Champion of Chaos
Mar 31, 2014 7:16:35 GMT
Post by Adele on Mar 31, 2014 7:16:35 GMT
The Mark of Nergull is an insidious thing turning even the most virtuous man into a monster - physically, mentally, and physically. The body itself mutates unnaturally, leaving the victim. However some unfortunate souls seem to be chosen by the Conjurer and have gifted with a sort of limited control of their mutations and their minds - however this power comes at a price. Those who embrace the darkness are forever part of it.
(OOC Note: This is a dangerous PrC to take; Nergull is reviled even by other evil faiths and in time in becomes impossible to hide your mutations unless you follow the Path of Corruption; be warned - being a true horror might not end well for you.)
Prerequisites
Base Attack Bonus: +3
Alignment: Neutral Evil or Chaotic Evil
Feats: Medium Armour Proficiency, Reckless Offence
Special: Survived Nergull's taint.
Class Skills: The Champion of Chaos' class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge Arcana (Int), Knowledge Religion (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Hit Die: d12.
Skill points at each level: 4+ Int modifier
Weapon and Armour Proficiency: Champions of Chaos gain no new weapon or armour proficiency’s.
Damnation: The soul of the Chaos Warrior is eternally damned as they are forever a slave to the Conjurer. They may not be reincarnated or resurrected. DMs may give extra frustrations as appropriate, such as gentler animals and children showing aversions to the PC. Damnation will also add a +1 per class level profane bonus to intimidation checks. Fate/Doom will be removed from the character's sheet, as their fate is sealed.
Fighter Bonus Feats: At 2nd and again at 4th level the Chaos Warrior gains a bonus feat from the list of fighter bonus feats.
Mutations: Mutations and blessings separate the Chaos Warrior from any other soldier, an indication of the direct will of Nergull on the world. Impact of mutations on character appearance and ability to interact with society will be in the hands of the DM team, with suggestions from the player of the character. Mutations are grouped into similar Aspects, for the diverse forms and nightmares that fall within Nergull's domain.
By level 5, a character will have 3 mutations, one of each rank. Mutations need not be taken from the same aspect. Should a Chaos Warrior take the Rank 1, 2 and 3 power of a given aspect, they will gain an additional power at level three, the Epitome of that aspect. Note that physical appearance and activation of Mutations may vary between champions. For example, one champion with warping rank 1 may need to kiss a door to open it, and may seem dreamy and hard to focus on, like she is barely there.
Another may be hugged by shadows, and need to use a bloody handprint to open a door. Then when using rank 2 warping the first hero may summon slimy, bright hermaphroditic steeds with lashing dripping tongues that moan and sigh contentedly as they are stabbed. The latter hero may summon spiked gnashing mouthed warbeasts which move like panthers. In both these instances, the blessings will be accompanied by increasingly serious mutations, for example half of the face may begin to rot, eventually half of the body as well. Or tongues may sprout from the eye sockets, 'tasting' the light as effectively as eyes used to see. These differences cannot be predicted, and are often considered blessings as surely as the more martial and practical changes.
Ascension Mutation
To become as a Demon is a terrifying, maddening goal, yet for many cultists, that progression from mortality to something divine is the powerlust that directed them to their first steps into depravity.
Rank 1: Darkvision 60 feet, allowing perception even in magical darkness.
Rank 2: Scales, granting +3 Natural Armour.
Rank 3: Wings, 60 foot fly speed with good maneuverability.
Epitome (Outsider): Character's type becomes Outsider. Rank 2 increases to +4 NA. The character will develop a unique natural attack. This may be a beard of sickening tentacles, claws with the power to cause unhealing wounds, a perfect kiss that drains the strength of one's foe, brutal horns that ruin a foe on a charge, spurting acidic blood, or clawed feet to snatch up one's opponent to the air, and drop them.
Body Arsenal
Horrendous barbs, chains, flailing tongues and flanges are a part of the very bodies of nergull's chosen. The making of of nightmares awaits the champion whose being becomes a tool for murder. Those investing the most in their bodies, paradoxically are often considered the closest in spirit to the truth of Nergull, through the dedication and sacrifice required in submitting one's body to become purely a tool for Nergull's destructive force. Almost a relic, even.
