Create a free forum in seconds.
InvisionFree - Free Forum Hosting
Welcome to Feybook. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Name:   Password:


You need to register to start new topics. Do not post until you have read the Material Usage Agreement.
Pages: (2) [1] 2  ( Go to first unread post )

 Redcap class, I'm running low on hat-die, fellas.
Sig
Posted: Jan 24 2008, 05:47 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



Redcap Reaper
"Wait. Do you smell blood? I thi-" -- victim of the Unseelie Redcap Reapers of Deadcrow Ridge

Contrary to some tales, not all Redcaps are a born to their role as bloodthirsty stalkers of the innocent. Some are made.
A Redcap Reaper is a Fey, most commonly of the goblinoid variety, that has taken a passion to stalking, terrorizing, and brutally exsanguinating foes both Mortal and Fey. Many Redcap chapters are funded, supported, and housed by Unseelie tribes to use in raids against encroaching mortal settlements or as assassins to remove high profile enemies. While not actively employed, Redcaps bait victims or kill livestock to keep their skills sharp.
Blood is the fuel for some Redcap powers. Without the sympathetic magic of blood, some of their special powers will not work. They die their hats with blood to keep it in contact with their skin. However, this dependency is hardly a disadvantage; many of their abilities still function, but rare is the Redcap without a bloodied hat. As a side benefit Redcaps associate with blood to an extent that they can create weapons out of it, an ability that allows them to be prepared for combat at any time.

Requirements: Fey or Humanoid type AND Goblinoid subtype, must be trained by Unseelie Fey

HP: d8
Base Attack: full
Best Saves: Reflex, Will
Skill Points: 4 + INT
Skills: as Ranger

Invoker Level: full
Invocation Save DC: 10 + 1/2 level + INT bonus.
Invocations Known: 1 + 1 per even level

Weapon Proficiencies: Simple, Martial
Armor Proficiencies: Light

CODE

[b]Level : Abilities[/b]
1       Sneak Attack +1d6, Invocation (Creep), Bloodied Cap, Unseelie Induction
2       Osmose Blood
3       Long Cut
4       Mobile Terror
5       Sneak Attack +2d6
6       Invocation (Lesser)
7       Cut Magic, Bladeriding
8       Blood Sculpt
9       Sneak Attack +3d6
10      Cut Down
11      Invocation (Greater)
12      Hide In Plain Sight
13      Sneak Attack +4d6, Unlimited Blood Works


Sneak Attack (Ex): As the Rogue ability of the same name.

Bloodied Cap (Ex): As long as the Redcap's hat has been soaked in blood (has Blood points in it), the user gain the following bonuses:
• +2 Profance bonus to Fortitude saves
• +4 Competence bonus to saves against Fear and Sickening
• Maximum Blood points stored equal to Redcap Reaper level.
The hat loses 1 Blood point every morning or 24 hours.

Unseelie Induction (Ex): The Redcap is granted knowledge of the Unseelie Lurking Invocation. It's considered in good taste to have this Invocation active when appearing in Unseelie events.

Osmose Blood (Su): As a free action the Redcap may attract blood to their hat from one exposed source once each round from as far as Close range. An amount of Blood points equal to Redcap level may be moved in this way each round.

Long Cut: The maximum reach for a Redcap's melee attack with a slashing weapon is increased by 1 step for every grade of Invocation they know.
Highest Grade Invocation : Reach
Creep : +5
Lesser : +10
Greater : +15

Mobile Terror (Ex): After using an Invocation (Reap) the Redcap may make another Move action as part of that attack.

Bladeriding (Su): The Redcap may use Fly as the spell while in contact with a 2-handed Slashing weapon; they must stand on the weapon itself. The weapon cuts the air while leaving a shadowy, billowing, dark trail for 1 round after.
Attacks may be made while riding a weapon in this way, but after the first attack the Redcap must land on a surface to catch the weapon. They may resume flying immediately after landing, though.

Cut Magic (Ex): When the Redcap is targeted by a spell or forced to make a save against a spell or spell-like ability, they may make an Immediate action attack roll (forfeiting 1 attack from the Redcap's own turn); use the result of that attack roll as Spell Resistance against the enemy's spell until the beginning of the next turn. Owner of the spell must make a caster level check to beat Spell Resistance or the spell does not take effect.

Cut Down (Ex): When dealing damage to larger, flatfooted, immobile, or unaware opponents, all melee weapons the Redcap uses increase normal critical damage by one multiplier.

Blood Sculpt (Ex): Redcaps may shape weapons out of blood; either a victim's or the Redcap's own. Blood Sculpt weapons may be crafted out of Cold Iron or Bloodsteel.

