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Malefactor [3.5 Hexblade Re-Imagining] [PEACH]

Game design for the d20 system

Malefactor [3.5 Hexblade Re-Imagining] [PEACH]

Postby Lord_Gareth » Mon Jun 13, 2011 11:57 am

This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.


Introduction: Why Malefactor?
Some of you remember that, a little while back, I posted a Hexblade remake, imagining them as dark warriors that didn't have the limitations of arcane spellcasting. What I never really mentioned is that I've been dissatisfied with the work for a long time; it went where I was intending it to go, certainly, but something always seemed...wrong. Off, somehow.

It was during a discussion with InaVegt that she solved my problem; in expressing her dissatisfaction with the concept of a Hexblade to begin with, she said she'd rather see it on a more rogue-like chassis, and everything just clicked for me. So here we are - the Malefactor, a rogue-like Hexblade remake just for the Playground! Please, evaluate and critique honestly, and I'm always looking for ideas and inspiration!

Warning: there may be some sloppy formatting until I clean this thing up. Until otherwise stated, this is a work in progress and may be missing large, essential pieces.


Malefactors

”Straight fights are for suckers.”

Miss Envy, a Malefactor


Malefactors are, in many ways, similar to rogues; they prefer the unfair fight, the ambush. They use abilities and skills that might be seen as unsavory or underhanded. The primary difference is that the rogue uses skills honed through careful practice, where the Malefactor favors the curses, hexes, and banes that are their birthright to lay their enemies low. Once their true natures are known, Malefactors are often treated with a degree of distrust, but no one can deny that their arts are effective.

Abilities: All of the Malefactor's supernatural abilities key off of their Charisma score, but Dexterity is also important to them, as it affects the accuracy of their attacks and boosts their low armor class, especially at lower levels. Strength, Constitution, and Intelligence (in no particular order) are also valued by Malefactors.

Role: Malefactors are a ranged or melee disruptor; they use their curses and supernatural abilities to shape the battlefield to their liking before wading in with the damage, hoping to tear their enemies to shreds. They provide a good compliment to solid melee classes such as warblades and crusaders, and can, in a pinch, also attempt to keep enemies away from even softer targets like wizards or artificers - just don't ask them to do it for too long. They can only absorb so many blows.

Background: Most Malefactors are born, the results of cursed bloodlines, the descendants of powerful necromancers or the inheritors of fiendish taint. They manifest their powers as early as puberty, reaching into misfortune in moments of anger or desperation, and find that doing so is easy. Natural. It's only a matter of time before they realize the uses their powers can be put to; many fall in with criminal elements, while others idealize themselves as vigilantes or guardians. Some, however, learn the art instead of being born to it; these are normally taught by a more experienced Malefactor, though some simply come into their power late.

Organization: There is no formal organization amongst Malefactors, though one can find them in military organizations, criminal gangs, thieves' guilds and assassins' guilds all around the world, putting their talents to use. More often then not, they attempt to avoid each other out of professional courtesy, but that unwritten request is the closest they come to true formal organization.

Alignment: Any. Though the powers and tactics favored by the Malefactor are often seen as dishonorable or even evil, they can be put to whatever end the Malefactor chooses. That being said, many Malefactors are chaotic and/or evil, the legacy of tapping so frequently into the dark and spiteful parts of their mind.

Races: Humans and half-breeds such as half-elves, half-orcs, and planetouched fill out the majority of the Malefactor's ranks, with gnomes and savage humanoids claiming a close second place. Elves tend to disdain the art, and dwarves in particular don't prefer such honorless methods of combat.

Religion: Malefactors tend to favor deities of thieves, magic, luck (good or ill), victory, wealth, and other, related portfolios. Often they aren't particularly religious, but exceptions certainly exist

Other Classes: Malefactors have a slight tendency to look down on, well, just about anyone. They can respect raw power, but their abilities lend them a certain amount of arrogance that can be off-putting to others. In particular, rangers and bards get almost no respect from Malefactors, who tend to view them as minions and not valuable professions in their own right.

Adaptation: Malefactors were written with little to no assumptions about the campaign setting they appear in; as such, adapting them to your campaign setting should be relatively painless.

Hit Die: D8.

Starting Gold: 6d4 x 10 gold pieces.