Rank 1: Select a weapon with which you are proficient, to be part of the body, or, a weapon which is owned to fuse with the body. Weapon will be considered MW. Fused weapons may look more natural. Ammunition costs 1hp/shot for ranged weapons. Improved Natural weapon may further enhance this weapon. Sacrifices of valuables to Nergull, on a desecrated altar, may aid in permanently blessing weapons and armours embedded within the flesh. Weapons may in time become imbued with damaging essences of rare metals.
Rank 2: Select armour with which you are proficieint, to grow from or be fused to the body. Fused armours may look more natural than grown ones. Fullplate may not be selected to fuse or grow from the body. Alternatively, gain a weapon as rank 1, with a great deal less obviousness, such as through retraction into the body. Sacrifices of valuables to Nergull, on a desecrated altar, may aid in permanently blessing weapons and armours embedded within the flesh. Armour may become lighter and stronger, the equivalent of mithril. Armour may grow spikes. This fused and grown armour will not cause exhaustion when
Rank 3: Growths over arms, legs, and head may continue, and may grant additional power. Character may sacrifice valuables and innocents to gain even more power, as though equipped with various magical items. The rewards for sacrifices may be prayed for specifically or generally, however Nergull is a fickle god.
Epitome (Slaughterking): Fullplate may be the armour grown or grafted on the body. Maximum Dex of grafted armors is 1 higher than usual and ACP is 2 lower. Sacrifices will be rewarded more generously, for Nergull's eye is fixed firmly on the Chaos Warrior.
Corruption
Insidious, creeping taint is Nergull's domain, subtle and unseen. When the world is corrupt, it cannot fight back against Nergull's minions, powerless to resist whatever whimsy the faithful may hold. Nergullites of this path may become sucessful blackguards.
Rank 1: Character may consider bluff, hide, move silently and sense motive as class skills. Character recieves a +1 profane bonus to these skills for each class level. Characters gain +4 skill points per chaos warrior level. Also, the Warrior of Chaos is immune to Detect Evil.
Rank 2: +1D6 Sneak Attack. Character use poison without risk of poisoning self. Character may produce a poison from their own blood or bodily fluids, which quickly degrades. The effects of the poison vary with every one of Nergull's minions, whether it may rot the flesh, stop the heart, curses, or causes paralysis through pleasure. This vile touch surely carries more of Nergull's taint than any would wish to risk. Attempting to touch with this unique poisonous gift will not provoke an attack of opportunity.
Rank 3: +1D6 Sneak Attack. The mind of Nergull is unknowable, and so too the mind and fate of Nergull's chosen bearer of secrets. The character is permanently under the effects of a Mind Blank spell.
Epitome (Darklord): +2 Inherent bonus to charisma. +1D6 Sneak Attack. Cruelty does not limit this character's leadership score for evil followers. Having a familiar or special mount does not limit this character's leadership score for evil cohorts. The Darklord's mutations may outwardly seem to fade, or become twisted changes to their mind. The appearance of normalcy can hide the greatest corruption of all.
Firekin
Flesh chars under the green and purple warpfires of nergull's minions. Scars ruin faces for life, turning those who dare face his power into wickedly ruined husks for years to come, walking testimonies of the futility to oppose Nergull. Or perhaps simply blackened bones.
Rank 1: +1d6 fire damage per melee or ranged attack. Weapons, fists or appendages will be wreathed in fire.
Rank 2: Breathe fire, inflicting 2d6 fire damage for each level of chaos warrior. Once used, the character must wait 1d4 rounds before using it again. May only be used a number of times per day equal to 3 plus the character's constitutuon modifier. The Character's vision is not impaired by smoke from a fire they started.
Rank 3: Immunity to fire damage. Smoke causes no damage and fasthealing 5 whilst in a fire the Chaos Warrior started, to a maximum HP of the characters starting HP recovered in a day.
Epitome (Firelord): Rank 1 power instead grants +1d10 damage. Rank 2 power may be used an additional two times each day and damage die become D8’s. Rank 3 power total HP able to be recovered in a day is doubled.