Over the course of 1 move action, blood from a wound or exposed sourse may be shaped into any pre-existing type of light Slashing or Piercing weapon at an exchange rate of 1 Blood point per pound of the item.
The weapon exists as long as it remains in a Redcap's possession, or until the end of the Redcap's turn if it leaves touch (after which it liquifies into a pool of blood).

The material shaped is always regular steel although it is slick, red, and warm; for an additional 1 Blood point, a day of work, and 5000 gold worth of crude iron base materials, the weapon may be made of Bloodsteel.

Hide In Plain Sight (Ex): As the Ranger ability of the same name.

Unlimited Blood Works (Ex): Blood may be stored in a the user's worn hat for an unlimited duration. The hat generates 1 Blood point each hour as long as it is kept red with blood as normal.



Invocations
This class uses Invocation class abilities like that of the Warlock in Complete Arcane.
(If you do not have access to the book, Invocations are a series of at-will Spell-Like Abilities.)

The effective spell level of any Invocation is equal to half the Invoker's level, rounded up.

• A Redcap Reaper knows 1 Invocation +1 for every even level. Invocations may be learned from outside this class with permission of the DM.
• The default duration is "Permanent (D)" once used and takes effect as long as the Invocation is chosen to be activated, but some are instantaneous. Activating or deactivating an Invocation takes 1 standard action.
• A Redcap may be affected by only 1 Invocation (Polymorph) at a time.

Invocations (Reap)
• All Reaps are Invocations that add an effect to a melee attack that deals slashing damage. The Reap only works if a Sneak Attack would be able to be used with that attack (target is flanked, flatfooted, immobile, etc)
• Only 1 Reap may be used with an attack each time.

Blood Points
• Blood is gathered and saved by soaking a soft woven or leather hat. The material must be mostly absorbant and once dried retains a brilliant red color.
• Stored Blood is measured in Blood points. Each 10 damage dealt to a being or beings of at least Tiny size that has a CON score counts as 1 Blood point, as long as the blood is used within 1 hour.
• The maximum amount stored is equal to the Redcap Reaper's class level.
• Some Invocations use Blood; subtract 1 from the hat's Blood points each time the Invocation (Blood) is activated (but not for every round the duration lasts, though).

CODE

Level : Invocations Known
1       1            
2       2
3       2
4       3
5       3
6       4
7       4
8       5
9       5
10      6
11      6
12      7
13      7



Invocation Descriptions


Creep

Unseelie Lurking - Become crudely mongrelized with minor monstrous features and skin becomes dulled in tone. Add half of level to Hide and Move Silently checks as a racial bonus, rounded up. Anyone that detects you while you sneak must make a Will save or become Frightened as long as you concentrate and they remain within in line of sight.

Dark Moors - [Shadow] - Create a combined Darkness and Fog Cloud effect within Medium range on a fixed position. As long as either of these effects are in place you may detect motion within it as by the Alarm spell.

Deep Cut (Reap, Blood) - When dealing damage with Sneak Attack, maximize the Sneak Attack damage. If the attack is a critical hit also maximize that critical damage.

Deathsight - As the spell Deathwatch, but within a 30-foot emanation and user is also considered Silent to any beings considered "fragile" as by Deathwatch's effect. User also knows when any being within the Invocation's area knows of their presence.

Skin Masquerade (Blood) - The effect is as by Disguise Self but caused from wearing the skin of a corpse the same size and similar type (most fey or humanoid) as the user. No disguise check is needed; the imitation is accurate and basic knowledge of typical behavior and language for the race is temporarily gained as long as the skin is worn. The corpse skin does not putrefy until 7 days later, but if removed the disguise is ruined.

Wailing Lure - [Shadow, Sonic] - As by Silent Image and Ghost Sound in a single space but the image must appear to be a living being and is actually composed of solid shadow. The figure persists as long as you concentrate and no more than the user's level in damage is dealt to it in any single round.

Shriek Fluttering - Instantaneous (Swift action) - User's movement until the beginning of the next round causes partial concealment, and emits a Sound Burst effect as the spell at the point of origin when this Invocation is activated. Any 3-dimensional direction may be traveled with the user's Land speed while moving in this way. The effect is broken if any action other than movement is made.

Mortal Terror (Reap) - [Fear] - The target is Dazed for 1 round as a Fear-based effect. If a Dazed target is hit, the target also makes a single move action until stopped in a direction of the user's choosing.

Ranged Reap - As a standard action, throw the weapon and it gains a range increment of 10 feet + extra reach distance, cutting all targets in a straight line (roll attacks individually) until a miss is made. The weapon returns immediately after the final successful attack is made.


