[Class] Vosk Cultist

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    The Vosk Cultist

    In far flung parts of the world there are ruined temples dedicated to Ancient Dragon Gods. One ofthese dragon gods is called Vosk, the Starlight Dragon. These places typically hold shrines thatmap the Heavens, as well as the moon. The protectors of these places are shapeshifting cultistsof a unique variety, for the dragon god Vosk grants the ability to transform into a vosk dragon.

    Under the god Vosk's guidance, his cultists master their draconic powers from their blood,transformed through shared bloodletting rituals that bond their blood together with Vosk's. Afterthe rituals are complete, the cultists are no longer humanoid in the general sense. They begin tomanifest draconic traits as they progress with their abilities, eventually a cultist becomes a dragonoutright, and can pass their draconic bloodline to the next generation. Many cultist's children arehalf-dragon in their own right upon birth.

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    Alignment: Usually Chaotic NeutralHit Dice: d12

    Suggested ability scores: Str, Con, Cha

    Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Geography, Nature and Religion) (Int),Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis),Survival (Wis), and Swim (Str).Skill Points at first level: 4x (4 + Int Modifier)Skill Points: 4 + Int Modifier

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    Table: The Vosk CultistLevel Attack Bonus Fort Ref WillClass Features

    1st

    2nd

    3rd

    4th1 +1+2

    +2

    +0Scales (+1), Claws of Vosk -- -- -- --

    2 +2

    +3

    +3

    +0Bloodline of Vosk 0 -- -- --

    3 +3+3

    +3

    +1Breath Weapon (20 ft. Line) 0 -- -- --

    4 +4+4

    +4

    +1Scales (+2), Metabreath Feat 0 -- -- --

    5 +5+4

    +4

    +1

    Vosk Dragon (Tiny) 0 -- -- --6 +6/+1+5

    +5

    +2Breath Weapon (40 ft. Line) 1 0 -- --

    7 +7/+2+5

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    +5

    +2Scales (+3), Fangs of Vosk 1 0 -- --

    8 +8/+3+6

    +6

    +2Vosk Dragon (Small) 1 0 -- --

    9 +9/+4+6

    +6

    +3Breath Weapon (60 ft. Line) 1 0 -- --

    10 +10/+5

    +7

    +7

    +3Scales (+4), Metabreath Feat 2 1 0 --

    11 +11/+6/+1+7

    +7

    +3Vosk Dragon (Medium) 2 1 0 --

    12 +12/+7/+2+8

    +8

    +4Breath Weapon (80 ft. Line) 2 1 1 --

    13 +13/+8/+3+8

    +8

    +4

    Scales (+5), Wings of Vosk 2 1 1 --14 +14/+9/+4+9

    +9

    +4Vosk Dragon (Large) 3 2 1 0

    15 +15/+10/+5+9

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    +9

    +5Breath Weapon (100 ft. Line) 3 2 1 0

    16 +16/+11/+6/+1+10

    +10

    +5Scales (+6), Metabreath Feat 3 2 2 1

    17 +17/+12/+7/+2+10

    +10

    +5Vosk Dragon (Huge) 3 2 2 1

    18 +18/+13/+8/+3

    +11

    +11

    +6Breath Weapon (120 ft. Line) 3 3 2 2

    19 +19/+14/+9/+4+11

    +11

    +6Scales (+7), Venom of Vosk 3 3 3 2

    20 +20/+15/+10/+5+12

    +12

    +6Vosk Dragon (Gargantuan) 3 3 3 3

    Class FeaturesAll of the following are class features of the Vosk Cultist.

    Armor and Weapon Proficiency:The Vosk Cultist is proficient with all simple weapons plus any natural attacks it uses in its Vosk

    Dragon form. The Vosk Cultist is proficient with no armor or shields.

    Bonus Languages:A Vosk Cultist's bonus language options include Draconic, the language of dragons. This choiceis in addition to the bonus languages available to the character because of his race.

    Spells:A Vosk Cultist casts divine spells drawn from the Cultist's Spell List shown here (link to secondpost). He can cast any spell he knows without preparing it ahead of time the way a cleric or

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    wizard must. When a Vosk Cultist gains access to a new level of spells, he automatically knowsall the spells for that level listed on the spell list. Essentially, his spell list is the same as his spellsknown list.