Fury
The blood god is not named lightly. Madness and fury are the hallmarks of the savage adherents to the most violent aspects of Nergull's broad portfolio. Even at times of relative calm, those bearing this mark may stand out as brutal and fearsome individuals, or show bulging veins and red marks across their bodies.
Rank 1: Rage 1/day, as a barbarian. This stacks with uses a PC may have as a Barbarian. For PCs with the alternate rage progression from the PHB2, Chaos Warrior class levels will stack with barbarian levels to determine when rage will be triggered.
Rank 2: Three times Per day, during a rage, a character may undergo the effects of an 'enlarge person', at a caster level equal to Chaos Warrior class levels. This may be initiated as a swift action. This will expire if the rage expires.
Rank 3: Three times per day, during Rage, a character may heal their Character level+Con Mod in HP as a swift action
Epitome (Bloodthirster): +2 strength whilst in rage. No AC penalty while in rage.
Bonus Feat: Mad Foam Rager. If this feat has already been selected, it may be used an additional time per day.
Resilience
Scholars go mad on reading of the unholy life that cannot be quenched, and horrific tales of blood and organs that pump where they should not, keeping bodies violently surging forth to battle.
Rank 1: +2 Inherent bonus to constitution. Immunity to disability from alcohol and recreational drugs, all poisons and diseases unless the character wishes to be affected.
Rank 2: 2/- DR and Fast Healing 1. This stacks with other Damage Reduction and Fast Healing from other sources.
Rank 3: Gain Regeneration 5. Damage from a certain source is considered subdual, and heals at the rate of 5/round. This will have a more narrow benefit than regular regeneration, aiding against metal, or magic, or natural attacks, only helping for damage of the particular source chosen.
Epitome (Fleshlord): +2 Inherent bonus to constitution. Rank 2 becomes 5/- DR and Fast Healing 2, Limbs and body parts may grow back like a Troll.
Warding
For all the guardianship of Anvarol, or scholarship of Elynir, there is noone who values wards of mystical power more greatly than a demonologist themself. Nergull's faithful value the protection and shielding of the god of magic, not fearing the magics of the world, as they are a part of Nergull's domain, whatever their source.
Rank 1: Character may use protection from good, evil, chaos or law, as spell-like abilities, at will, on self only. Only one may operate at a time. +4 Profane Bonus to Will saves.
Rank 2: 10+Character Level Spell Resistance and Resist 5 to all Elementals.
Rank 3: Character may cast select one spell per spell level of Divine and Arcane Spells. The character is immune to these spells. Once chosen, this immunity may not be changed.
Epitome (Runecaster): Once per day, the character may activate arcane sight and see invisibility. Character may 1/day protect an ally by touch with the protective power, an effect lasting for 1 hour. This grants them all the protections of the Chaos Warrior's Warding mutations. The marked character will display glowing runes. Rank 2 Spell Resistance Becomes 12+ Character level and Resists become 10.
Warp
Space and reality mean little to the mad and powerful beings loyal to Nergull. Madness just beyond time, and rending the world to make the way for new beings, are a matter of course.
Rank 1: Character is under the continuous effects of the spell 'Blur', as space is twisted near them. 1/Day Character's touch will have the effect of the spell 'Knock', as breaching seals is within their nature. The effects of this power on any enchanted door are likely to be highly dangerous.
Rank 2: Dimension Door 1/day Caster level equal to your character level. Mount 3/day This will summon a horrendous demonic creature comparable to a heavy warhorse, but an aberration with the Veratile Unarmed Strike feat. The spell will otherwise operate as the mount spell with a caster level equal to characters level of Chaos Warrior.
Rank 3: Abrupt Jaunt 1/day, as a specialist conjurer. The range on this jaunt is 10 feet per character level. For 5 rounds after using this power, the character will be unstable in the world, as though affected by the spell 'blink'.
Epitome (Worldbender): +2 Inherent bonus to Dexterity, Dimension door becomes 3/day, Mount becomes Permanent. Anything grappled is considered affected by a dimensional anchor, if the character wishes, at the point the grapple is initiated. Furthermore, any summoning spells cast within 120 feet have double the normal duration, and when they expire may then result in the summoned creature being free willed rather than returning to the plane from which it was summoned.