Class Features


Class Skills: The Malefactor’s class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at First Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier

Custom

LevelBABFortRefWillSpecial
Malefactions Known
Auras Known
Torment the Weak
1st+0+0+2+2Malefactions (Spites), Maleficent Aura, Trapfinding
1
1
+1d4
2nd+1+0+3+3Ripper's Gift (Bonus Feats)
2
1
+1d4
3rd+2+1+3+3Cheap Shots
3
1
+2d4
4th+3+1+4+4Evasion
3
1
+2d4
5th+3+1+4+4Malefactions (Taboos)
4
2
+3d4
6th+4+2+5+5Ripper's Gift (Weapon Enhancements)
4
2
+3d4
7th+5+2+5+5Stolen Luck (20% Miss Chance)
5
2
+4d4
8th+6/+1+2+6+6Sense Malice (Blindsense)
6
2
+4d4
9th+6/+1+3+6+6Vicious Rebuttal
6
2
+5d4
10th+7/+2+3+7+7Malefactions (Banes), Ripper's Gift (Cursed Damage)
7
3
+5d4
11th+8/+3+3+7+7Alacrity
7
3
+6d4
12th+9/+4+4+8+8Improved Evasion
8
3
+6d4
13th+9/+4+4+8+8Wings of Misfortune
8
3
+7d4
14th+10/+5+4+9+9Otherworldly Stride
9
3
+7d4
15th+11/+6/+1+5+9+9Malefactions (Geasa)
10
4
+8d4
16th+12/+7/+2+5+10+10Ripper's Gift (Transdimensional Strikes)
10
4
+8d4
17th+12/+7/+2+5+10+10Stolen Luck (50% miss chance)
11
4
+9d4
18th+13/+8/+3+6+11+11Cruel Simulacrum
11
4
+9d4
19th+14/+9/+4+6+11+11Avatar of Woe
12
4
+10d4
20th+15/+10/+5+6+12+12Malefactions (Maledictions)
13
5
+10d4


Weapon and Armor Proficiency: Malefactors are proficient with all simple and martial weapons, as well as with the whip. They are proficient with light armor, but not with shields. Though her curses include somatic components, a Malefactor’s powers are not affected by wearing armor due to the simplicity of said gestures (often involving nothing more complex than pointing).

Malefactions (Su): Malefactor do not learn spells; instead, their power manifests as malefactions, specific manifestations of negative magical energies which the Malefactor inflicts upon enemies or objects within eighty feet (the Malefactor must still have line of effect to her target). A creature or object that is the target of a Malefactor’s malefaction is entitled to a Will save (DC 10 + ½ the Malefactor’s class level + the Malefactor’s charisma modifier) to either avoid the effects. The effects of a malefaction last for a number of minutes equal to the Malefactor’s class level plus her charisma modifier, or until dismissed by the Malefactor as a free action. A creature who successfully saves against a Malefactor’s malefaction is immune to further applications of that particular malefaction for the next 24 hours, or until they voluntarily waive their immunity as a free action, whatever comes first.

A Malefactor may use a total number of malefactions per encounter equal to [2 + ¼ her class level] plus her charisma modifier, regardless of the power level of the malefaction involved. Invoking a malefaction is a swift action involving both verbal and somatic components (thus, a helpless or silenced Malefactor cannot invoke her malefactions). Invoking a malefaction does not provoke attacks of opportunity. A Malefactor may not invoke a malefaction that is already affecting a target.

At first level, the Malefactor may only learn the weakest malefactions, known as Spites. At fifth level, she may learn Taboos in place of Spites if she so chooses. At tenth level, she may choose to learn Banes in place of Taboos or Spites. At fifteenth level, she may choose to learn Geasa in place of Banes, Taboos, or Spites, and at twentieth level she may choose to learn a Malediction in place of a Gaesa, Bane, Taboo, or Spite.

Unless otherwise stated in a particular malefaction's description, malefactions are not mind-affecting abilities.

Maleficent Aura (Su): In addition to her more potent single-target malefactions, the Malefactor may project auras of terrible misfortune that sap away at their enemies. Unlike malefactions, these auras can be considered 'always on' unless the Malefactor chooses to cease projecting them as a free action during her turn (she may re-project her aura as a free action at the beginning of her turn as well). At first level, the Malefactor chooses a single aura from among those available to her (Spites). At fifth level, she chooses an additional aura (this time from the Taboo list), then again at tenth level (from the Bane list), fifteenth level (from the Geasa list) and her final aura at twentieth level (from the Malediction list). She may only project one aura gained from this class at a time.

