Difference between revisions of "Corpseborn"
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Skill points: 8 + Int<br /> | Skill points: 8 + Int<br /> | ||
Weapon and Armor Proficiency: All simple weapons, light armor and shields<br /> | Weapon and Armor Proficiency: All simple weapons, light armor and shields<br /> | ||
+ | |||
=== Powers === | === Powers === |
Revision as of 20:37, 10 December 2018
The Corpseborn are those unfortunates who, due to their mother’s death during childbirth, are regarded as tainted by that tragedy. Those who do not die themselves at birth, or who are not killed by their families, are sent by their surviving relatives to live with others of their kind, forming a sect bounded off from the rest of Ombesh society. In turn, the children of the corpseborn are returned to be adopted by the untainted of society, or sent to be raised by the church. By virtue of their tainted state, the corpseborn are socially stigmatized and cannot interact in many everyday contexts with the untainted.
Level | BAB | BDB | BMB | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|---|---|
1 | +1 | +0 | +0 | +2 | +2 | +2 | fortune/misfortune +1, condition resistance +2 |
2 | +2 | +1 | +1 | +2 | +2 | +2 | |
3 | +3 | +1 | +2 | +3 | +3 | +3 | social invisibility |
4 | +3 | +1 | +2 | +3 | +3 | +3 | |
5 | +4 | +2 | +3 | +4 | +4 | +4 | fortune +2, condition resistance +4 |
6 | +5 | +2 | +3 | +4 | +4 | +4 | |
7 | +6 | +2 | +4 | +5 | +5 | +5 | fate touch |
8 | +6 | +3 | +4 | +5 | +5 | +5 | |
9 | +7 | +3 | +5 | +6 | +6 | +6 | condition immunity, fortune +3 |
10 | +8 | +3 | +5 | +6 | +6 | +6 | |
11 | +9 | +4 | +6 | +7 | +7 | +7 | backlash |
12 | +9 | +4 | +6 | +7 | +7 | +7 | |
13 | +10 | +4 | +7 | +8 | +8 | +8 | curse, fortune +4 |
14 | +11 | +5 | +7 | +8 | +8 | +8 | |
15 | +12 | +5 | +8 | +9 | +9 | +9 | |
16 | +12 | +5 | +8 | +9 | +9 | +9 | |
17 | +13 | +6 | +9 | +10 | +10 | +10 | fortune +5 |
Hit Die: d6
Ability requirement: Wisdom 16
Class Skills: Acrobatics, Appraise, Bluff, Craft, Disable Device, Disguise, Knowledge (local), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim
Skill points: 8 + Int
Weapon and Armor Proficiency: All simple weapons, light armor and shields
Powers
1st level: The corpseborn has the ability to grant fortune or misfortune to others in the immediate vicinity by making a quick hand gesture. As a move action, he can grant all allies within 30 ft. a +1 morale bonus to attack rolls, saving throws, and skill checks for the next round, or alternately, cause all enemies within 30 ft. to suffer a -1 morale penalty to those checks. This ability may be used a number of times per day equal to the corpseborn’s Wisdom modifier. The bonus or penalty increases by +1/-1 every four additional levels.
1st level: Condition resistance: The corpseborn has been cursed since birth, and at this point has learned to cope with enormous strain. Any effects of being confused, dazed, frightened, nauseated, panicked, shaken, or sickened have only half their normal duration, and he receives a +2 save bonus to any checks against these effects. This bonus increases to +4 at 5th level.
1st level: The corpseborn is fluent in the argot of the clan, which is not shared with outsiders, but can be used to communicate with other corpseborn orally. It is not a written language.
3rd level: The corpseborn becomes socially invisible, so that others find it much more difficult to pay attention to their activities. Perception and Sense Motive checks made to notice the corpseborn have a penalty of -2 at 3rd level, increasing by 1 every two levels thereafter.
7th level: Fate touch: Once per day, the corpseborn may make a touch attack on any target with a Wisdom score of 2 or greater to cause its next action to critically fail. The target receives a Will save (DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier) and if they fail, their next attack, skill check, ability check, or saving throw is treated as a natural 1. This power can be used twice per day at 11th level and three times per day at 15th level.
9th level: The corpseborn has been cursed since birth, and at this point has learned to cope with enormous strain. He is immune to becoming confused, dazed, frightened, nauseated, panicked, shaken, or sickened.
11th level: Any unarmed or melee attack made on the corpseborn forces the attacker to confront its own fate. The attacker must make a Will save (DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier) or suffer one-half of any damage delivered to the corpseborn. The corpseborn still takes damage as usual.
13th level: The corpseborn has the ability to strike at the very soul of another individual, cursing them severely. Once per day as a standard action, he may utter a curse at an individual (Will save DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). If the save succeeds, the opponent is shaken (-2 penalty to all attacks, saves, ability checks, and skill checks) for one hour thereafter. If the save fails, the target is afflicted as though by the spell Bestow Curse. The corpseborn can dictate the conditions of the curse, as long as it is not more powerful than the curses described in that spell. For some potential sample curses, see: https://www.d20pfsrd.com/gamemastering/afflictions/curses/ (subject to GM approval). The curse may only be removed by a high-level priest through the use of the hallow power or Remove Curse.