    To cast a spell, a Vosk Cultist must have a Charisma score of 10 + the spells level. The DifficultyClass for a saving throw against a Vosk Cultist's spell is 10 + the spells level + the Vosk Cultist's

    Charisma modifier.

    Unlike a cleric or a wizard, a Vosk Cultist need not prepare his spells in advance. He can cast anyspell he knows at any time, assuming he has not yet used up his spells per day for that spelllevel. Like other spellcasters, a Vosk Cultist can cast only a certain number of spells of each spelllevel per day. His base daily spell allotment is given on the Table: The Vosk Cultist.

    In addition, he receives bonus spells for a high Charisma score (see Table 11, page 8 of thePlayers Handbook).

    1st - Claws of Vosk (Su):One of the first manifestations of draconic power that the Vosk Cultist gains is the ability tomanifest scaled dragon claws. As a move action (or swift action at 10th level), the Vosk Cultist

    can manifest these claws in place of his hands.

    The Vosk Cultist gains primary claw attacks (1d6) while the claws are manifested, but suffers a -2penalty on attack rolls with manufactured weapons. Also, he gains a +2 bonus on climb checksbut suffers a -2 penalty on any skill check requiring fine motor control of the hands (such as slightof hand or forgery). These claws can be manifested at will. These are considered naturalweapons and can be improved through anything effecting natural weapons.

    1st - Scales (Ex):The second manifestation of draconic power is the Vosk Cultist's skin changing. Their skinhardens, growing little scales that blend the natural skin tones of the Cultist into a toughened hidethat can turn attacks with greater efficiency. The Vosk Cultist gains a +1 natural armor bonus tohis armor class while in his normal form. This bonus increases by +1 at 4th level and at every

    three levels thereafter.

    2nd - Bloodline of Vosk:Upon becoming a cultist, the Vosk Cultist has mixed his blood with Vosk's, becoming one withtheir God. From this point on you are considered a dragon for any prerequisites that require youto be a dragon, all while maintaining your current type. You also gain access to divine magicgranted through your new bloodline.

    3rd - Breath Weapon (Su):Using a breath weapon is a standard action. Once a Vosk Cultist breathes, it cant breathe againuntil 1d4 rounds later. If a Vosk Cultist has more than one type of breath weapon, it still canbreathe only once every 1d4 rounds. A blast from a breath weapon always starts at anyintersection adjacent to the Vosk Cultist and extends in a direction of the Vosk Cultist's choice,

    with an area as noted on the table below.

    The breath weapon deals 1d6 damage per level of Vosk Cultist or racial level (if any), with thedamage type being chosen before each use. The Vosk Cultist may chose from several differenttypes of damage, including Acid, Cold, Electricity or Fire. Creatures caught in the area canattempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2Vosk Cultist's level + Vosk Cultist's Con modifier.

    Cultist Level

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    Distance3rd 20 ft. (4 squares)6th 40 ft. (8 squares)9th 60 ft. (12 squares)12th 80 ft. (16 squares)15th 100 ft. (20 squares)18th 120 ft. (24 squares)

    4th - Metabreath Feat:The Vosk Cultist masters greater mastery over his breath weapons. He gains a metabreath featfrom either Dragons of Faerun, MM4 or Draconomicon books. The Vosk Cultist gains onemetabreath feat at 4th level, another at 10th level and his last one at 16th level.

    5th - Vosk Dragon Form:

    While in the Vosk Dragon form, the Vosk Cultist's type changes to dragon and becomes immuneto acid. He gains all extraordinary and supernatural abilities (both attacks and qualities) of thedragon form, without losing his own spells or spell-like abilities. He does not gain any spellcasting

    ability or spell-like abilities of the dragon but is fully able to cast spells and use spell like abilitiesas normal while in dragon form. He does however lose his racial supernatural and racialextraordinary abilities.

    Level

    Size

    Natural Armor

    Natural Attacks

    Speed

    Flight Speed

    Ability Modifiers5th Tiny +3 Bite 20 ft. 100 ft. (Average) -2 Str, +4 Dex, -2 Con8th Small +6 Bite, Claws (2) 20 ft. 100 ft. (Average) +2 Dex11th Medium+9 Bite, Claws (2) 30 ft. 150 ft. (Poor) +2 Str, -2 Dex, +2 Con14th Large +12 Bite, Claws (2), Wings (2) 30 ft. 150 ft. (Poor) +4 Str, -2 Dex,+4 Con17th Huge +15 Bite, Claws (2), Wings (2) 40 ft. 200 ft. (Clumsy) +6 Str, -4 Dex,+6 Con20th Gargantuan +18 Bite, Claws (2), Wings (2), Tail 40 ft. 200 ft. (Clumsy)+8 Str,-4 Dex, +8 Con

    7th - Fangs of Vosk (Su):A new manifestation of draconic power, a Vosk Cultist gains the ability to manifest a draconic facewith thick scales, horns and razor-sharp venomous teeth. Doing so takes a swift action (or freeaction at 15th level).