A Malefactor's maleficent aura has a ten foot radius, plus five feet per class level past level one. Beings entering her aura must immediately succeed at a Will save (DC 10 + 1/2 the Malefactor's class level + her charisma modifier) or suffer its effects; if they then leave the aura's radius by any means and then re-enter it, they are still subject to its effects (this lasts for twenty-four hours after failing their initial saving throw), though they are not subject to it while outside of its radius. A being that succeeds at its saving throw against a particular maleficent aura is immune to the effects of that particular aura for twenty-four hours thereafter, though not to the effects of other auras the Malefactor may choose to project. The Malefactor may choose to project a new maleficent aura in place of her current one as a swift action.

Unless otherwise noted in their descriptions, maleficent auras are not mind-affecting abilities.

Torment the Weak (Su): The power of a Malefactor's curses call to her, leaving her enemies vulnerable to her strikes. A Malefactor deals an additional 1d4 points of damage on all attacks (and/or spells that deal hit point damage) against beings that are currently suffering the effects of one of her malefactions or her maleficent auras (this damage is not cumulative; that is, a being suffering from one of her malefactions that is also under the effects of one of her maleficent auras only takes an additional 1d4 points of damage, not 2d4). This damage increases by one die at third level, and again every two levels thereafter to a maximum of +10d4 at level nineteen.

Trapfinding (Ex): Malefactors can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Malefactors can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Malefactor who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Ripper's Gift (Su): At second level, the Malefactor's connection to spite and cruelty facilitates her skill with weapons; she gains Improved Initiative, Quick Draw and Weapon Finesse as bonus feats.

At sixth level, the cursed power that flows through them reaches into their weapons; any weapon they carry or hold gains the ghost touch and vicious weapon enhancements. The Malefactor may choose to not use one or both of these enhancements simply by taking a free action at the beginning of her turn to do so, and may re-activate an unused enhancement by taking a free action to do so at the beginning of her turn as well.

At tenth level, damage dealt by the Malefactor's Torment the Weak ability cannot be healed by natural means (including fast healing and regeneration) and always counts as lethal damage unless they purposefully choose to deal non-lethal damage with their attack. This ability does not function against beings of a higher divine rank than the Malefactor.

At sixteenth level, the Malefactor may freely attack beings and objects on the ethereal, shadow, or astral planes with their weapon attacks even if they do not share a plane with these beings or objects, as long as they can perceive the beings or objects in question.

Cheap Shots (Ex): Malefactors believe that the only fair fight is one you lose; starting at third level, they and their allies within thirty feet gain a bonus equal to one-half the Malefactor's class level (rounded up) on damage rolls against flanked enemies.

Evasion (Ex): At fourth level and higher, a Malefactor can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Malefactor is wearing light armor or no armor. A helpless Malefactor does not gain the benefit of evasion.

Stolen Luck (Su): A Malefactor of seventh level or higher can siphon luck from her foes and use it to protect herself with a layer of ill-gotten fortune; once per day, as a move-equivalent action, she may enter a state wherein attack rolls directed against her suffer a 20% miss chance. This state lasts for a number of rounds equal to her charisma modifier, and requires that she be projecting her maleficent aura. She gains an additional use per day of this ability at level ten, and again every three levels thereafter to a maximum of five uses per day at level nineteen.

At level seventeen, the miss chance granted by this ability increases to 50%.

Sense Malice (Su): A Malefactor of eighth level and higher can sense hatred, anger, and malice directed against her; she gains blindsense out to sixty feet, but only with regards to inanimate objects, constructs, and intelligent beings hostile to her (or that consider her to be their enemy or even just simply dislike her). At sixteenth level, this improves to blindsight. These senses are not dependent on any mundane senses, and thus cannot be disrupted by attacking the Malefactor's senses.