Lesser

Blade Vacuum (Blood) - Instantaneous (Reflex:negates) - [Shadow] - Slashing damage is dealt to all beings within 20-foot burst (including user).
The amount of damage dealt is equal to the user's INT score.

Grim Scapegoat (Reap, Blood) - (Immediate action) - [Shadow] - User parries a targeted effect or attack directed at theirself with an opposed attack roll. If the user's attack roll is higher than the enemy's attack roll, the enemy's attack is canceled and the user becomes Invisible and Silent while they may make a move action.
An identical copy of the user is created out of shadow in the exact same position and space they were in before moving. The copy vanishes at the beginning of the user's next turn.

Goremeld (Blood) - As Meld Into Stone but substitute all instances of "stone" with "pools of blood". The duration lasts at most 24 hours for any single pool or surface at least as large as the user. As much HP as Invoker level is healed when submerging, and may teleport to any other equally bloody surface within Medium range.
Injured beings with a CON score and no more than half of their maximum HP left can be considered covered in blood for this Invocation, but to remain inside the blood covering of another being requires concentration; the Redcap effectively occupies the same space as the target and takes an equal amount of damage whenever the host is dealt.
Removing the blood coating ejects the Redcap immediately.

Death Bargain (Blood) - As by Speak With Dead, but at the same time the user may activate by touch a Remove Curse, Remove Disease, Neutralize Poison, or Restoration effect, or heal 10 HP, as the affliction(s) are placed in to the corpse (effectively canceling it from being an invalid target).

Magic Sucking Wound (Reap) - As by a targeted Dispel Magic as the magic is sucked in to the user's bloodied hat. 1 Blood point is restored per spell level ruined, and the owner of the effect (if the magic was on an object or being)

Congealing Cut (Reap) - The target takes 2 STR damage and is Stunned until the beginning of your next turn as their blood threatens to clot in massive areas.

Blood Mire (Blood) - As Exposive Runes, but the damage is 3d6 Acid and 3d6 Piercing (instead of Force) as spikes of hardened caustic blood spew forth. Any creature damaged is also affected by Hold Monster for 10 rounds (save as normal each round to escape).
As many Runes as user's level may be kept in place at the same time.

Despair Realm - [Shadow] - As Hallucinatory Terrain that has duration "Concentration + 10 rounds" and any being entering the illusion is affected by Crushing Despair as by the spell. The illusionary terrain is composed of shadow and generally appears very unpleasant.
The user must be included within the area but is not affected by the Crushing Despair.

Silent Scream (Reap) - Occuring at the same time as the attack, a Zone of Silence appears at the site of weapon impact (centered on the target) and lasts for 1 round. User may teleport to the location of their weapon


Greater

Fatal Cut (Reap) - Choose one of the following effects:
• The user forces an effective Natural 20 attack roll and confirms the critical for that weapon strike.
• The target is Paralysed until the beginning of your next turn.
• Use Phantasmal Killer on the target.

Shadowland Stalking - [Shadow] - As the spell Shadow Walk but only up to a Light load and 1 other being may accompany the user. While in the Shadow plane the user may activate Locate Creature or Locate Object to find targets in Shadow or any plane connected to Shadow.




Bloodsteel
Traits
This metal is created from the blood of living beings, its brilliant red sheen attributed to the oxygen-bound hemoglobin within. The blood crystalizes smoothly and forms a solid thick enough to emulate hard steel.

This metal smells strongly of blood and can be tracked by creatures with Scent even to the point of identifying the species of the blood after exsanguination and creation of the item.

Properties
Weapons of this type cost an additional 5,000 gold.
Also, Bloodsteel items with at least a +1 enhancement repair themselves 1 HP per day at every midnight, and 1 HP with every critical blow dealt, as long as the weapon is intact to begin with.

Bloodsteel has 20 hit points per inch of thickness and hardness 12.
Restoring the item's HP through magical means is impossible; only living blood may repair it.

Combat
Attack rolls have a -1 penalty using Bloodsteel items due to the slickness of the material, and wielders suffer a -2 penalty to retain grip on a Bloodsteel item.
However, weapons of this material deal an additional 1 damage with each blow and may ignore up to 5 points of Cold Iron damage reduction.

After dealing damage to a living being, up to 1 pre-stored disease or poison is transfered into the weapon. Any stored disease or poison with the highest Fortitude DC overlaps any previous one stored. A creature struck with the weapon on a successful critical hit is then subjected to the infection automatically.
The disease or poison may be removed with magic or a Heal skill check as if the weapon were a living being.

Making
This material can be created by using the Fabricate spell on an amount of blood from a living creature with least 1 Hit Die and a Constitution score, in conjunction with either the spell Vampiric Touch, False Life, Deathknell, or any spell with the [Healing] subtype.
Each Hit Die and Constitution bonus of a living being provides enough blood to create 1 pound of Bloodsteel.

