Child of Trigon (3.5e Racial Class)

From D&D Wiki

(Redirected from Child of Trigon (3.5e Race))
Jump to: navigation, search


CHILD OF TRIGON[edit]

This is a 'racial class.' That is to say, it is a racial template (a half-race), but it is required that the race takes at least one level of this class, and the class requires this racial template.

A child of Trigon is born of a woman chosen by the demi-god Trigon to bear his child. The baby is born with all of the characteristics of the mother's race, but with a few differences. Their skin is paler than a normal member of their mother's race, and they gain the Oustider (native) type.

A child of Trigon will always feel the presence of her father, and will always be tempted to embrace the power he has bestowed upon her. However, his power is only a seed, and the child must grow that power over her lifetime. Eventually, Trigon will reclaim her, body, soul, and power, to feed himself. Therefore, a child of Trigon has access to great power, but if she embraces it, she will be consumed entirely by her father.

Racial Traits[edit]

A child of Trigon exists in one of two states, either embracing her father's blessing, or cursed to fight it. While fighting it, she will appear as a normal child of her mother, with the exception of a paler skin. Embracing the blessing, however, will alter her appearance. At first, the only alteration is the eyes of the child, though this is not a minor change. Her eyes turn blood red, become elongated, and she gains a second set, above and slightly set apart from the first. These are the eyes of Trigon, and they see all, but they bring about his attention. As the child grows in power, the changes become more prominent.


Table: Child of Trigon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +1 +0 +1 Child Of Trigon, Soul Self, blood Price 5d6
2nd +1 +2 +0 +2
3rd +2 +2 +1 +2
4th +3 +3 +1 +3 Flight, poor
5th +3 +3 +1 +3 Blood Price 4d6
6th +4 +4 +2 +4
7th +5 +4 +2 +4
8th +6/+1 +4 +2 +4 Flight, average
9th +6/+1 +5 +3 +5 Soul self teleportation 1
10th +7/+2 +5 +3 +5 Blood Price 3d6, Soul Phase 5ft, Ghost touch 1/2
11th +8/+3 +6 +3 +6 Soul self teleportation 2
12th +9/+4 +6 +4 +6 Flight, good, Soul phase 10ft
13th +9/+4 +7 +4 +7 Soul self teleportation 3
14th +10/+5 +7 +4 +7 Soul phase 15ft
15th +11/+6/+1 +7 +5 +7 Blood Price 2d6, Soul self teleportation 4, ghost touch
16th +12/+7/+2 +8 +5 +8 Flight, perfect, soul phase 20ft
17th +12/+7/+2 +8 +5 +8 Soul self teleportation 5
18th +13/+8/+3 +9 +6 +9 soul phase 25ft
19th +14/+9/+4 +9 +6 +9
20th +15/+10/+5 +9 +6 +9 Blood Price 1d6, Soul Self True form, soul phase 30ft

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy {Cha}, Gather Information {Cha}, Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Search {Int}, Spot (Wis).


Child of Trigon[edit]

Weapon and armor proficiency: None, though they do not impede the Soul Self.

A child of Trigon gains the following:

  • Levitation: A child of Trigon gains the ability to hover slightly above the ground, though she cannot move around at low levels. As she progresses in this class, she can move more freely with this power.
  • Augmented Body:A child of Trigon has incredible regeneration powers, and gains regeneration 1. Their body is also paler than most of their mother's race.
  • Soul Self: A child of Trigon is infused with the seed of power. They gain the ability to manifest clouds of their soul self, and can manipulate this cloud into crude shapes, even using it to hit other things. This is the power Trigon wishes the child to grow, and as the child gains levels, the soul self becomes more powerful, and flexible. Grants access to the soul self special abilities. Also gains Soul Explosion and Soul Shield, described below.
  • Soul Phase:The child can partially embrace her Soul Self True Form to become somewhat incoporeal, and can phase through solid objects the distance per round showed by the table above.
  • Ghost touch: As she increases her power, the child finds that she can affect incoporeal creatures with her soul self. (ghost touch 1/2 means only half of the damage can affect incoporeal creatures.)
  • Soul Self True Form: This is the form a Child of Trigon's Soul truly is. It can be the form of any creature, chosen by the player. It should not change, but may do so under extreme circumstances. After learning all of the intricacies of her Soul Self, she masters it, and learns to take her true form. She can choose to take this form, or her physical body, at any time. While in her true form, she becomes incoporeal, but can affect entities on the material plane at will, as if with a reversed ghost touch. She retains her ghost touch abilities, as well.
  • Trigon's Blessing, Trigon's curse: The child gains the supernatural abilities as described below.