Vicious Rebuttal (Su): Malefactors' repeated delving into the cruel and vengeful parts of their mind bear fruit at level nine and higher; whenever she is struck by an attack or a spell that requires an attack roll, she may choose to make an attack of opportunity against the source of the attack or spell with whatever weapon she has in hand, regardless of the distance between herself and her victim - she simply lashes out with raw, weapon-shaped malevolence, rending into them. Aside from the range consideration, this is in all other ways identical to a normal attack of opportunity except that it resolves after the provoking event (thus, the Malefactor takes the damage, suffers any effects of the spell that they didn't save against, et cetera). This ability does not allow the Malefactor to make more than one attack of opportunity per round (though other abilities or feats might).

The Malefactor may only use Vicious Rebuttal up to once per round against any given target (that is, she may only take one attack opportunity triggered by this ability per victim, per round).

Alacrity (Ex): A Malefactor that reaches eleventh level or higher has learned to strike quickly and without mercy, tearing into her foes; she gains a +10 competence bonus to her movement speeds (in all of their forms). Additionally, she deals additional damage against flat-footed or flanked opponents equal to 1.5 x her dexterity modifier.

Improved Evasion (Ex): A Malefactor of twelfth level or higher gains the benefit of improved evasion; this ability works like evasion, except that while the Malefactor still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Malefactor does not gain the benefit of improved evasion.

Wings of Misfortune (Ex): A Malefactor of thirteenth level or higher takes to the air like an ill omen; she gains a sixty foot fly speed with good maneuverability. When the Malefactor gains this ability, her player chooses whether or not she has literal wings; if she does, the player may design their appearance, though most Malefactors have wings with dark feathers, or else bat-like, membranous wings. If she does not gain wings, she crackles slightly with cursed energy whenever she flies.

Otherworldly Stride (Su): Starting at fourteenth level and higher, the Malefactor may perceive freely into astral, ethereal, and shadow planes, provided the plane she is on connects to these planes (meaning that on the outer planes, she may only perceive freely into the astral). She can still only view those portions of the planes roughly closest to her and only to a limit of her actual perceptions, but while the perceptions are fuzzy, she can make out enough to tell the difference between beings and objects. Additionally, as a full-round action, she may step into any of those three planes or the prime material plane, provided they connect to the plane she is on at the time.

Cruel Simulacrum (Su): A Malefactor of eighteenth level and higher punishes those that dare to harm her with magic, spitting their own spells back into their faces; whenever the Malefactor succeeds at her saving throw against an undesired spell or spell-like ability, she may spend an immediate action to make its originator immediately suffer its effects, ignoring spell resistance (but still permitting a saving throw as appropriate). In the event that the spell reproduced this way is an area-of-effect spell, only the caster's space is affected (though this may still cause it to affect other beings sharing a space with the caster).

The Malefactor may not use Cruel Simulacrum on saving throws that are provoked by pre-existing static effects; for example, she cannot deliberately touch a prismatic wall and force the effect on its original caster.

Avatar of Woe (Ex): A Malefactor of nineteenth level and higher has transcended mundane existence to become an incarnation of misfortune; her type changes to Outsider (Native) and she gains a +2 inherent bonus to both Dexterity and Charisma. Additionally, beings suffering the effects of her maleficent aura suffer a -4 luck penalty to armor class as well as a -2 luck penalty on all skill and ability checks. Lastly, she gains damage reduction 20/silver and magic.
Last edited by Lord_Gareth on Tue Jun 14, 2011 7:28 am, edited 2 times in total.
"There is no 'I' in 'Team', but there is a 'We' in 'Weapon'."
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Re: Malefactor [3.5 Hexblade Re-Imagining] [PEACH]

Postby Lord_Gareth » Mon Jun 13, 2011 12:00 pm

Malefactions
Spites
Stumbling Block [Spite]
Effect: The victim of this malefaction stumbles and lurches into blows; they gain no benefit from to their armor class from their Dexterity modifier unless said modifier is negative (this does not count as being denied their Dexterity modifier for the purposes of Sneak Attack).

Tongue Tie [Spite]
Effect: The victim of this malefaction garbles their words and can't seem to get their sentences straight; they suffer a -3 luck penalty to Bluff, Diplomacy, and Gather Information checks, as well as a 20% spell failure chance on spells with a verbal component.

Traitor's Sword [Spite]
Effect: This malefaction targets a weapon held by a victim within range; if the weapon's holder fails their save, all attack and damage rolls suffer an enhancement penalty equal to 1 + 1/4 the Malefactor's class level (round down, maximum -6).