This post has been edited by Sig on Oct 14 2008, 02:41 AM
Top
Talisman
Posted: Jan 24 2008, 06:11 AM


Half-dragon mage


Group: Members
Posts: 502
Member No.: 5
Joined: 4-August 07



QUOTE (Sig @ Jan 24 2008, 12:47 AM)
Anyone know of a good base class template? Or have I asked that before sleep.gif;


There's one or two on the WotC boards. I'l try to find a link when I get a chance.

QUOTE
draft ideas:
* purpose is to hunt and kill humanoid non-fey, maybe even other fey as well. like the Redcap monster by WOTC, it's mean and small and uses a scythe. unlike the monster, it's for any race, but some bonuses are only effective against beings larger than yourself or against humanoids.

* assassin-type role combined with decent HP and some SLAs


Sounds like a Ranger/Rogue hybrid to me. Sneak attack, favored enemy, woodland stride, etc. Possibly fast movement to offset the typically inferior speed of Small creatures.

QUOTE
* scythe focus, including the ability to create a scythe within mere rounds as an ability as long as it's held.


"Create" a scythe? As in, from thin air? Transform another weapon into a scythe? Or give a mundane scythe a magical bonus?

Ideas:
* Greater magic weapon enhancement on any scythe held. Possibly keen edge at later levels. Maybe one or to other, similar abilities.

* If it can create a scythe from thin air, the scythe should disappear if dropped, like a soulknife's mind blade.

* Ability to wield a scythe one size larger than normal (i.e., Medium for a Small redcap)

* Weapon focus/specialization/etc (scythe only) as bonus feats

QUOTE
*"Cut Down": bonus to damage and confirming criticals against beings larger than yourself. pays to be short but not necessary for all class features. goblin, halfling, and gnome are optimal races, as well as other Fey shorties (Sprite, whenever I finish that).


* Deal +2 damage per size category larger than you (maybe start at +1 per, upgrading later)

* Gain a bonus on critical confirmation rolls equal to +1 per size category larger than you your opponent is. At later levels, maybe increase the threat range by 1 (stacks with Imp. Crit/lkeen) vs. larger foes.

I have a halfling PrC somewhere on my computer...I must go loot it for ideas.

QUOTE
* to maximize scything, paralysis. maybe a series of abilities as a subset of one called " Mortal Terror". all spell-like abilities under Mortal Terror are much like Phantasmal Killer: Illusion (Phantasm) [Fear, Mind-Affecting]. In fact, that spell might go in as well as a per-day ability.

*half-caster, so gish builds don't suck too bad. I might even do same with Nymph, or better... like 3/4. this bonus works just like any prestige class that grants spellcaster levels, but has no effect if you can't cast spells from a class source.


Why not use glamouries? I'm using them for the bright blade, oak lord, and a couple more PrCs. Just focus the spells on the effect you want (fear, paralysis, etc).

CAP IDEAS:

A redcap must dip its hat in fresh blood of a [specifications] creature which the redcap killed or participated in the killing of. This grants the redcap X number of charges (say, 1 per 3 HD of the victim). A redcap can use these charges to perform the following feats:

* Activate its glamouries. This allows the redcap to use its glamouries normally for the duration of the encounter.

* Re-roll a failed saving throw. The redcap must take the results of the reroll, even if worse than the original. Redcaps are fey, and fey are lucky.

* Re-roll a failed critical confirmation roll, but only with a scythe.
Top
Sig
Posted: Jan 24 2008, 06:35 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



Damn it, Talisman, you posted while I was editing for some draft ideas T_T

But thanks!

For now, all I can disagree with is "bonus weapon focus on scythe". I'd rather leave it up to players to stack such things on top with their own feats, and instead give the constant spell buff such as Magic Weapon.

Shaping a scythe would last as long as the Redcap held it, and any scythe in their hands can be wielded as if they were one size larger. I believe the monster Redcap has this ability too.
Fabricating would transmute x amount of pounds in metal (or blood?) into a masterwork scythe as long as it's held, temporarily shutting down any other spellcasting effects present in the material if a wand, staff, or other enhanced item. Magical weapons keep their abilities but do not stack; you may choose which bonuses to use, out of all items shaped into one scythe, each round.
Maybe a later ability could allow activating of spells from items turned into a scythe, such as a wand, but I don't know yet. We'll see.
Top
Sig
Posted: Jan 24 2008, 07:00 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



OH! And that you mention glamories, while I'm thinking of calling these abilities "terrors"....

I was thinking just now; it's a long shot, but we could make our own "Feybook domains" for referencing rather than a new spell list for every class.