Soul Explosion[edit]

In an explosion of emotional power, the child's soul self explodes outwards. This is an overwhelming power to use for the child, and one who fights Trigon's blessing does not often risk using such a power. It has the following effects:

  • Does either a 10ft/lvl cone or a 10ft/2level blast centered on the child. The blast is not usable until 2nd level.
  • Deals 1d6/level blugeoning damage, reflex half.
  • The DC for the reflex save is 10+lvl+casting mod.
  • Pushes targets back 5 ft/level. On a failed balance check, same DC as the reflex save, they are knocked prone.
  • If the initial reflex save is failed, and the target is pushed back, the target is knocked prone.
  • Usable 1/day.
  • Targets take collision damage as if thrown by soul self special ability, described below.
  • A child with Trigon's curse incurs a Curse check DC 15 +1/lvl with no other modifiers, described in the Trigon's Curse listing below. Using this power may force weak children into Trigon's blessing.

Soul Shield[edit]

The soul self can be shaped into a wall or dome to protect the child or her companions, though this power is not often used by a child with Trigon's Blessing, as it is too tame. It has the following effects:

  • This ability can be cast at any time someone declares an attack that you are aware of.
  • Can be cast on any target, animate or inanimate, friend or foe.
  • Attempts to block the attack with a wall of soul self, and does the following:
  • Until the attack resolves, grants the target +1 AC/level (stacks with all bonuses)
  • Grants 1d6 dr/epic, until the damage is resolved.
  • Usable 1/day.


Trigon's Blessing[edit]

A child who chooses to embrace Trigon's blessing gives in to their emotions, and gain the following effects:

  • The casting stat is changed to Charisma
  • The child becomes overwhelmed by emotions, changing behavior, and personality.
  • Gains the subtype Outsider (evil), and alignment changes accordingly.
  • Loses any effects they may have had from Trigon's Curse.

Benefits

  • Gains frightful presence. All creatures with an intelligence score above 3 within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours.
  • +2 Charisma
  • Trigon's eyes: The child's eyes change as described above, and gains a permanent True seeing (30ft) effect while the eyes are manifested. The range of this effect increases every 5th level.
  • +6 to intimidate
  • Soul Shell: The soul self becomes hardened with anger, giving a +1 natural armor bonus, plus +1 / 2 levels.
  • Powerful Fury: The child's attacks with their soul self become more powerful, granting +1 dmg / lvl when using soul self special abilities.
  • Soul Explosion: Augments the Soul Explosion power with the powerful emotions the child is reveling in. Add Cha mod to damage once per 1/2lvl, push increased to 10ft/lvl, DC increased to 10+1 1/2lvl+mod, uses increased to 1/day per level.

Drawbacks

  • -2 Intelligence
  • -4 to diplomacy
  • Blood Price: Overwhelmed with power, the child draws the attention of Trigon, who wants to consume them. Trigon is impatient, and will not allowed the child to be healed in any way. Trigon planted the seed of power so that it would grow, and so that he could harvest it. If the child should die while embracing the blessing, Trigon will consume the body, mind, soul, and power of the child. Upon death, the child will cling to existence for a number of days (as seen on the above table), after which Trigon will consume them, and they will cease to exist. They cannot be ressurected, revived, reanimated, or brought back in any way, as they have been removed from reality. Only a god with the power to alter reality could possibly bring them back to life. The child can be brought back as normal before this time period ends, which stops resets the countdown.


Trigon's Curse[edit]

Trigon is always trying to lure his children into his blessing, so that he can feed off of their power. The child who chooses to fight this influence must do so by carefully controlling their emotions, making sure not to give into temptation.

A child of Trigon who fights his Blessing gains the following effects:

  • Casting stat is changed to Intelligence
  • Loses any effects they may have had from Trigon's Blessing.