Glued Boots [Spite]
Effect: The victim of this malefaction has their movement speeds (in all of their forms) cut in half (round down).

Sand in the Eyes [Spite]
Effect: The victim of this malefaction treats their vision as though it were full of shadowy illumination, and sources of light (magical or mundane) do not brighten this illumination until the effects of the malefaction wear off. Additionally, the range of their other sensory abilities such as scent, blindsense, or blindsight is cut in half (round up).

Taboos
Interdiction: Magic [Taboo]
Effect: A being suffering under this malefaction is wracked by horrid feedback whenever they attempt to cast a spell or use a spell-like ability; they suffer 3d6 + the Malefactor's class level damage, and must then succeed at a Concentration check just as though this damage had disrupted their spell (failure, as normal, indicates that their spell fizzles into nothing and is wasted).

Embargo: Alacrity [Taboo]
Effect: A creature laboring under this malefaction finds it difficult to seize small opportunities, or to react swiftly under pressure; they cannot take swift or immediate actions.

Censure: Succor [Level]
Effect: The victim of this malefaction is unable to heal naturally for its duration, and the effectiveness of magical healing upon it is cut by 75%. In the case of constructs, mundane repair still functions normally. This is a necromancy effect.

Prohibition: Courage [Level]
Effect: The victim of this curse labors under a soul-chilling terror; they suffer a morale penalty on attack rolls, damage rolls, and skill checks equal to the Malefactor's charisma modifier. This is a mind-affecting, fear effect.

This malefaction has a different effect on beings normally immune to fear for any reason; instead of the above penalty, they instead lose their immunity to fear for the duration of the malefaction (though if they are also immune to mind-affecting effects, they remain immune to other mind-affecting effects).

Sanction: Cowardice [Taboo]
Effect: As part of invoking this malefaction, the Malefactor loudly challenges his victim to stand and face her in battle. If her victim fails his save, he suffers 1d6 + the malefactor's class level damage whenever he attacks anyone or anything but the malefactor or an object carried, worn, or attended by her.

Banes
Nemesis [Bane]
Effect: The victim of this fearsome malefaction finds themselves locked into a struggle with the Malefactor, whether they want to be or not; they are transported to a minimum of thirty feet away from the Malefactor (this movement does not provoke attacks of opportunity or take an action, and if they are already thirty feet or less away from the Malefactor, this does not occur) and then find themselves unable to leave a thirty foot radius around the Malefactor by any means. Attempts to teleport or plane shift out fail; attempts to walk, run, or fly out hit an impervious and invisible barrier. If the Malefactor would move outside of this range, they drag their victim along with them (this involuntary movement does not provoke attacks of opportunity and does not cost the victim an action), though if the Malefactor leaves the same plane of existence as their victim then the effects of this malefaction immediately end.

Iron's Malice [Bane]
Effect: The victim of this malefaction loses any and all damage reduction and/or hardness they possess. This malefaction does not function against beings of a higher divine rank than the Malefactor.

Treachery [Bane]
Effect: Unlike other malefactions, this malefaction has an instantaneous duration; however, the Malefactor may not invoke it more than once every six rounds. If the victim of this malefaction fails his Will save, he immediately takes a standard action as a free action to harm one or more of his own allies, attacking as efficiently as possible as though his allies were his sworn enemies. Once this action is made, his attitude goes back to normal. This is a mind-affecting, compulsion effect; however, it ignores the immunity of constructs to mind-affecting abilities so long as the construct in question is following the orders of a sapient being.

Fury of the Elements [Bane]
Effect: The victim of this malefaction loses any and all energy resistance they possess (immunity to a given form of energy is downgraded to resistance 20 instead, which is not further affected by this malefaction). Additionally, the malefactor designates a single energy type from amongst acid, cold, electricity, fire, and sonic. The victim of this malefaction takes half again (+50%) as much damage from sources of that type.

False Perceptions [Bane]
Effect: The victim of this malefaction finds that they cannot tell reality from fantasy, illusionary images of his foes dancing in his vision; all beings hostile to the victim of this malefaction gain the benefits of a mirror image spell (as cast by a sorcerer of the Malefactor's class level), but only with regards to the victim. Furthermore, the victim suffers a -3 circumstance penalty on attack rolls, reflex saving throws, listen checks and spot checks as their altered perceptions play havoc upon them.