The Tome series in The Gaming Den did this with the Fiendish "Spheres" but in a more limited way.

But rather than call all of the per round/encounter/day spells 'glamouries', it would have a different name according to Court, then 'tribe' or 'clan'. Court distinction determines certain Court-specific spells, but not many.

Glamouries: Seelie
Terrors: Unseelie
Weirds: universal

Clans/Tribes would be like Day, Night, seasonal, etc.
Concrete things in nature rather than abstractions like the Courts.
Fey class spell lists would grab a few of these, and be ready. We would just have to determine what spells go where, and how many per round/encounter/day spells may be readied for each class level and how many encounter/day slots are usable.

Here's my draft excerpt for the Feycaster/True Fey rebuild I'm working on:
spells in categories of land, sea, sky, and then the neutral grouping (mortal interaction, illusion)
or rather,
Fey groups:
  • Blood (Mortals)
  • Sky (minor shapeshifting, weather, flight, wings)
  • Land (earth and stone, ground movement)
  • Sea (minor shapeshifting, water effects)
  • Animalia (animal shapeshifting, wings, control)
  • Green (plants)
  • Day (curative, light)
  • Night (debuff, typeless damages, death)
  • Things (item affecting or creation)
  • Twilight (neutral; any can access) (Spirit,
    deception, travel)

Then a different name for per round, per encounter, and per day. Like Eclipse, for per day, is represented by the Fey reality (personal or shared) temporarily overlapping the external reality.

Then we just reference the spell groups.
Downside is in agreeing on what is overpowered or not but payoff would be immense.
Top
Talisman
Posted: Jan 24 2008, 04:35 PM


Half-dragon mage


Group: Members
Posts: 502
Member No.: 5
Joined: 4-August 07



QUOTE (Sig @ Jan 24 2008, 02:00 AM)
OH! And that you mention glamories, while I'm thinking of calling these abilities "terrors"....

I was thinking just now; it's a long shot, but we could make our own "Feybook domains" for referencing rather than a new spell list for every class.

The Tome series in The Gaming Den did this with the Fiendish "Spheres" but in a more limited way.

But rather than call all of the per round/encounter/day spells 'glamouries', it would have a different name according to Court, then 'tribe' or 'clan'. Court distinction determines certain Court-specific spells, but not many.

Glamouries: Seelie
Terrors: Unseelie
Weirds: universal


I have no real objection to this, but I wonder how practical it is. I picked "glamouries" because the word "glamour" has always been associated with the fey, both dark and light. Changing the names would result in weirdness for classes like the Bright Blade, which can be a champion of the Seelie, Unseelie, or other courts entirely.

"Weird" is already the name of both a spell and a monster (water weird), but we could call them "weirdings," perhaps.

QUOTE
Clans/Tribes would be like Day, Night, seasonal, etc.
Concrete things in nature rather than abstractions like the Courts.
Fey class spell lists would grab a few of these, and be ready. We would just have to determine what spells go where, and how many per round/encounter/day spells may be readied for each class level and how many encounter/day slots are usable.

Here's my draft excerpt for the Feycaster/True Fey rebuild I'm working on:
spells in categories of land, sea, sky, and then the neutral grouping (mortal interaction, illusion)
or rather,
Fey groups:

  • Blood (Mortals)
  • Sky (minor shapeshifting, weather, flight, wings)
  • Land (earth and stone, ground movement)
  • Sea (minor shapeshifting, water effects)
  • Animalia (animal shapeshifting, wings, control)
  • Green (plants)
  • Day (curative, light)
  • Night (debuff, typeless damages, death)
  • Things (item affecting or creation)
  • Twilight (neutral; any can access) (Spirit,
    deception, travel)

Then a different name for per round, per encounter, and per day. Like Eclipse, for per day, is represented by the Fey reality (personal or shared) temporarily overlapping the external reality.

Then we just reference the spell groups.
Downside is in agreeing on what is overpowered or not but payoff would be immense.


This looks pretty good...it might cause the individual classes/PrCs to lose a little in terms of individuality, but it would be easier to have an agreed-upon "pool" to draw from. And if necessary, one could always say "Class X gains access to the clans of A, B and C, plus [this specific spell] as a 3rd-level spell."
Top
Sig
Posted: Jan 24 2008, 09:15 PM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



OK. I'll get to the newest Feycaster/True Fey replacement, along with related sample Clans for spel groups (with or without Seelie/Unseelie connection), after Redcap and any others I've put off for too long, such as Sprite or Sidhe.

The reference to Seelie = glamour and Unseelie = terror would only apply to any Mind-affecting spells. Spells of that type for Seelie all become [Glamer] (heh) and those of Unseelie gain [Fear], no big distinction. I just feel a little averse to calling all of the Fey spells "glamouries" as it implies by word that the spells are all deceptive or illusions by nature, which ain't the case, especially with Bright Blade.



