead who get too close. Constitution is useful for withstanding the attacks of the dead.

Alignment: Any Good, though most are chaotic Good.

Starting Age: Complex: There is only ever one Abhorsen, the next taking their place once the one before is dead. Therefore, add +5 to the starting age.

Starting Equiptment: The Abhorsen starts with the following equiptment automatically:

  • The Bells of the Necromancer: Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth, and Astarael the sorrowful.
  • The Book of the Dead.
  • A charter-spelled Longsword (masterwork longsword).
  • Leather Armour.

Starting Gold: 2D4gp

[edit] Table: The Abhorsen

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0+0+0+2Enter Death, Put the dead back to rest +1, vow of undeath slaying31
2nd+1+0+0+342
3rd+2+1+1+3Undead Bane421
4th+3+1+1+4532
5th+3+1+1+4Put the dead back to rest +25321
6th+4+2+2+5+1 Blade5332
7th+5+2+2+564321
8th+6/+1+2+2+664332
9th+6/+1+3+3+6+2 Blade644321
10th+7/+2+3+3+7Put the dead back to rest +3644332
11th+8/+3+3+3+76544321
12th+9/+4+4+4+8+3 Blade6544332
13th+9/+4+4+4+865544321
14th+10/+5+4+4+965544332
15th+11/+6/+1+5+5+9Put the dead back to rest +4, +4 Blade655444321
16th+12/+7/+2+5+5+10655444332
17th+12/+7/+2+5+5+106544433221
18th+13/+8/+3+6+6+11+5 Blade6554443332
19th+14/+9/+4+6+6+116554443332
20th+15/+10/+5+6+6+12Put the dead back to rest +56554443132

Class Skills (4+Int modifier per level; ×4 at 1st level)
The Abhorsen's class skills are: Balance, Concentration, Craft, Diplomacy, Disguise, Gather Information, Heal, Knowledge (Death)*, Knowledge (The Charter)*, Knowledge (Geography), Listen, Ride, Spot, Survival, Swim, Use Rope and Perform (Percussion, Wind Instruments and Sing). (*=see below).

[edit] Class Features

All of the following are class features of the Abhorsen:

Weapon and Armor Proficiency: The Abhorsen is proficent with longswords and light and medium armour but not with shields. The Abhorsen is proficient with bells and pipes.

Puts the dead back to rest

At 1st level, the Abhorsen gets +1 to her attack rolls against undead and constructs (except if the construct was created with charter magic). This improves by +1 every 5 levels (5th, 10th, 15th and 20th).

Charter Magic

The Abhorsen casts charter magic, choosing spells in the same way that a sorcerer does, from the Sorcerer/Wizard spell list. The Abhorsen casts her spells in a different way to a sorcerer. First, she must be within 120 miles of a charter stone. If more than 40 miles away from a charter stone, she is at -1 level for spells per day and spell effects. If within 40 miles of a charter stone, the Abhorsen is at +1 level for spells per day and spell casting. Other than this, treat the Abhorsen as a sorcerer for spell casting purposes. The Abhorsen knows as many spells as she gets spells per day. For example a 1st level Abhorsen knows 3 level 0 spells, and 1 level 1 spell.

The Abhorsen uses charter marks- drawn from the pool of chater marks networked around charter stones- to cast spells. The Abhorsen casts all spells with verbal and somatic components- she speaks the names of the marks as she casts them and directs the flow with her hand. The knowledge of the charter mark's names comes to the Abhorsen automatically, so shre does not need to memorize them beforehand. Other than this the Abhorsen casts spells just as a sorcerer does. The abhorsen must have Wisdom and Charisma of at least 13 in order to cast spells. In order to find out your bonus spells, you must use the following formula and apply it to Table: Ability Modifiers and Bonus Spells Table: Ability Modifiers and Bonus Spells.

(Wis+Cha)/2

Enter Death

The Abhorsen may enter death as a free action. While in death, the Abhorsen may not move her body (which is in death). Her body in life has an AC of 10 less than your flat-footed AC.The Abhorsen's soul is separated from her body and enters death. If the Abhorsen's body is slain while she is in death, she loses control and walks towards and into the ninth gate, automatically ignoring all of the perils of death, and the gates automatically open to her as she approaches them).

In death the Abhorsen may travel east or west as far as she likes, and with a successfully knowledge (death) check (DC 20), she may travel to an area of death layered on any point in life relative to where her body is by traveling the distance away from her body east or west. Fort example, if she wants to travel 10 miles north, she may travel to the same point in death by passing a DC 20 knowledge (death) skill check and travel east or west. If she leaves death she ends up back in her body in the place where she entered death (but back in life) even if she went far west or east in death.

