Mord-Sith (Pathfinder Class)

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Mord-Sith[edit]

Parent Classes: Unchained Monk and Sorcerer

Mord-Sith are made to fight and torture magic users. Born from the pain of the Agiel, most Mord-Sith use it as their primary weapon, though some will also use a whip or armored gauntlets.

Minor Artifact: Agiel (Exotic Light Melee Weapon)

Cost: 1,660 gp
Damage: 1d2
Crit: 20/x3
Range:
Weight: 1 lb.
Type: B
Group: Close
Special: nonlethal, bleed, monk

The Agiel is an instrument of torture and pain. It is a bright red leather rod about one inch thick and twelve inches long. It deals 1d2 nonlethal damage per hit to the target and to the wielder (if you choose to deal lethal damage, you still only take nonlethal damage). It bypasses natural armor and counts as evil and magic (equivalent to a +2 weapon; additional enchantments may not be added). It may also add 1 bleed to the target on each hit if the wielder wishes (this bleed stacks with itself). The DC to Intimidate someone hit by an Agiel is lowered by an amount equal to the damage they have taken from it (including bleed). When hit by an Agiel, the target must make a Constitution-based Will save at a DC equal to 10 + the amount of damage he has taken from it or be sickened for 1d4+1 rounds. If he is already sickened, he becomes nauseated for 1 round instead.

Only a Mord-Sith may gain proficiency with an Agiel from a class feature; everyone else must use the feat Exotic Weapon Proficiency (Agiel). An Agiel is painful to the touch, and inflicts damage and save vs being sickened every round of contact as though they had been hit by it. Armor or similarly thick and solid material blocks this effect, but clothing or similarly soft and thin material does not. Proficiency with an Agiel allows the wielder to resist this effect while wielding it. Most Agiels come with a thin chain affixed to one end by which it can be carried without touching the Agiel itself, but wielding the Agiel in this way is impossible.

New Feat: Superior Agiel Damage

Required: Proficient with Agiel

You have learned how to deal more damage with an Agiel. Your Agiel damage increases by level as shown on the table below (only for outgoing damage). If you are a Mord-Sith, instead you deal damage with your Agiel as a Mord-Sith four levels higher, and at 20th Mord-Sith level your Agiel damage is 2d10.

1st-3rd: 1d3
4th-7th: 1d4
8th-11th: 1d6
12th-15th: 1d8
16th-20th: 1d10

New Trait: Sister/Brother of the Agiel

You have been trained your whole life to become a Mord-Sith. You have endured countless hours of torture by your master's Agiel, until at last you killed him and escaped. You have received enough torture to qualify for taking all twenty levels of Mord-Sith. You begin play with the Agiel you were tortured by, though you must spend at least 200gp/level until the price of the Agiel is paid. If you ever lose this Agiel, you take a permanent -1 to all Will saves.

New Deity: Alric Rahl (LE)

Called by His followers "Lord Rahl" or "Master Rahl", Alric Rahl is a god of magic and pain. Every morning His followers kneel down with their head to the ground and chant the devotion: "Master Rahl guide us. Master Rahl teach us. Master Rahl protect us. In your light we thrive. In your mercy we are sheltered. In your wisdom we are humbled. We live only to serve. Our lives are yours." The Agiel and the Mord-Sith are His creations.

Alignment: Lawful Evil
Portfolio: Magic, pain, war
Symbol: Gold crescent and star on a red background
Domains: Law, Evil, Torture, Magic, War
Favored Weapon: Agiel, Whip
Favored Animal: Horse