Had another idea for Redcap "blood stained hat" ability: wearing a freshly blooded cap grants the Fey one subtype of whatever the killed creature had for 24 hours. This subtype works like Feyblood, Dragonblood, and such in that the Redcap qualifies for item activation and abilities as if they were a member of that type.

Or, if that's too abusable, the Redcap just gets "Demonblood" for 24 hours and can use things such as the various Fiend classes and feats in Frank and Keith's Tome of Fiends, or any WOTC material made for demons. That would be a cool tie-in.
Top
Sig
Posted: Feb 22 2008, 08:55 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



Redcap.... Redcap... why is this not forming in my mind yet...

Perhaps I'm approaching it oddly.
Stick to the basics, maybe.
1 SLA or new attack method per level, then figure out the casting progression from there.
Top
Sig
Posted: Apr 30 2008, 06:11 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



BOMP cool.gif
Top
Sig
Posted: May 1 2008, 08:33 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



OK, done that version. Not quite satisfied with the caster vs. melee balance, so might lessen the spellcaster options down to make room for more melee bonuses. Combat feats so you can do crazy shit like throw blood weapons or poison them. Or something.



EDIT

Here's the old draft info in case anyone wanted to peruse it:


draft ideas:
*10 levels at most; melee-focused class with limited scope, no reason to make it last too long. 5 is too few for the abilities I have in mind.

HD d8 maybe 10
BAB Medium
saves R+W
skill points +4
half caster of 1 other class's ability ([b]3/4 caster
)
gain 1-2 special abilities a level such as scythe bonuses or Sudden Strike, in addition to its own SLAs for per round, per encounter, and per day spells... might need some form of draft for the Fey spell groups early..
[/b]


*The ideal environment, as with the tales, is of a lone tower or urban structure in a relatively loosely governed area. Redcaps sculpt out a secluded area for themselves and give it a 'haunted' reputation to keep most intruders away, but given mortal nature.... people seek it out for curiosity and thrills anyway.
The encounter setup is that the targets break the Alarm barrier or get spotted with the Redcap's scryer ability, but the victim is alerted with a vague sense of unease.
When in range, the victims are snared with unreality repeatedly and herded towards any higher freestanding structure or darkened area until the Redcap closes within scything range.
After the kill, and in keeping with myth, the Redcap dies their hat in blood. The body is carried away for wild dogs, or if in a Fey realm, some kind of corpse-eating Fey that would take the place of a Ghoul role in most other places.

* purpose is to hunt and kill humanoid non-fey, maybe even other fey as well. like the Redcap monster by WOTC, it's mean and small and uses a scythe. unlike the monster, it's for any race, but some bonuses are only effective against beings larger than yourself or against humanoids.

* assassin-type role combined with decent HP and some SLAs

* Sudden Strike or something like it, but not Sneak Attack

* scythe focus, including the ability to create a scythe within mere rounds as an ability as long as it's held.

*"Cut Down": bonus to damage and confirming criticals against beings larger than yourself. pays to be short but not necessary for all class features. goblin, halfling, and gnome are optimal races, as well as other Fey shorties (Sprite, whenever I finish that).
the attack only works on foes with land-mobile limbs but reduces movement by some amount under end of encounter, maybe wounding effect.

*"Cut Spell": something like once each round the Redcap can counter one targeted spell aimed at them with a readied attack action. the spell must have either a Reflex save or attack roll. if successful the Redcap takes no damage.

*ability to make a sweeping scythe attack a few times per encounter that covers a burst radius centered on the Redcap. this is for when surrounded by enemies, maybe as a later ability

* to maximize scything, uses paralysis and fear.
maybe a series of abilities as a subset of one called " Mortal Terror". all spell-like abilities under Mortal Terror are much like Phantasmal Killer: Illusion (Phantasm) [Fear, Mind-Affecting]. In fact, that spell might go in as well as a per-day ability.
Other spells as part of Mortal Terror:
(Spell Level, Spell Name, Changes If Any)
0 Ghost Sound
1 Cause Fear, no HD limit
1 Silent Image, Minor Image, and Major Image, but only to make images of humanoids (bait, you know)
1 Obscuring Mist
2 Scare
1 Alarm and
2 Clairvoyance/Clairaudience at will, but the affected area alerts beings that they are being watched if they succeed a Will save
4 Fear
5 Mind Fog, per day
3 Hold Person
5 Hold Monster
5 (?) Transmute Rock To Mud, but as an Illusion it only affects those that fail their saves; the visual in their minds is of being mired in a swamp of blood. duration is until end of encounter, a per encounter ability. Probably better handled through Major Image? .... could just give Major Image.
3 Major Image
4 Phantasmal Killer

*at first just a save bonus but eventually a constant immunity to Fear, which makes Mortal Terror useless on Redcaps, which is essential for groupwork in some cases.
Edit: bonus and immunity against Fear only while hat is bloodied, lasts 7 days unlike the free something-blooded subtype granted for 24 hours.