(OOC Note: This is a dangerous PrC to take; Nergull is reviled even by other evil faiths and in time in becomes impossible to hide your mutations unless you follow the Path of Corruption; be warned - being a true horror might not end well for you.)
Prerequisites
Base Attack Bonus: +3
Alignment: Neutral Evil or Chaotic Evil
Feats: Medium Armour Proficiency, Reckless Offence
Special: Survived Nergull's taint.
Class Skills: The Champion of Chaos' class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge Arcana (Int), Knowledge Religion (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Hit Die: d12.
Skill points at each level: 4+ Int modifier
Weapon and Armour Proficiency: Champions of Chaos gain no new weapon or armour proficiency’s.
Level | BAB | Fortitude | Reflex | Will | Special |
1 | +1 | +2 | +0 | +0 | Mutation Damnation |
2 | +2 | +3 | +0 | +0 | Fighter Bonus Feat |
3 | +3 | +3 | +1 | +1 | Rank 2 Mutation |
4 | +4 | +4 | +1 | +1 | Fighter Bonus Feat |
5 | +5 | +4 | +1 | +1 | Rank 3 Mutation |
Damnation: The soul of the Chaos Warrior is eternally damned as they are forever a slave to the Conjurer. They may not be reincarnated or resurrected. DMs may give extra frustrations as appropriate, such as gentler animals and children showing aversions to the PC. Damnation will also add a +1 per class level profane bonus to intimidation checks. Fate/Doom will be removed from the character's sheet, as their fate is sealed.
Fighter Bonus Feats: At 2nd and again at 4th level the Chaos Warrior gains a bonus feat from the list of fighter bonus feats.
Mutations: Mutations and blessings separate the Chaos Warrior from any other soldier, an indication of the direct will of Nergull on the world. Impact of mutations on character appearance and ability to interact with society will be in the hands of the DM team, with suggestions from the player of the character. Mutations are grouped into similar Aspects, for the diverse forms and nightmares that fall within Nergull's domain.
By level 5, a character will have 3 mutations, one of each rank. Mutations need not be taken from the same aspect. Should a Chaos Warrior take the Rank 1, 2 and 3 power of a given aspect, they will gain an additional power at level three, the Epitome of that aspect. Note that physical appearance and activation of Mutations may vary between champions. For example, one champion with warping rank 1 may need to kiss a door to open it, and may seem dreamy and hard to focus on, like she is barely there.
Another may be hugged by shadows, and need to use a bloody handprint to open a door. Then when using rank 2 warping the first hero may summon slimy, bright hermaphroditic steeds with lashing dripping tongues that moan and sigh contentedly as they are stabbed. The latter hero may summon spiked gnashing mouthed warbeasts which move like panthers. In both these instances, the blessings will be accompanied by increasingly serious mutations, for example half of the face may begin to rot, eventually half of the body as well. Or tongues may sprout from the eye sockets, 'tasting' the light as effectively as eyes used to see. These differences cannot be predicted, and are often considered blessings as surely as the more martial and practical changes.
Ascension Mutation
To become as a Demon is a terrifying, maddening goal, yet for many cultists, that progression from mortality to something divine is the powerlust that directed them to their first steps into depravity.
Rank 1: Darkvision 60 feet, allowing perception even in magical darkness.
Rank 2: Scales, granting +3 Natural Armour.
Rank 3: Wings, 60 foot fly speed with good maneuverability.
Epitome (Outsider): Character's type becomes Outsider. Rank 2 increases to +4 NA. The character will develop a unique natural attack. This may be a beard of sickening tentacles, claws with the power to cause unhealing wounds, a perfect kiss that drains the strength of one's foe, brutal horns that ruin a foe on a charge, spurting acidic blood, or clawed feet to snatch up one's opponent to the air, and drop them.
Body Arsenal
Horrendous barbs, chains, flailing tongues and flanges are a part of the very bodies of nergull's chosen. The making of of nightmares awaits the champion whose being becomes a tool for murder. Those investing the most in their bodies, paradoxically are often considered the closest in spirit to the truth of Nergull, through the dedication and sacrifice required in submitting one's body to become purely a tool for Nergull's destructive force. Almost a relic, even.