Benefits

  • +2 Intelligence
  • +4 to Diplomacy, +2 to search
  • Soul Shield: The child who fights Trigon knows when it is important to protect someone or something. dr increased to 1d6/3 lvls + Int, AC bonus increased by another +1/lvl, uses increased by 1/lvl.

Drawbacks

  • -2 Charisma
  • Requires Curse Checks to maintain, as described below.

Curse Checks[edit]

Not all children of Trigon embrace his power, as they know it is only a means for Trigon to gain power at their expense. He is persistent, however, and the child is always drawn to him, through their unstable emotions. A child with Trigon's curse must occasionally make checks to maintain the state. Most notably, at the beginning of the day they must make a curse check, if they are wounded, they must make a curse check at the time of the initial wound, and generally they must make a curse check anytime they are faced with a situation which evokes powerful emotions. (At discretion of the player or DM)

Failing a curse check causes the child to gain the Blessing of Trigon.

Any time the child transitions between curse mode and blessing mode or back, they are shaken for d3 rounds.

At any time, as a free action, a Child of Trigon may intentionally fail a curse check, even if a check was not provoked.

Similarly, if a child has succumbed to the Blessing, they may make a curse check to try to regain control as a swift action. This cannot occur more than once per round, on their own turn. Any event that would trigger a curse check does not do so if the child is under the effects of the Blessing.

A curse check is a concentration check with the following modifiers:

Modifiers DC
None 10
In Battle +10 + 1/lvl
Excited +5 + 1/lvl
Calm +1/lvl
Wounded +2 / 10hp missing
Meditating -1/min
Alone -5
Autohypnosis -1/rank

Note that the autohypnosis modifier is only applicable if they have ranks in the autohypnosis skill. Meditating requires concentrating and remaining still for at least 10 minutes. If meditation is interrupted, a new curse check must be made immediately, and the meditation does not count towards this check. Meditating long enough can guarantee a successful curse check, though it leaves the child vulnerable.


Soul Self Teleportaion[edit]

As the child becomes more powerful with their soul self, they can manipulate their corporeal nature, and are free to move about, skipping over some parts of physical reality. A child of Trigon can cast the following spells at the corresponding level of Soul Self Teleporation 1/day/level. All of the following 'spells' require the child to carry their passengers or luggage through to the other side.

  • 1: As dimension hop.
  • 2:As dimension door
  • 3:As teleport
  • 4:As plane shift, also as greater teleport
  • 5:As greater plane shift


Soul Self Ability Progression[edit]

The following details how the child can grow in power using her soul self, most notably what level and types of damage it can cause. The Soul Self is not considered a weapon for the purposes of obtaining feats, and attacks made with the soul self use the child's casting stat when determining attack bonus in place of strength or dexterity.

Level Soul Self Abilities
range damage critical type
1st - 1d6 X2 Bludgeoning
2nd - 1d8 19-20/X2 Piercing or Slashing
3rd 20ft 1d6 X2 Piercing
4th - 1d8 X3 Bludgeoning
5th - 1d10 19-20/X3 Piercing or Slashing
6th 40ft 1d8 x3 Piercing
7th - 1d12 19-20/X2 Bludgeoning
8th - 2d6 19-20/X2 Bludgeoning
9th 60ft 1d12 x4 Piercing

The following is additional effects the Soul Self gains as the child gains in power.