*self buffs (per encounter, from a shared pool of other per encounter spells):
some bonus to Intimidate and AC for having your hat freshly bloodied, as a Fear effect for 24 hours. also, the Redcap won't need to eat or sleep as long as their hat is bloodied. big incentive for this behavior!
(Spell Level, Spell Name, Changes If Any)
2 Bull's Strength
3 Keen Edge on scythe
1 Magic Weapon and
3 Greater Magic Weapon on scythe
3 Rage
2 Spider Climb, maybe
considering Invisibility but it's really not needed with all the fear and illusions

other utility:
(Spell Level, Spell Name, Changes If Any)
2 Darkness
3 Deeper Darkness
4 Dimension Door, per encounter
make scythe with a limited temporary supernatural Fabricate; maybe I'll make a special non-metal material made from magically shaped blood just for this class, but can be used by other races such as vampires and demons quite nicely, eh? Something almost as hard as iron but it's not as ferrous.
2 Gentle Repose, to keep that blood fresh for yo hat, y'all.
3 Shrink Item on scythes
6 Shadow Walk maybe later for mobility, 1 per hour or something
3 Nondetection
5 Private Sanctum, for protecting hiding place while staking out targets, effect centered on self

*half-caster, so gish builds don't suck too bad. I might even do same with Nymph, or better... like 3/4. this bonus works just like any prestige class that grants spellcaster levels, but has no effect if you can't cast spells from a class source.

This post has been edited by Sig on May 4 2008, 07:57 AM
Top
Talisman
Posted: May 4 2008, 04:03 AM


Half-dragon mage


Group: Members
Posts: 502
Member No.: 5
Joined: 4-August 07



Yay! The Recap! Looks quite good overall...just a few nit-picky points.

QUOTE (Sig @ Jan 24 2008, 12:47 AM)
They die their hats with blood


dye (hey, Kallhadras ain't here; somebody's got to do it).

QUOTE
Requirements
Type: Fey or Goblinoid of at least size Small


Does this mean "size Small or smaller" or "size Small or larger"? Because it reads like #2.

QUOTE
Special: Spellcaster level 3+ OR Skill Ranks: Hide 6+, Move Silently 6+
Skill Ranks:  Intimidate 4+, Bluff 4+


You do realize that a PC can meet these requirements at level 3? Is this desireable?
Also, considering that this is a melee-oriented class, should it have a BAB prereq, maybe +3 (4th-level rogue)?
I'd be inclined to scrap the spellcasting, m'self...bump BAB to full, and add a few of those funky abilities you mentioned.

QUOTE
Spells per Day/Spells Known: When a level is gained, the character gains new spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained. This essentially means that they adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.


Copy/paste artifact.


QUOTE
CODE

Redcap Scyther Level            Highest Mortal Terror Spell Levels Usable
.
1 .............................. 0, 1
2 .............................. 2
3 .............................. 3
4 ..............................
5 .............................. 4
6 ..............................
7 .............................. 5
8 ..............................
9 .............................. 6
10 ..............................


Maybe bump this so the Recap gains 6th-level terrors at 10th level? This evens out the table, as well as giving 10th level a bit more power.

QUOTE
Mortal Terror powers have Illusion (Phantasm) [Fear] descriptors if they don't actually cause physical changes (otherwise keep the same), and all powers have a duration of "Concentration + class level" in rounds, unless instantaneous or noted in the list of powers.


Illusion is a school, and Phantasm is a subschool. What you want to say is, "Mortal Tterror powers are considered to be of the Illusion (Phantasm) school, and have the [Fear] descriptor..."

QUOTE
If a target is immune to any of these descriptors, they are immune to detrimental effects of Mortal Terror powers that require saving throws.


If someone's immune to fear, they're immune to [fear] effects even if they don't allow saves. Redundant.


QUOTE
1 Mortal Terror power may be used each encounter for every odd class level of Redcap Scyther.


Wording is a bit clumsy...I recommend changing it to "A Redcap Scyther may use a number of Mortal Terrors per encounter equal to 1 + 1/2 class level." It's a very slight boost.