Geasa
Oath of Sundered Souls [Geasa]
Effect: Unlike other malefactions, this malefaction has an instantaneous duration; however, the Malefactor may not invoke it more than once every ten rounds. The victim of this malefaction immediately suffers 3d6 points of intelligence, wisdom, and charisma damage; this damage may not reduce the victim's intelligence, wisdom, and/or charisma below 3.

Oath of Shattered Spells [Geasa]
Effect: This malefaction functions identically to Interdiction: Magic except that it deals 8d6 + class level damage, rather than 3d6 + class level. Additionally, the victim of this malefaction suffers a cumulative -1 penalty to caster level for every spell disrupted by this damage while he is under the effects of this malefaction.

Oath of Clouded Sight [Level]
Effect: The victim of this malefaction loses almost all ability to perceive the outside world; they are struck blind, and they lose access to any blindsense, blindsight, mindsight, or scent they possess. They can still hear, however (thus enabling them to use the Listen skill to attempt to pinpoint their enemies), as well as touch (thus enabling them to take advantage of any Tremorsense they possess).

Oath of the New Moon [Level]
Effect: The victim of this malefaction (but not any of their held, carried, or attended objects) gains the incorporeal subtype (if they didn't have it already) or loses the incorporeal subtype (if they did). They do not gain or lose a fly speed during this process. Additionally, they take double damage from weapons and objects with the ghost touch enhancement while under the effects of this malefactions.

Oath of the Unworthy Demise [Geasa]
Effect: The victim of this curse spends at least one standard action each round making a weapon attack against himself with the most damaging weapon they have available (they may choose to attack themselves as part of a full attack action, using their lowest base attack bonus). The victim does not benefit from their dexterity, dodge, or shield bonuses to their armor class for the purposes of these attacks, and also does not benefit from armor class increases from class features (such as a monk's armor class bonus). If they hit, the attack is automatically a critical hit, and deals additional damage equal to the Malefactor's class level.

Maledictions
Word of Binding [Malediction]
Effect: Upon failing their save against this terrible malefaction, the victim is bound tight by chains of invisible force; for the duration of the malefaction, he is rendered helpless. Additionally, he is incapable of using supernatural or spell-like abilities (including spellcasting) and the chains negate any contingencies active on his person for the duration of the malefaction.

Word of Malice [Malediction]
Effect: All beings that perceive the victim of this malefaction immediately become hostile to him, including his former friends and allies who attack him with equal preference to other, pre-existing foes. Additionally, all attack and damage rolls against the victim (including damage rolls for spells) gain a bonus equal to the Malefactor's charisma modifier. The victim cannot change the attitude of creature towards him in any fashion while this malefaction lasts.

Word of Doom [Malediction]
Effect: Unlike other malefactions, this malefaction has an instantaneous duration; however, it may not be invoked more than once every ten rounds. Victims failing their save against this malefaction have their animating force blown from their bodies by raw malice, being reduced to -10 hit points instantly by the sheer force of the cruelty directed against them. Note that this is not a death effect; it does not target life force, but rather the binding elements that make any particular being or object whole, rending them asunder through raw malice.


Maleficent Auras
Spites
Aura of Spite [Spite]
Effect: Victims of this aura find that their enemies attack them with a certain enthusiasm that causes more damage when they cannot properly defend themselves. Attacks against the victims gain bonus damage equal to the Malefactor's charisma modifier, provided that the victim is flanked or flat-footed.

Infirmity Aura [Spite]
Effect: Victims of this aura are afflicted by a creeping exhaustion; their arms burn, their vision blurs, and they just can't seem to focus. They suffer a luck penalty on damage rolls as well as climb, jump, and swim checks equal to one-half the Malefactor's class level (round up).

Aura of Unluck [Spite]
Effect: Victims of this aura just can't catch a break; their extraordinary bad luck causes them to suffer a penalty equal to 1/4 the Malefactor's class level (round up) on all attack rolls and Tumble checks.

Taboos
Interdiction: Cooperation [Taboo]
Effect: This aura fouls up teamwork and attempts for one creature to aid its allies, turning their efforts to help into naught; victims of this aura do not count as friendly to their allies for the purposes of flanking, and cannot Aid Another.