  • Range bonus: This is an increase to the range that any of the child's Soul Self Abilities can be used at. As she grows in power, she can extend her soul self farther from her, while maintaining its focus and power.
  • Enhancement: As she gains power, her soul self becomes more effective, and her attacks are considered as if made by a weapon with the appropriate enhancement level. Also, any level at which a child gains an enhancement level, she can choose from the following list of enchantments, and apply them as appropriate to her attacks. The choices reset whenever she gains another enhancement bonus, but cannot be changed until then. (defending, keen, vorpal, wounding, merciful, flaming but with force damage, flaming burst but with force damage)
  • Extra attacks- As she becomes proficient with her powers, she may manifest multiple tendrils of her Soul Self, and gains extra attacks as a result. These are made at full bab.
  • Number of Tentacles- With some effort, she can envelope an enemy in a bubble of her power, effecting them as if with an entangling ectoplasm spell, with the following exception. After the 1st round entangled, she can choose to throw the target, or simply move it around. She can throw the target the amount displayed under the 'distance thrown' section of the following table, though she must take into account the modifiers of the table after the following. A grab is made with a successful ranged touch attack. She can choose to move the entity around, though she can only move the entity half of the throwing distance.
  • Maximum size thrown- It is not without effort that she grabs and throws her enemies. This shows what size creature/object she can grab/throw.
  • Note that for any unattended object, she can throw it without one round of holding.
Level Soul Self Special Abilities
range bonus Enhancement Extra Attacks Number of Tentacles Distance Thrown Maximum Size Throwable
1st - +0 +0 +0 - -
2nd - +0 +0 +0 - -
3rd - +0 +0 +1 10ft tiny
4th - +0 +0 +1 20ft small
5th +5ft +0 +1 +1 30ft small
6th +5ft +0 +1 +2 40ft medium
7th +5ft +0 +1 +2 50ft medium
8th +5ft +0 +1 +2 60ft medium
9th +5ft +0 +1 +3 70ft large
10th +10ft +1 +2 +3 80ft large
11th +10ft +1 +2 +4 90ft large
12th +10ft +2 +2 +4 100ft large
13th +10ft +2 +2 +5 110ft huge
14th +10ft +3 +2 +5 120ft huge
15th +15ft +3 +3 +6 130ft huge
16th +15ft +4 +3 +6 140ft huge
17th +15ft +4 +3 +7 150ft huge
18th +15ft +5 +3 +7 160ft huge
19th +15ft +5 +3 +8 170ft gargantuan
20th +20ft +6 +4 +8 180ft gargantuan

The following table denotes the modifiers required to take into account when trying to grab or throw an enemy or object.

Size Modifiers
Throw Distance Tentacles required to grab
Tiny -10 ft 1
Small -20ft 1
Medium -30ft 2
Large -50ft 3
Huge -80ft 5
Gargantuan -130ft 8

Throwing / Pushing damage[edit]

  • If an entity is thrown or pushed into empty space, nothing extra occurs.
  • If an entity strikes another entity, it takes and receives damage as described below:

For objects, damage is applied only on the softer of the two materials. If they are of the same hardness, no damage is done, unless ruled otherwise. Entities take damage based on two factors if they collide with something:

  • +1d6/10ft travelled
  • +#tentacles to grab/10ft traveled.

Throwing an entity[edit]

Throwing an entity involves two stages, the 'push' stage in which the entity is being constantly accelerated by the child throwing it, and the free stage, where inertia carries the entity through the rest of its path.

Push stage: During the push stage, if an entity strikes another entity, it takes damage as per the following:

  • +1d6/10ft traveled
  • add the number of tentacles required to grab the object for each 10 ft traveled.

If the entity struck has a hardness that is not greater then the entity thrown, then it receives the same amount of damage as the entity thrown.

Within the push stage of the throw, the child can push their projectile through a weak target. If the damage dealt by the impact is enough to kill or destroy the entity struck, the following occurs:

  • The damage is calculated with the previous factors, using the distance to the impact. The amount of this damage that is required to kill or destroy the entity struck is applied to both the projectile and the target. The damage dealt is subtracted from the amount calculated upon impact, and the remaining damage is carried over into the next calculation.
  • From then on, the calculation for damage begins again, considering the space of the impact to be 0ft thrown. The left-over damage from the previous step is added to the new calculation, and the thrown entity continues as normal, until the end of the throwing range, or until it hits an entity that it cannot kill or destroy with the damage on impact.

Free stage: During the free stage, the child is not propelling the entity, only letting it fall. During this stage, if the entity impacts something that it can damage, it still deals damage as mentioned before. However, if it kills it, the following occurs:

  • Damage is calculated and applied as it was in the push stage.
  • If the damage is enough to kill or destroy the struck entity, the thrown entity continues as before. However, it does not gain any more damage, and its range is reduced by the thrown distance modifier of the entity struck.


During a throw, the entity thrown stops moving if it reaches the end of its throwing distance, it hits something it cannot destroy or kill, or its hp is reduced to zero.

If an entity thrown does damage to an entity struck, but the damage done is enough to kill or destroy the entity thrown, the entity struck takes only the damage required to destroy the thrown entity, and the thrown entity stops there.




Back to Main Page3.5e HomebrewRaces[[Category:<!-race's subtype; or remove line-> Subtype]]

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors