Envoy of The Bound Ancient (3.5e Prestige Class)

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Envoy of The Bound Ancient
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Envoy of The Bound Ancient[edit]

Prepare.... For the return of the Ancient one!
—Kain, Outsider, Envoy of the Bound Ancient
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A phenomist who has devoted their entire life to bring back a bound deity. Finally, true power is at their finger tips.

Becoming a Envoy of The Bound Ancient[edit]

Being gifted from a deity that only wants to return.... Power no mortal could grant or earn unless they too earn the favor of a deity.

Entry Requirements
Alignment: Chaotic.
Base Attack Bonus: 15
Alter level: Must be able to cast alter levels of 9th.
Patron: Men'dul,The Bound Ancient
Special: 20th level Phenomist who has chosen Glimpse form (The bound ancient), and Envoy form (The bound ancient)

Table: The Envoy of The Bound Ancient

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Quasi-deity, Cracked Restraints.
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3 Bonus feat
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Broken Restraints.
6th +4 +5 +2 +5 Bonus Feat
7th +5 +5 +2 +5
8th +6 +6 +2 +6
9th +6 +6 +3 +6 Bonus Feat
10th +7 +7 +3 +7 demigod, Shattered Restraints.

Class Skills (6 + Int modifier per level)
Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Knowledge(arcana), Knowledge(Alter), Knowledge(History), Knowledge(The planes), Listen, Move Silently, Search, Spellcraft, Spot, Survival, Swim, Use Magic Device, Use Rope.

Class Features[edit]

All of the following are class features of the Envoy of the Bound Ancient

Cracked Restraints: Upon entering the first level of Envoy of the Bound Ancient the chains from Men'Dul's Restraints crack and splinter all over. The phenomist still can not make melee attacks with weapons that require him to use his hands but all Alters the Phenomist cast gains an aditional +1 to the save DC. The phenomist also takes non-lethal damage equal to 1/4 the total healing amount done if any of the Mass Reject spells regardless of the amount of targets. The Phenomist gains blindsight 250ft

Quasi-deity: The bound Ancient grants the phenomist gains Divine Rank 0 but with vast limits. (Limits listed below)

Broken Restraints: At 5th level of Envoy of the Bound Ancient the chains from Men'Dul's Restraints are broken and are now oscillating slightly around the phenomist but the mask still remains unable to be removed gaining +2 ac on all attacks this bonus increases at 10th to +3. The Phenomist is now able to make melee attacks with weapons again as well as all Alters gain anaditional +2 to the save DC(This stacks with the bonus from Cracked Restraints). The phenomist also takes non-lethal damage equal to 1/4 the total healing amount done if any of Reject spells regardless of the amount of targets.

Demigod: At reaching the final level for Envoy of the Bound Ancient the divine rank of the Phenomist goes to Divine rank 1 but with vast limits. (noted at the bottom)

Shattered Restraints: At the final level for Envoy of the Bound Ancient Men'Dul's Restraints are shattered from the Phenomist body. The only remains are the symbol of Men'dul floating infront of the Phenomst's forhead and the chain links floating around the Phenomist. The phenomist's body changes greatly, the horns on top grow into 4 inch demonic spikes in a crown shape on his head that further increases his demonic look +15 to imtimidate as well as an aura of terror (20-feet,DC Will save 10+the phenomist's imtimidate or be shaken this effect works still works on creatures immune to fear effects may be turned off and on at-will), his eyes blazeing blue like an angel as well as regaining his sight but still keeping his blindsight as well as grants the Phenomist with an angelic and trustworthy body +15 to gather infomation and Diplomacy as well as Zone of truth (DC Will save 10+the phenomist's gather infomation or diplomacy (which ever is higher)). Finally the Phenomist looks like he has knowledge of almost everything +15 to all Knowledge rolls, and knows all knowledges. The phenomist no longer takes non-lethal damage from casting any Reject spell.

Divine Rank Limits[edit]

(If there is something not listed here then the Envoy of The Bound Ancient does not receive it even if the Envoy is the right Divine Rank.)

Maximum hit points for each new Hit Die.

Speed Deities can move much more quickly than mortals. A deity’s base land speed depends on its form (biped or quadruped) and its size, as shown on the following table. Some deities are exceptions, with speeds faster or slower than the norm.

Size Biped Quadruped
Fine 20 60
Diminutive 30 70
Tiny 40 80
Small 50 90
Medium 60 100
Large 80 120
Huge 100 140
Gargantuan 120 160
Colossal 140 180

Deflection bonus to their AC equal to their Charisma bonus (if any).

Rank 1 or higher do not automatically fail on a natural attack roll of 1.

As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction.

Deities of rank 1 or higher do not automatically fail on a natural saving throw roll of 1.

Add divine rank as a divine bonus on all saving throws.

Add divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks.

For every 20 extra ranks a deity has in a skill, the deity’s synergy bonus from the skill (if any) increases by +2

Immunities

Deities have the following immunities. Individual deities may have more immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.

Transmutation

A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.

Energy Drain, Ability Drain, Ability Damage

A deity is not subject to energy drain, ability drain, or ability damage.

Mind-Affecting Effects

A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Energy Immunity

Deities of rank 1 or higher are immune to electricity, cold, and acid, even if the attacker is a deity of higher divine rank. Some deities have additional energy immunities.

Deities of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.

Damage Reduction A deity has damage reduction as shown below

Divine Rank Damage Reduction
Quasi-deity (0) 10/epic
Demigod (1-5) 15/epic
Lesser deity (6-10) 20/epic
Intermediate deity (11-15) 25/epic
Greater deity (16-20) 30/epic

If the deity also has damage reduction from another source this damage reduction does not stack with the damage reduction granted by divine ranks. Instead, the deity gets the benefit of the best damage reduction in a given situation. Whenever a deity has a second kind of damage reduction that might apply to an attack, that damage reduction is listed in parentheses after the damage reduction entry in the deity’s statistics block.

Salient Divine Abilities At divine rank 1 the Envoy of The Bound Ancient gains Know Death or Know Secrets as their Salient Divine Ability.

Resistances

Energy Resistance A fire resistance of 5 + its divine rank.

Spell Resistance A spell resistance of 32 + its divine rank.

Immortality All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. Deities of rank 1 or higher are not subject to death from massive damage.

Senses Deities of rank 1 or higher have incredibly sensitive perception. Such a deity’s senses (including darkvision and low-light vision, if the deity has them) extend out to a radius of one mile per divine rank. Perception is limited to the senses a deity possesses. A deity cannot see through solid objects without using its remote sensing ability or some sort of x-ray vision power.

Divine Aura The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. All divine aura effects are mind-affecting, extraordinary abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 10 + the deity’s rank + the deity’s Charisma modifier. Deities are immune to the auras of deities of equal or lower rank. Any being who makes a successful saving throw against a deity’s aura power becomes immune to that deity’s aura power for one day. Divine aura is an emanation that extends around the deity in a radius whose size is a function of divine rank. The deity chooses the size of the radius and can change it as a free action. If the deity chooses a radius of 0 feet, its aura power effectively becomes non-functional. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist.

Divine Rank Divine Aura Size
1-5 10 ft./rank
6-10 100 ft./rank
11-15 100 FT./rank
16-20 1 mile/rank

The deity can make its own worshipers, beings of its alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until the deity dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. The deity can choose from the following effects each round as a free action.

Daze Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.

Fright Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Resolve The deity’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the deity’s foes receive a –4 morale penalty on attack rolls, saves, and checks.



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