Rank 1: Select a weapon with which you are proficient, to be part of the body, or, a weapon which is owned to fuse with the body. Weapon will be considered MW. Fused weapons may look more natural. Ammunition costs 1hp/shot for ranged weapons. Improved Natural weapon may further enhance this weapon. Sacrifices of valuables to Nergull, on a desecrated altar, may aid in permanently blessing weapons and armours embedded within the flesh. Weapons may in time become imbued with damaging essences of rare metals.
Rank 2: Select armour with which you are proficieint, to grow from or be fused to the body. Fused armours may look more natural than grown ones. Fullplate may not be selected to fuse or grow from the body. Alternatively, gain a weapon as rank 1, with a great deal less obviousness, such as through retraction into the body. Sacrifices of valuables to Nergull, on a desecrated altar, may aid in permanently blessing weapons and armours embedded within the flesh. Armour may become lighter and stronger, the equivalent of mithril. Armour may grow spikes. This fused and grown armour will not cause exhaustion when
Rank 3: Growths over arms, legs, and head may continue, and may grant additional power. Character may sacrifice valuables and innocents to gain even more power, as though equipped with various magical items. The rewards for sacrifices may be prayed for specifically or generally, however Nergull is a fickle god.
Epitome (Slaughterking): Fullplate may be the armour grown or grafted on the body. Maximum Dex of grafted armors is 1 higher than usual and ACP is 2 lower. Sacrifices will be rewarded more generously, for Nergull's eye is fixed firmly on the Chaos Warrior.
Corruption
Insidious, creeping taint is Nergull's domain, subtle and unseen. When the world is corrupt, it cannot fight back against Nergull's minions, powerless to resist whatever whimsy the faithful may hold. Nergullites of this path may become sucessful blackguards.
Rank 1: Character may consider bluff, hide, move silently and sense motive as class skills. Character recieves a +1 profane bonus to these skills for each class level. Characters gain +4 skill points per chaos warrior level. Also, the Warrior of Chaos is immune to Detect Evil.
Rank 2: +1D6 Sneak Attack. Character use poison without risk of poisoning self. Character may produce a poison from their own blood or bodily fluids, which quickly degrades. The effects of the poison vary with every one of Nergull's minions, whether it may rot the flesh, stop the heart, curses, or causes paralysis through pleasure. This vile touch surely carries more of Nergull's taint than any would wish to risk. Attempting to touch with this unique poisonous gift will not provoke an attack of opportunity.
Rank 3: +1D6 Sneak Attack. The mind of Nergull is unknowable, and so too the mind and fate of Nergull's chosen bearer of secrets. The character is permanently under the effects of a Mind Blank spell.
Epitome (Darklord): +2 Inherent bonus to charisma. +1D6 Sneak Attack. Cruelty does not limit this character's leadership score for evil followers. Having a familiar or special mount does not limit this character's leadership score for evil cohorts. The Darklord's mutations may outwardly seem to fade, or become twisted changes to their mind. The appearance of normalcy can hide the greatest corruption of all.
Firekin
Flesh chars under the green and purple warpfires of nergull's minions. Scars ruin faces for life, turning those who dare face his power into wickedly ruined husks for years to come, walking testimonies of the futility to oppose Nergull. Or perhaps simply blackened bones.
Rank 1: +1d6 fire damage per melee or ranged attack. Weapons, fists or appendages will be wreathed in fire.
Rank 2: Breathe fire, inflicting 2d6 fire damage for each level of chaos warrior. Once used, the character must wait 1d4 rounds before using it again. May only be used a number of times per day equal to 3 plus the character's constitutuon modifier. The Character's vision is not impaired by smoke from a fire they started.
Rank 3: Immunity to fire damage. Smoke causes no damage and fasthealing 5 whilst in a fire the Chaos Warrior started, to a maximum HP of the characters starting HP recovered in a day.
Epitome (Firelord): Rank 1 power instead grants +1d10 damage. Rank 2 power may be used an additional two times each day and damage die become D8’s. Rank 3 power total HP able to be recovered in a day is doubled.