Prohibition: Tools [Level]
Effect: This insidious aura creeps into its victims tools and consumables, rendering them stubborn and useless. The victim cannot benefit from masterwork tools or weapons (though magical ones still work just fine). Additionally, the victims must succeed at a level check against the aura's DC in order to gain any benefit from potions or scrolls they attempt to use; failure indicates that the knowledge of how to use the item briefly flies from their mind entirely, leaving it unused but also unconsumed.

Sanction: Retreat [Taboo]
Effect: Victims of this aura feel its punishment whenever they try to retreat from their enemies or make rapid tactical movements; whenever they make the withdraw action, take a five-foot step, or use an effect with the teleportation descriptor, they suffer 3d6 + the Malefactor's class level in damage (this resolves after the triggering event; that is, they still withdraw, take the step, teleport, et cetera).

Banes
Unwholesome Fury [Bane]
Effect: Victims of this aura immediately enter a state of rage identical to the rage of a first-level barbarian (characters with levels in barbarian or another class with a rage-like feature instead rage as appropriate, consuming one daily use of their rage if they have any left) with three exceptions: they gain no bonus on Will saves (or immunity to mind-affecting abilities, if their rage would normally grant them such), they suffer an additional penalty to armor class equal to one-fourth the Malefactor's class level (round up), and the rage lasts until they are no longer subject to the effects of this aura. Creatures may still use spells and spell-like abilities while under the effects of Unwholesome Fury; however, their spellcasting level is reduced by two while under its effects (this means, among other things, that they may lose access to their highest available level of spells).

Unwholesome Fury is a mind-affecting ability; however, it may affect any being with an intelligence score, regardless of any normal immunity to mind-affecting abilities that being may possess. However, beings normally immune to mind-affecting abilities do enjoy a +6 perfection bonus on their Will save against Unwholesome Fury.

Creeping Strangulation [Bane]
Effect: Victims of this aura find that they have a hard time breathing; their bodies suffer crippling pain and their vision swims as they gulp in air. This lack of breath causes them to suffer a -6 pain penalty to Strength, Dexterity, and Constitution.

Fool's Wits [Bane]
Effect: Victims of this aura can't think straight; they mis-remember events, can't really read the battlefield, garble their spells. They suffer a -4 competence penalty to intelligence, wisdom, and charisma, as well as a -2 penalty to their effective caster level (the latter penalty does not affect the spells they can cast, though the former might).

Geasa
Oath of Halted Arcana [Geasa]
Effect: Victims of this aura gain spell resistance equal to 15 + the malefactor's class level, but only against spells cast on them (or that include the victims in their area) for their benefit by their allies. They may not voluntarily lower this spell resistance.

Oath of Red Waters [Geasa]
Effect: Weapon-based attacks (including natural attacks) against victims of this aura are treated as though having the wounding property.

Oath of the Hollow Soul [Level]
Effect: Victims of this aura suffer from three negative levels while its effects last; these negative levels are not permanent, and never cause permanent level loss (though they may still cause the creature to die if they have negative levels equal to their hit dice). Creatures that die while under the influence of this aura do not rise as undead creatures 24 hours later unless a separate effect would cause them to do so.

Maledictions
Word of Pain [Malediction]
Effect: This aura is unsubtle, but effective; its victims are wracked with unimaginable pain, suffering a -8 pain penalty to all attack rolls, ability checks, caster level checks, damage rolls, and skill checks and armor class.

Word of Negation [Level]
Effect: Unlike other auras, this aura resolves instantaneously; the malefactor spends a swift action to project it, and then he cannot project this aura again for the remainder of the encounter. Victims of this aura are each subject to a targeted greater dispel magic as cast by a sorcerer of the Malefactor's class level.

Word of Blood [Malediction]
Effect: Victims of this fearsome aura are lashed and shredded by invisible forces that rend and tear at their bodies; they suffer 5d6 + the malefactor's charisma modifier in untyped damage every round at the beginning of their turn. This damage is not subject to any form of resistance and ignores effects such as regeneration that would render it non-lethal.
"There is no 'I' in 'Team', but there is a 'We' in 'Weapon'."
Lord_Gareth
 
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