Tuesday, March 3, 2015

Death-Haunted Pathfinder Prestige Class

I'm no great fan of Pathfinder or of boring prestige classes, but since it remains so popular I thought it might be fun to make a special class as an alternative death penalty. Any time a player would lose a level due to raise dead or a similar spell, they may instead opt to swap a level from one of their classes for one of the death-haunted prestige class below. Alternatively, since Pathfinder's raise dead spell drops you two levels, it might be best to just allow a player to swap one level at a time. Whichever and whatever you prefer.

I'm hardly an expert at Pathfinder, so any tweaks you want to make are probably a great idea.

Death-Haunted

Requirements

To qualify to become a death-haunted, a character must fulfill all the following criteria.

Special: You must have perished and returned to life as the result of magic. Levels in this class are only obtained due to level substitution caused by the raise dead spell.

Boring Statistics

Hit Dice: d8.
Class Skills: Knowledge (religion), move silently, perception, sense motive, stealth.
Skill Ranks: 4 + Int modifier.

Table: Death-Haunted

Level Base Attack Bonus Fort Save Reflex Save Will Save Special
1st +0 +0 +0 +0 Haunted, Cold Resistance
2nd +1 +1 +1 +1 Poison Resistance, Leaping
3rd +2 +1 +1 +1 Ghastly, Chill Of The Grave
4th +3 +1 +1 +1 Final Action, Friend To The Dead
5th +3 +2 +2 +2 Ghostly, Moderate Fortification
6th +3 +2 +2 +2 Rotting, Nigh-Undead

Class Features

Haunted: Your physical presence is changed by your contact with death.  Your skin is alabaster-pale, you become prone to staring lifelessly, and you barely cast a shadow.

Cold Resistance: Due to your increasingly otherworldly metabolism, you have cold resistance 3.

Poison Resistance: You're blood is like fifty-percent ectoplasm at this point. On the one hand, it conveys poison resistance 3. On the other hand, you create and attract undead mosquitos.

Leaping: Your interactions with the laws of physics are somewhat modified due to your repeated brushes with death. You have a +10 bonus on acrobatics checks made to attempt jumps or long jumps.

Ghastly: Your flesh is semitransparent in moonlight or in reflects, dogs howl in the night whenever you are near, and you flinch every time you see a holy symbol (any holy symbol).

Chill Of The Grave: Your touch is cold enough that your unarmed attacks inflict an extra 1d4 cold damage. Creatures that strike you with an unarmed or natural attack suffer 1d4 cold damage, also. You keep insisting that you aren't slowly becoming undead, but it's starting to look pretty bad. The cleric keeps staring at you when they think you aren't looking.

Final Action: Any time you are killed by a non-disintegrating source, you can still take action until the end of your next turn. Furthermore, the creature that kills you provokes an attack of opportunity from you. Under no circumstances will your additional action allow you to avoid your immanent death (healing is ineffective).

Friend To The Dead: Unintelligent undead with less than will not perceive you to be a threat. You are under the effect of a permanent sanctuary spell that only affects undead. If you end the effect, it automatically recasts itself after 10 minutes have passed.

Ghostly: You are semitransparent in any light other than sunlight. You need consume only 1/5th the food, water, and air that a being of your race would normally require. You do not leave physical footprints (though you do emit wisps of ectoplasm similar to cobwebs, resulting in you breaking even when others are tracking you).

Moderate Fortification: Any time you suffer a critical hit or a sneak attack, you have a 50% chance of negating the extra damage.

Rotting: Okay, maybe you're starting to be more dead than alive. You don't need to eat, drink, or respire, and many of your bodily functions have stopped working entirely. You've got an ectoplasm-rich ichor in lieu of blood. Your body weighs half of what it normally would. Chunks of your flesh have fallen off or have holes in them, revealing gleaming white bone beneath. And -I would only tell this to a friend- you don't smell so great.

Nigh-Undead: Your cold and poison resistance both increase to 5, while your fortification increases to strong (75% chance of negating critical/sneak attack). Unfortunately, you are dazzled in direct sunlight, cannot derive benefit from most potions or other imbibed magical items, and the starting attitude toward you for good aligned NPCs and animals is automatically unfriendly.

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