Table: The Mord-Sith

Hit Die: d10

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Max Spell Slots Max Spells Known Agiel
Damage
Fast
Movement
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Unarmed Strike, Spelldrinker, SR, Mistress of Pain, AC Bonus 1 3 1 1d4 +0 ft.
2nd +1 +3 +0 +3 Bonus Feat 2 3 2 1d4 +0 ft.
3rd +2 +3 +1 +3 Agiel Specialty 2 1 4 2 1 1d4 +5 ft.
4th +3 +4 +1 +4 Stunning Agiel, Agiel Specialty 3 1 4 3 1 1d6 +5 ft.
5th +3 +4 +1 +4 Style Strike (1/round) 3 2 5 3 2 1d6 +5 ft.
6th +4 +5 +2 +5 Bonus Feat 3 2 1 5 3 2 1 1d6 +10 ft.
7th +5 +5 +2 +5 Spellthief 3 3 1 6 4 3 1 1d6 +10 ft.
8th +6/+1 +6 +2 +6 Improved Spelldrinker, Flurry of Blows (bonus attack) 3 3 2 6 4 3 2 1d8 +10 ft.
9th +6/+1 +6 +3 +6 Style Strike 3 3 2 1 6 4 3 2 1 1d8 +15 ft.
10th +7/+2 +7 +3 +7 Bonus Feat 3 3 3 1 6 5 4 3 1 1d8 +15 ft.
11th +8/+3 +7 +3 +7 Improved Spell Resistance 4 3 3 2 6 5 4 3 2 1d8 +15 ft.
12th +9/+4 +8 +4 +8 Agiel Specialty 4 3 3 2 1 6 5 4 3 2 1 1d10 +20 ft.
13th +9/+4 +8 +4 +8 Style Strike 4 4 3 3 1 6 6 5 4 3 1 1d10 +20 ft.
14th +10/+5 +9 +4 +9 Bonus Feat 4 4 4 3 2 6 6 5 4 3 2 1d10 +20 ft.
15th +11/+6/+1 +9 +5 +9 Thought Swiper, Flurry of Blows (bonus attack) 4 4 4 3 2 1 6 6 5 4 4 2 1 1d10 +25 ft.
16th +12/+7/+2 +10 +5 +10 Greater Spell Resistance 4 4 4 4 3 2 6 6 6 5 4 3 2 2d6 +25 ft.
17th +12/+7/+2 +10 +5 +10 Style Strike 4 4 4 4 3 2 1 6 6 6 5 5 3 2 1 2d6 +25 ft.
18th +13/+8/+3 +11 +6 +11 Bonus Feat 4 4 4 4 4 3 2 6 6 6 5 5 4 3 2 2d6 +30 ft.
19th +14/+9/+4 +11 +6 +11 Enchantment Drinker 4 4 4 4 4 3 2 1 6 6 6 6 5 4 3 2 1 2d6 +30 ft.
20th +15/+10/+5 +12 +6 +12 Master Spelldrinker 4 4 4 4 4 4 3 2 1 6 6 6 6 6 5 4 3 2 1 2d8 +30 ft.

Class Skills (2 + Int modifier per level)
Acrobatics (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Mord-Sith.

Alignment: Must be within one step of Lawful Evil.

Deity: Must worship Alric Rahl.

If a Mord-Sith's alignment changes to more than one step away from Lawful Evil or if she stops worshiping Alric Rahl, she loses the Spelldrinker, Spell Resistance, and Agiel Specialty class features and may not gain new levels of Mord-Sith until she regains the proper alignment and worship and atones.

Languages: Mord-Sith add Infernal to their list of available languages.

Weapon and Armor Proficiency: A Mord-Sith is proficient with all simple weapons, the Agiel, and the whip, and also with Leather and Studded Leather Armor. She may ignore spell failure chance from Leather or Studded Leather Armor when casting spells as a Mord-Sith. When wearing armor other than Leather or Studded Leather, she loses her fast movement, AC bonus, and flurry of blows abilities.

Child of Torture: In order to gain a level of Mord-Sith, she must have been tortured with an Agiel for a number of consecutive half-hours equal to the Mord-Sith level she wishes to attain.

Master/Mistress of Pain: A Mord-Sith does not need to be a member of an evil organization to qualify for the Vile Leadership feat, but she must break her cohort and each follower personally before they will follow her.

Spelldrinker: A Mord-Sith does not have any magic power of her own; rather, she is able to steal the magic of her enemies. She does not learn any spells by leveling up, and her spell slots do not refresh each day. Instead, when a spell that targets the Mord-Sith (or hits her with its area) fails to overcome her Spell Resistance, that spell is added to her list of Spells Known at the level it is on the list of the one who cast it, and she gains a spell slot of the level they used to cast it. If she already knows as many spells of that level as she is allowed, she may replace one of the ones she currently knows with the new one. If she already has as many spell slots of that level as she is allowed, she may gain a slot of a lower level instead. If the spell is of a higher level than she can cast, she does not learn the spell, but does gain a spell slot of the highest level available. If it is a spell like ability, she gains a single use of that ability. A Mord-Sith may steal any spell from any spellcaster, but casts them spontaneously with Charisma as Arcane spells without material components, like a Sorcerer. Her Caster Level for these spells is equal to her Mord-Sith level. She gains bonus Max Spell Slots from a high Charisma score the way Sorcerers gain bonus Spells Per Day. She may cast 0 level spells without expending a spell slot. For the purpose of spell trigger and spell completion items, a Mord-Sith does not have a spell list, and must always use Use Magic Device. A Mord-Sith cannot steal spells from herself. She may "forget" any spell she knows as a free action.

Spell Resistance: A Mord-Sith gains Spell Resistance equal to 10 plus her Mord-Sith level.

Agiel Specialty: A Mord-Sith's damage with her Agiel increases by level according to Table: The Mord-Sith (only applies to outgoing damage). At level 3, she takes no penalty for choosing to deal lethal damage with her Agiel. At level 4, her Agiel gains an Enhancement bonus equal to 1/4 her Mord-Sith level. At level 12, she no longer takes damage from using her Agiel, and it bypasses an amount of DR other than /— equal to the amount of bleed currently on the target.

Fast Movement: A Mord-Sith's base move speed increases by level according to Table: The Mord-Sith.

AC Bonus: A Mord-Sith adds her Charisma bonus (minimum 0) to her AC and CMD while unarmored and unencumbered. When unencumbered and wearing Leather or Studded Leather armor, she adds half her Charisma bonus to her AC and CMD instead.