She may only enter the next or previous precinct of death through a gateway- commonly a waterfall but always some water feature- by speaking the required free magic command (a free action) while within 20ft of the gate and walking through it while it is open. The gate closes after 4 rounds. Inside there are 9 precincts each with their own dangers. The gateways extend on the north and south side as far as you can see. It takes 4D4 minutes to travel through a gate.

The precinct widths (south-north), type of gate and dangers are summarized on the table below. While in death the Abhorsen is in water as if she where wading in a river (the depth varying from angle depth in the first precinct to waist deep in the ninth precinct), and must pass a balance check each round or be pulled downstream by the river (DC 15+ the number of the precinct the Abhorsen is in). Once pulled downstream by the river, they are pulled downstream 30x the number of precinct they are in ft a round (northwards), and must pass a balance check (same DC as before) in order to regain their footing. These ballance checks are strength based.

While in death, there is a 5% chance of an encounter with an undead monster ever hour spent in undeath (make the roles 5 minutes after the Abhorsen enters death). Incorporeal creatures are considered to be corporeal in death. Also, each precinct from 2nd onwards has its own unique danger, summarized below:

Table: The Precincts of Death
Precinct Dangers Gate Widpth
1st Stronger Current a waterfall 150ft
2nd Underwater Pits A Whirlpool 50ft
3rd Waves a Waterfall 150ft
4th Stronger Current a Waterfall 300ft
5th Metamorphic Waters a Reverse Waterfall- a Waterclimb 300ft
6th Stronger Current a circle of water* 300ft
7th Stronger Current a Wall of Fire 300ft
8th Pilars of Fire a Wall of Darkness 300ft
9th the Light of Death the Veil of Stars 150ft

Stronger Current The balance check DC for this precinct of death is 5 higher than normal.

Underwater Pits For every 5ft traveled in this precinct of death, the Abhorsen must pass a spot check (DC 20) or fall into a hidden underwater pit. She may make a reflex save (DC 15) to avoid all damage taken, but if she fails, she falls into the pit and dies. The Abhorsen is considered to be in difficult terrain in this precinct of death.

Waves Every 5 rounds in this precinct, a wave sweeps the hole precinct. When this happens, the Abhorsen must pass a balance check (DC 25) or be swept away as if she where pulled underwater.

Metamorphic Waters For every minute spent in this precinct the Abhorsen must pass a will save (DC 20) or take D6 permanent Wisdom and Charisma damage. This cannot be reversed, even with a spell.

Pillars of Fire Every round, the Abhorsen must pass a reflex save (DC 15) or take 6D6 points of Fire damage.

the Light of Death Once someone (or something...) enters the ninth precinct, they see a light. When they see this light, they loose control of their body and walk through the ninth gate. People are only affected by this light if they have died, are undead, are a necromancer, or if it is time for them to die. This requires the DM to make a decision to whether or not this affects someone (but on the whole, an Abhorsen will be unaffected). It is possible to avert your gaze from the glare if you were aware of the danger before you entered the ninth precinct. If so, you must make a reflex save (DC 20) each round to avoid seeing the light.

The Ninth Gate The ninth gate is the final gate of death. If you walk through it, you die (and cannot come back in any way, including via spells like resurrection).

The book of the dead

This Item allows the Abhorsen to take ranks in knowledge (Death). Without this book, no ranks can be taken in this skill.

Knowledge (death)

This is a knowledge skill for information to do with the precincts of death. If the Abhorsen has 5 or more ranks in knowledge (Death), she gains a +2 bonus on all skill checks made while in death (as if it was a skill synergy).

Knowledge (the charter)

This skill works exactly like Knowledge (Arcana) but is instead used with charter magic. This skill only works with charter-related knowledge, and thus not with ordinary arcane magic.

Undead Bane

At third level, The Abhorsen's charter-spelled longsword becomes an undead bane.

+x blade

At sixth level the Abhorsen's longsword becomes a +1 undead bane longsword. This increases to by +1 every third level hereafter.

vow of undeath slaying

The Abhorsen cannot accept more than half her share of gold from winning combats, and cannot earn money by working or owning a business etc.

[edit] The Epic Abhorsen

Table: The Epic Abhorsen
Hit Die: D8

Level Special
21st
22nd
23rd
24th
25th Puts the dead back to rest +5
26th
27th
28th
29th
30th Puts the dead back to rest +6

Skill Points Per Level
4+ Int modifier per level).


[edit] Class Features

All of the following are class features of the Epic Abhorsen:

Puts the dead back to rest

At 25th level, the Abhorsens competence bonus to attacks against undead and constructs becomes +5, and increases to +6 at 30th level. It does not increase beyond this point.



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