Fear Eater (3.5e Prestige Class)

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<-Fear Eater->[edit]

Fear Eater
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<-"Scary? I think you mean lunch."->
—<-S. Care Dee->, <-human-> <- Fear Eater->
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<-This class uses mainly the Charisma modifier and skills based on it to turn the tide of battle. scaring allies into fighting better, and enemies into shitting themselves.->

Becoming a <-Fear Eater->[edit]

<-A person will usually take this class when they have gone too long trying to be a "nice guy". of course, a Fear eater can still be of a good alignment. Fear and intimidation can be used by anyone non-chaotic. nobody fears someone who goes about acting without thinking. ->

Entry Requirements
Alignment: <-Any non-chaotic->.
Base Attack Bonus: <-+10->.
Race: <-any race->.
Skills: <-at least 15 ranks in intimidate->.
Feats: <-->.
Spellcasting: <-->.
Patron: <-->.
Domains: <-->.
Special: <-you have to have scared a stranger into fearing you at some point.->.

Table: The <-class name->

Hit Die: d<-10->

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 +2 +0 +2 <- fear sense,frightful presence, Aura of Fear, Devour, Iron Fist-> <-effects of existing spellcasting at this level->
2nd +4 +3 +0 +3 <-Strike Down, Drill Sergeant, natural fear-> <-effects of existing spellcasting at this level->
3rd +5 +4 +1 +4 <-Hallucinations, Sense Weakness, Scary Swagger-> <-effects of existing spellcasting at this level->
4th +6 +5 +2 +5 <- empowered natural fear> <-effects of existing spellcasting at this level->
5th +7 +6 +3 +6 <-Choke-> <-effects of existing spellcasting at this level->

Class Skills (<-4-> + Int modifier per level)
<-appraise, climb, concentrate, craft, diplomacy, handle animal, intimidate, jump, knowlege(history and local), listen, profession, ride, search, sense motive, spot, bluff, disguise->.


Class Features[edit]

 All of the following are class features of the Fear Eater

== Level One ==


Aura of fear: The Fear Eater gains a 40 ft. aura that causes any enemy to take an intimidation check with a DC of 10 + 1/2 of the death eaters intimidation score. Failing the roll causes the victim to succumb to fear for 1d4 turns. if it is 10 less than the total DC they succumb to fear for 1d6 rounds and has a 25% chance to do what the fear eater commands. if the victim fears by at least 20 they become shaken for the rest of the encounter and have a 50% chance of becoming the fear eaters minion. if the check is passed, the victim cannot be feared by the aura for 1d4+1 rounds. Frightful presence: enemies smaller than the fear eater take a -2* how many sizes smaller than the fear eater they are, but enemies larger get a +2* sizes larger than the fear eater they are.


Devour: At level one, the Fear Eater gains the ability to feast on the fears of others (allies or enemies) a number of times equal to his charisma modifier + his death eater levels. This ability has a range of 15 feet and cannot be used on the same target twice a day. Also, the target must be in a state of fear or shaken. the victim takes 3d6 of damage if in a state of fear, 6d6 if shaken, and heals the fear eater for 3d6. the victim makes a fortitude save with a DC of 10 + the fear eaters charisma modifier + fear eater levels. if they pass, they are no longer shaken or in a state of fear for 1d4 rounds and has to take another save against the aura of fear.


Iron Fist: Any allies within the fear eaters aura gains a bonus on all rolls equal to the fear eaters charisma modifier. This is because this bonus comes from the fear of making a mistake while the fear eater is watching. therefore even though they do not exhibit the normal signs of fear, they still count as fear stricken.(this means that they still take the will save when their fears get devoured with the difference being that they lose the buff if they pass). If an ally would normally would fall under the effect of another fear, that fear is then eliminated, because whatever the opponent is doing to scare them, it cannot be worse than what the fear eater can do if he is crossed. characters immune to fear are immune to this skill.

fear sense: The fear eater can smell fear, not just the saying, but can actually smell fear. this gives him a +8 on his intimidate score. it also makes units in his aura of fear radiate an aura that only the fear eater can see, even if they are invisible.

Level Two[edit]

Natural Fear: every fear eater level the fear eater can take one of the following three as a class ability.


1) Crack: (1*fear eater level) times a day, the fear eater can add an ice element to his weapon as a swift action. this does 1d6 of Dex damage for the duration of the encounter. cannot be used on enemies resistant to ice/ice spells.


2) Ember: (1*fear eater level) times a day, the fear eater can add a fire element to his weapon as a swift action. this does 1d6 of Str damage for the duration of the encounter. cannot be used on enemies resistant to fire/fire spells.


3) Spark: (1*fear eater level) times a day, the fear eater can add a shock element to his weapon as a swift action. this does 1d6 of Con damage for the duration of the encounter. cannot be used on enemies resistant to shock/shock spells.


Drill Sergeant: when standing next to the fear eater, the buffs from Iron Fist are doubled. the duration stays the same.

Strike Down: when an opponent is bleeding, the fear eater gets to add his intimidation score to his attack rolls, making almost certain that he breaks AC every time. this represents the fear eater destroying all of the victims hope of continuing life, making the victim wait for the embrace of death.

Level Three[edit]

Sense Weakness: the fear eater can see a glowing aura around the enemy with the lowest health.

Scary Swagger: for every 5 feet the fear eater walks, he gets a +1 on his next attack roll that turn. this becomes a +2 if the victim was already in the aura of fear before the fear eater started his movement.

Hallucinations: any enemies in the range of the fear aura see the fear eater being one size larger than he really is. Since this is not his actual size, it does not affect his AC.

Level Four[edit]

Empowered Natural Fear: the natural fear abilities now do 2d6 ability damage

Level Five[edit]

Choke: now any character that is not immune to fear has to make a will check with a DC of 10 + 1/2 of the fear eaters intimidate score before each attack made on the fear eater. |-

|}

Ex-<-Fear Eaters->[edit]

<-when the fear eaters charisma gets lower than 10, he can no longer use any abilities from any class other than devour and his aura of fear until he gets it above 10 again.->

Campaign Information[edit]

Playing a <-Fear Eater->[edit]

{{youre pretty much gonna be killing off all the scrub monsters on the field. the major part of the class is the boosts that you give to your allies. so stay close to the heart of battle. and when you hit level 5, just pull as much aggro as possible, because you will be scary enough to be able to dodge most attacks with you "choke" class skill while your allies gain the massive roll boost and immunity to fear}}

Combat: <-mainly a tank after hitting level 5, but still a great support character before that.->

Advancement: <-your probably going to want to also spec into another class with fear effects so that you can take full advantage of the aura of fear.->


NPC Reactions: <-npc's in the world will fear the fear eater, but will not act upon it negatively for fear of him feeding off them.->

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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