Corpselight (3.5e Prestige Class)

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Corpselight
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Corpselights[edit]

Only the holy scavengers know true wisdom.
—Willimire Hinteem, human Corpselight

Corpselights are a shamanic druid-like class of priests of Modroben, who worship him as Lord of the Several Spirits, the holy scavenger species that the entire Church holds dear.

Becoming a Corpselight[edit]

Any of the shamanic or divine spellcasting Claine classes are liable to become Corpselights, if they have a sufficient willingness to interact mainly with some of the less pleasant members of the species. Corpselights are often dirty, smelly and gross as a result. Wisdom and Constitution are the most important Ability scores.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +3.
Race: Any.
Skills: Knowledge (necrology) 3.
Feats: <-feat requirements->.
Spellcasting: Any Claine 7.
Patron: Modroben.

Table: The Corpselight


Hit Die: d4


Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Totem Spirit +1 of existing spellcasting
2nd +1 +3 +0 +3 Totem Spirit +1 of existing spellcasting
3rd +2 +3 +1 +3 Totem Spirit, Transform +1 of existing spellcasting
4th +2 +4 +1 +4 Totem Spirit +1 of existing spellcasting
5th +3 +4 +1 +4 Totem Spirit +1 of existing spellcasting
6th +3 +5 +2 +5 Totem Spirit, Transform +1 of existing spellcasting
7th +4 +5 +2 +5 Totem Spirit +1 of existing spellcasting
8th +4 +6 +2 +6 Totem Spirit +1 of existing spellcasting
9th +5 +6 +3 +6 Totem Spirit, Transform +1 of existing spellcasting
10th +5 +7 +3 +7 Totem Spirit +1 of existing spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

Class Features[edit]

Like all members of the Church of Modroben, Corpselights are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Corpselight powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Corpselight:

Spellcasting: At first level and every level thereafter, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Spells: To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level. Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).

Totem Spirit: At first level, Corpselights can begin bonding with Totem Spirits. Modroben is served by many powerful spirits, each of which can grant their favor to the Corpselight if placated appropriately. In order to gain the power of a Totem, the Corpselight must perform a brief ritual and then transform into that creature for one entire month. He must survive for that month with the ordinary abilities of that creature and go on a Spirit Quest. At each level, the Corpselight can bond with a new Totem Spirit, gaining its powers. Each power is permanent and comes with an ordinary example of that species, which becomes an animal follower of the Corpselight. If the animal follower dies or is separated from the Corpselight, the Corpselight he loses the power until going on the Spirit Quest again. (Note: The mushroom spirit takes the physical form of a perpetually growing mushroom in a clod of dirt which the Corpselight must keep with him and safe).

  • Vulture: +8 Spot
  • Crab: +2 Reflex
  • Lobster: +8 Search
  • Loach: +8 Swim
  • Snail: +8 Knowledge (pick one)
  • Maggot: Able to survive off virtually no food
  • Beetle: +8 Tumble
  • Hyena: Gain one bite attack doing d3 damage, can only be used as a follow-on to a successful hit
  • Jackal: +8 Survival
  • Worm: Gain ability to burrow at half-speed for a number of rounds equal to Constitution modifier
  • Cockroach: +2 hp per level
  • Opossum: +8 Move Silently
  • Crow: +8 Disable Device
  • Mushroom: +8 to all poison saves
  • Millipede: +8 Hide

Transform: At third level and every level thereafter, the Corpselight may transform into the shape of one of his Totemic Spirits. He must choose which Spirit from among those with whom he has bonded, and this decision can not be changed unless the animal follower associated with that Totemic Spirit dies or is separated from the Corpselight. He can shapechange back and forth at will.

Celestial Totem: At seventh level and every level thereafter, the Corpselight may choose a Totem Spirit that he can Transform into and gain the ability to tranform into a Celestial version of it.

Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes

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