Fury
The blood god is not named lightly. Madness and fury are the hallmarks of the savage adherents to the most violent aspects of Nergull's broad portfolio. Even at times of relative calm, those bearing this mark may stand out as brutal and fearsome individuals, or show bulging veins and red marks across their bodies.
Rank 1: Rage 1/day, as a barbarian. This stacks with uses a PC may have as a Barbarian. For PCs with the alternate rage progression from the PHB2, Chaos Warrior class levels will stack with barbarian levels to determine when rage will be triggered.
Rank 2: Three times Per day, during a rage, a character may undergo the effects of an 'enlarge person', at a caster level equal to Chaos Warrior class levels. This may be initiated as a swift action. This will expire if the rage expires.
Rank 3: Three times per day, during Rage, a character may heal their Character level+Con Mod in HP as a swift action
Epitome (Bloodthirster): +2 strength whilst in rage. No AC penalty while in rage.
Bonus Feat: Mad Foam Rager. If this feat has already been selected, it may be used an additional time per day.
Resilience
Scholars go mad on reading of the unholy life that cannot be quenched, and horrific tales of blood and organs that pump where they should not, keeping bodies violently surging forth to battle.
Rank 1: +2 Inherent bonus to constitution. Immunity to disability from alcohol and recreational drugs, all poisons and diseases unless the character wishes to be affected.
Rank 2: 2/- DR and Fast Healing 1. This stacks with other Damage Reduction and Fast Healing from other sources.
Rank 3: Gain Regeneration 5. Damage from a certain source is considered subdual, and heals at the rate of 5/round. This will have a more narrow benefit than regular regeneration, aiding against metal, or magic, or natural attacks, only helping for damage of the particular source chosen.
Epitome (Fleshlord): +2 Inherent bonus to constitution. Rank 2 becomes 5/- DR and Fast Healing 2, Limbs and body parts may grow back like a Troll.
Warding
For all the guardianship of Anvarol, or scholarship of Elynir, there is noone who values wards of mystical power more greatly than a demonologist themself. Nergull's faithful value the protection and shielding of the god of magic, not fearing the magics of the world, as they are a part of Nergull's domain, whatever their source.
Rank 1: Character may use protection from good, evil, chaos or law, as spell-like abilities, at will, on self only. Only one may operate at a time. +4 Profane Bonus to Will saves.
Rank 2: 10+Character Level Spell Resistance and Resist 5 to all Elementals.
Rank 3: Character may cast select one spell per spell level of Divine and Arcane Spells. The character is immune to these spells. Once chosen, this immunity may not be changed.
Epitome (Runecaster): Once per day, the character may activate arcane sight and see invisibility. Character may 1/day protect an ally by touch with the protective power, an effect lasting for 1 hour. This grants them all the protections of the Chaos Warrior's Warding mutations. The marked character will display glowing runes. Rank 2 Spell Resistance Becomes 12+ Character level and Resists become 10.
Warp
Space and reality mean little to the mad and powerful beings loyal to Nergull. Madness just beyond time, and rending the world to make the way for new beings, are a matter of course.
Rank 1: Character is under the continuous effects of the spell 'Blur', as space is twisted near them. 1/Day Character's touch will have the effect of the spell 'Knock', as breaching seals is within their nature. The effects of this power on any enchanted door are likely to be highly dangerous.
Rank 2: Dimension Door 1/day Caster level equal to your character level. Mount 3/day This will summon a horrendous demonic creature comparable to a heavy warhorse, but an aberration with the Veratile Unarmed Strike feat. The spell will otherwise operate as the mount spell with a caster level equal to characters level of Chaos Warrior.
Rank 3: Abrupt Jaunt 1/day, as a specialist conjurer. The range on this jaunt is 10 feet per character level. For 5 rounds after using this power, the character will be unstable in the world, as though affected by the spell 'blink'.
Epitome (Worldbender): +2 Inherent bonus to Dexterity, Dimension door becomes 3/day, Mount becomes Permanent. Anything grappled is considered affected by a dimensional anchor, if the character wishes, at the point the grapple is initiated. Furthermore, any summoning spells cast within 120 feet have double the normal duration, and when they expire may then result in the summoned creature being free willed rather than returning to the plane from which it was summoned.