    The Vosk Cultist gains a secondary bite attack (1d8) while their draconic face is manifested, he

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    gains a +4 bonus on intimidate checks but suffers a -4 penalty on all charisma based checks withnon cultists (except intimidate). These draconic face can be manifested at will. Any Bite attacksare considered natural weapons and can be improved through anything effecting naturalweapons.

    Injury; Fortitude DC: 10 + Vosk Cultist's level + Vosk Cultist's Constitution modifier.

    Incubation: 1 minute; Frequency: 1 minute later.Initial Effect: 1 Con drain; Secondary Effect: 1d4 con damage and blindness for 1 min.Save: 1 save for no secondary effect.

    13th - Wings of Vosk (Su):A new manifestation of draconic power, a Vosk Cultist gains the ability to manifest a pair ofmassive draconic wings that run up the entire back, from hip to neck. Doing so takes a swiftaction (or free action at 20th level). The Vosk Cultist gains a fly speed equal to double his baseland speed with poor maneuverability. These wings can be manifested at will.

    19th - Venom of Vosk (Su):A new manifestation of draconic power, a Vosk Cultist gains the ability to exhale a lethal contactpoison within an acidic line, dissolving the flesh of those it comes in contact with. This acid-poison

    can be sprayed in a 120 ft. line and deals 10d6 acid damage. Creatures caught in the area canattempt reflex saves to take half acid damage (no reflex save for poison). The save DC against abreath weapon is 10 + 1/2 Vosk Cultist's level + Vosk Cultist's Con modifier. This breath weaponcan only be used every 3d4 rounds and only if he isn't still waiting for another breath weapon'scool down.

    Contact; Fortitude DC: 10 + Vosk Cultist's level + Vosk Cultist's Constitution modifier.Incubation: 1 minute; Frequency: 1 minute later.Initial Effect: 1d4 Con drain; Secondary Effect: 2d6 con damage and blindness for 1 min.Save: 1 save for no secondary effect.

    __________________

    Vosk Cultist Spell List

    1stAlarm, Bane, Calm Animals, Cause Fear, Charm Animal, Charm Person, Command,Comprehend Languages, Deathwatch, Delay Poison, Detect Animals or Plants, DetectChaos/Evil/Good/Law, Detect Poison, Disguise Self, Divine Favor, Doom, Endure Elements,Entropic Shield, Faerie Fire, Feather Fall, Hypnosis, Identify, Jump, Longstrider, Magic Aura,Magic Fang, Magic Missile, Magic Weapon, Produce Flame, Read Magic, Resist Energy,Resistance, Sanctuary, Shield of Faith, Summon Monster I, True Strike, Undetectable Alignment,Virtue

    2ndAcid Arrow, Aid, Align Weapon, Animal Trance, Arcane Lock, Augury, Bears Endurance,Blindness/Deafness, Bulls Strength, Continual Flame, Darkvision, Glitterdust, Gust of Wind, Hide

    from Animals, Hide from Undead, Hold Animal, Hold Person, Knock, Locate Object, PhantomTrap, Protection from Chaos/Evil/Good/Law, Protection from Energy, Rage, Sound Burst, Speakwith Animals, Stinking Cloud, Status, Summon Monster II, Tongues, Whispering Wind

    3rdArcane Sight, Charm Monster, Death Ward, Detect Scrying, Dispel Magic, Fear, Glyph ofWarding, Haste, Lesser Geas, Locate Creature, Magic Circle against Chaos/Evil/Good/Law,Greater Magic Fang, Greater Magic Weapon, Neutralize Poison, Nondetection, Obscure Object,Poison, Prayer, Remove Curse, Scrying, See Invisibility, Slow, Summon Monster III, Water

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    Breathing, Water Walk, Wind Wall

    4thAir Walk, Bestow Curse, Break Enchantment, Confusion, Dimension Door, Dimensional Anchor,Divination, Fire Shield, Flame Strike, Freedom of Movement, Hold Monster, Imbue with Spell

    Ability, Lesser Planar Ally, Locate Creature, Mark of Justice, Nondetection, Polymorph, Rainbow

    Pattern, Restoration, Shadow Conjuration, Shout, Solid Fog, Spell Immunity, Summon MonsterIV, Wall of Fire, Wall of Ice__________________

    Draconic Feats (overwriting any previous feats, many with the same effects.)