Unarmed Strike: At 1st level, a Mord-Sith gains Improved Unarmed Strike as a bonus feat. Her attacks can be with fists, elbows, knees, and feet. This means that a Mord-Sith can make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Mord-Sith striking unarmed. She can apply her full Strength bonus on damage rolls for all her unarmed strikes. Her unarmed strikes deal lethal damage, although she can choose to deal nonlethal damage with no penalty on her attack roll. She can make this choice while grappling as well. Her unarmed damage increases on the same chart as her Agiel damage, but four levels lower. She counts as a Monk for the purposes of the Superior Unarmed Strike feat.

Bonus Feat: At 2nd level and every 4 levels thereafter, the Mord-Sith gains a Bonus Feat. These feats must be chosen from among the following: Antagonize, Enforcer, Improved Critical, Serpent Lash, Signature Skill (Intimidate), Skill Focus (Intimidate), Superior Agiel Damage, Superior Unarmed Strike, Vile Leadership, Weapon Finesse, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Whip Mastery, Improved Whip Mastery, Greater Whip Mastery, or any Metamagic Feat. For feats that require choosing a weapon, she must choose Unarmed Strike, Whip, or Agiel. She counts as a fighter of her Mord-Sith level for qualifying for these feats.

Stunning Agiel: At level 4 a Mord-Sith gains the ability to replace the sickening effect of her Agiel with a different effect. She may use this ability once per day for every level of Mord-Sith she has, plus once for every four levels of other classes. At 4th level, she may make the target stunned for 1 round. At 8th level, she can make the target fatigued for one minute. At 12th level, she can make the target staggered for 1d6+1 rounds. At 16th level, she can permanently blind or deafen the target. At 20th level, she can paralyze the target for 1d6+1 rounds. She must choose which condition she will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.

Style Strike: At 5th level, a Mord-Sith learns one type of Style Strike as an Unchained Monk. Once per round, when she makes an unarmed strike as part of a full-attack action, she may designate it as a Style Strike. At 9th level and every 4 levels thereafter, she learns an additional type of style strike. She must choose which Style Strike to apply before the attack roll is made.

Spellthief: At level 7, so long as a spell she steals stays on her list of Spells Known and so long as she keeps a spell slot capable of casting it, that spell is removed from the spell list of the one who cast it at her, and the spell slot they used to cast it does not refresh. Similarly, so long as she keeps at least one use of a spell-like ability she steals, stolen uses of that ability do not refresh. A Mord-Sith gains a bonus to Intimidate against anyone missing a spell or ability in this way, equal to double the highest level of spell or spell slot they are missing (minimum 1; in the case of a spell-like ability, treat it as the lowest level that spell exists on any spell list). If the Mord-Sith dies, these effects immediately end.

Improved Spelldrinker: At level 8, any time you steal a spell slot, make a Caster Level check at a difficulty of the spell's level x5. If this check passes, you gain an additional spell slot at one level lower than the slot you are stealing.

Flurry of Blows: At level 8, a Mord-Sith can make a flurry of blows as a full-attack action. When making a flurry of blows, the Mord-Sith can make one additional attack at her highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. She can make these attacks with any combination of unarmed strikes, Agiel, and whip. She takes no penalty for using multiple weapons when making a flurry of blows, but she does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (She can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). She gains another additional attack at level 15.

Improved Spell Resistance: At level 11, her Spell Resistance increases by 5.

Thought Swiper: At level 15, the Mord-Sith may use detect thoughts at will as a spell-like ability on anyone with a missing spell or ability that she stole.

Greater Spell Resistance: At level 16, spells that do not ignore Spell Resistance must roll the caster level check twice and take the worse result. Spells that ignore Spell Resistance do not ignore her Spell Resistance, but roll twice and take the better result. Treat non-spell positive- or negative-energy effects (such as channel energy) as spells that ignore spell resistance; if they are stolen, she gains a spell and spell slot as shown in the chart below, and the caster loses one use of whichever ability generated the effect.

Positive: Cure
Negative: Inflict
1d6-3d6: Light, 1st
4d6-5d6: Moderate, 2nd
6d6-7d6: Serious, 3rd
8d6+: Critical, 4th

Enchantment Drinker: At level 19, if a Mord-Sith is struck by an enchanted weapon, the weapon must make a Will Save with a DC of 20 plus the Mord-Sith's Charisma modifier. If it fails, the enchantments are stripped from the weapon and she gains a spell slot equal to the equivalent enhancement bonus of the enchantment, and adds to her list of spells known one of the prerequisite spells used to craft the enchantment. The weapon stays masterwork but is no longer magical until she expends that spell slot, loses that known spell, or dies; until then, she treats the weapon's wielder as though she had stolen a spell of that level.

Master Spelldrinker: At level 20, a Mord-Sith may cast spells without expending a spell slot - and use spell like abilities without expending uses - if she is within 30 feet of the one the spell or ability was stolen from. (She still needs to have a spell slot capable of casting the spell/at least one use of the ability.)


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