    Draconic Heritage [Draconic]You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connectionbetween you and the forces of dragonkind.

    Prerequisite: CHA 11+

    Benefit: You gain the Dragonblood subtype. Choose one dragon from the Draconic Heritage list

    below and gain the indicated skill as a class skill. This is your draconic heritage, which cannot bechanged once the feat has been taken. Half-dragons must choose the same dragon kind as theirdragon parent.

    In addition, you gain a bonus on saving throws against sleep and paralysis, as well as spells andabilities with the energy type of your Draconic Heritage. This bonus is equal to the number ofdraconic feats you have.

    Dragon Energy SkillBlack Acid HideBlue Electricity ListenGreen Acid Move SilentlyRed Fire IntimidateWhite Cold BalanceBrass Fire Gather InformationBronze Electricity SurvivalCopper Acid HideGold Fire HealSilver Cold DisguiseChromium* Cold BluffCobalt* Electricity JumpIron* Fire Gather InformationNickel* Acid SwimTungsten* Fire SurvivalVosk** Acid Intimidate* Drawn from Dragon Magazine 356

    ** Drawn from this homebrew

    Draconic Assault [Draconic]You can augment your most powerful melee attacks with draconic power.

    Prerequisites: Power Attack, STR 13+, CHA 13+, Blood of Vosk or dragonblood subtype

    Benefit: When you use Power Attack to increase the damage dealt from your attack, you can

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    choose for the extra damage to be of the chosen type instead of its normal type. Make this choicefor each attack after it is resolved but before damage is dealt. The type of energy produced isidentical to the type produced by the dragon's breath weapon type (Acid, Cold, Electricity, Fire orSonic only). This is a supernatural ability.

    Draconic Presence [Draconic]When you use your magic, your mere presence can terrify those around you.

    Prerequisites: Cha 13+, Bloodline of Vosk or dragonblood subtype

    Benefit: Whenever you cast an arcane spell, opponents within 10 feet of and with fewer Hit Dicethan you become shaken for a number of rounds equal to the level of the spell you cast. A Willsave (DC 10 + level of the spell cast + your Cha modifier) negates the effect. A successful saveindicates that the opponent is immune to your draconic presence for 24 hours. This ability doesnot affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nordoes it have any effect on dragons.

    Draconic Resilience [Draconic]Your body becomes resistant to magical effects.

    Prerequisites: Cha 17+, Bloodline of Vosk or dragonblood subtype

    Benefit: You gain spell resistance equal to 10 + half your character level. This can beactivated/suppressed as a move action. This is a supernatural ability.

    Draconic Senses [Draconic]Your senses are highened like that of dragons.

    Prerequisites: Bloodline of Vosk or dragonblood subtype

    Benefit: You gain a +2 bonus on Listen, Search, and Spot checks. In addition, you gain low lightvision and darkvision out to 60 ft.

    Special: If you have four or more Draconic feats your darkvision increases to 90 feet. If you havesix or more Draconic feats you gain blindsense 30 feet and darkvision out to 120 ft.

    Draconic Skin [Draconic]Your skin takes on a sheen, luster, and hardness related to your draconic ancestor.

    Prerequisites: One Draconic Feat, Bloodline of Vosk or dragonblood subtype

    Benefit: Your natural armor bonus increases by 1 for each two draconic feats you have. Thisstacks with any other natural armor bonus.

    Draconic Toughness [Draconic]You are extraordinarily tough, capable of shrugging off wounds that could kill lesser creatures.

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    Prerequisite: two draconic feats.

    Benefit: You gain an additional 2 hit points for every Draconic feat you have. Whenever you takea new draconic feat, you gain 2 more hit points.

    -----------------------------------------------------------

    Ebon EyesYour eyes are more sensitive to light, seeing through magical darkness as well as non-magicaldarkness.

    Prerequisites: darkvision and low-light vision

    Benefit: Your darkvision works even in magical darkness out to 30 ft. This is a supernatural effect.__________________

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