QUOTE
Spell Level, Spell Name (Changes If Any)
...
4 Phantasmal Killer (must hit with weapon)


Why the qualifier? Can you trigger the power as you hit? Can you only use it on critters you've already hit? How long ago? If I'm fighting Lord Dreadly, and I scratched him 10 years ago, is he vulnerable to this?
I'd just drop the qualifier...there's no real reason for it.

QUOTE
Osmose Blood (Su):
...
3 The spell effect "Resurrection" may be activated instead of the previous effects and as a free action even while the user is unconscious.


Resurrection is useless unless you're actually dead, at which point you can't activate it. I'd either change this to heal, or change it to a contingent raise dead effect that goes off if the Redcap is slain with his had still "fresh." Full resurrection seems a bit much...it's essentially a "get out of Death free" card.

QUOTE
Mobile Terror (Ex): Mortal Terror powers may be used as a Swift action and expends 1 additional Mortal Terror usage.


It sounds as if you automatically get to use Terrors as a swift action, but they automatically cost double. I'm pretty sure you meant that you can use one as a swift action, but if you do it consumes two uses instead of one, yes?

QUOTE
Sudden Terror (Ex): Mortal Terror powers may be used as an Immediate action. Use of this ability expends all Mortal Terror uses.


...to a minimum of 3, I would say (i.e., if you have 2 or fewer Terrors remaining, you can't trigger this power. Immediate > swift, and without this caveat, there's no earthly reason not to immediatize your Terrors once you've used all but 1 or 2.

Excellent work overall. Has a very mystical/slasherish feel to it. I can totally imagine a Recap and a Bogey adventuring together...giggling evilly all the while. biggrin.gif
Top
Sig
Posted: May 4 2008, 08:20 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



OK here's what changed.

1. Die -> Dye

2. Requirements adjusted, wording and others. It's meant to be a Bard-like (read: sucky middlegrounder) gish class, and as such at least doable by most characters. I replaced the spellcaster 3+ variant requirement for BAB for warriors, but leaving in spellcaster level boosts for anyone that is a caster. Damn I hate that about PrCs, it should be automatic for casters anyway. Casters do not equal melee warriors, and when they are, they don't give a shit about casting in melee!! Everyone should have full caster progression. But that's a future plan..

3. Yes it is meant for level 3+ just like the advanced Wizard specialist PrCs in Complete Mage. If you note the Mortal Terrors, the spells match up as if the character were a Sorcerer of same level. But the main purpose was a PrC that low-level Fey and warriors could dive into without waiting because many of the abilities expire by mid-high levels, becoming worthless in combat to most encounters (relatively speaking). Phantasmal Killer, for instance, has 50% less chance of success than most other spells due to the double-saves thing. Good against unconscious foes or low levels, bad everywhere else.

4. Artifact removed once again. That was some delicious copypasta.

5. I'll keep the SL6 power at PrC 9 because that is ideally character level 12, same as Sorc, which is bad enough as it is! And for the PrC 10 power, I'll think of something else badass to go with that. Needs another 'reward' for sticking with the class. Maybe something to do with stealing spells and memories of people you killed, or reflecting magic with a weapon, or more sneaking powers.

6. Reconsidered school changes. I want the powers to be unified in descriptors but there must be some difference between physical and mental effects, so I'll use Shadow and Phantasm [Fear].

7. Redundancy removed along with rewording.

8. Phantasmal Killer trigger removed. It sucks hardcore and I realize that now that adding 'melee' to it only makes things worse.

9. Resurrection -> Raise Dead. And I remembered that a dead person is not 'unconscious'. They are, you know, deceased. Dearly departed. Ceased to exist.

10. Copied Swift powers ability from the Immediate. It was worded better. Also changed Immediate powers to expend a flat-out 5 uses, which is the max for the PrC level 9.

11. Considering adding in the goofy little fluff tidbits after some abilities for fun, because Anets does love them so. rolleyes.gif

12. Upon finishing this followup, I've decided to put one last spellcaster level in at PrC 10. 2 levels behind is enough of a blow for casters since the ones that even qualify have dabbled enough for other penalties to caster level (BAB or skill ranks).
Bard would make it in due to skill ranks and benefit from the spell progression, but they would suck anyway because.. well... they are Bards.


Boggart eh! I was also thinking of... Goblin Rogue/Boggart/Redcap Scythers. Ouch.


What class to do next? Nymph class? Make Spriteling feats to emulate pre-existing monster abilities? Do the Fey spell group stuff and plop it into various classes for a test run?


Personally I like the way Mortal Terror turned out. I had doubts for months but after burrowing through every shred of 4e preview, I've concluded that per-encounter is a Good Thing for class abilities, but only in small doses.

It results in a situation of "Shit! We ran out. But the NEXT TIME we meet, things will go differently!!!" and then the enemy Fey vanishes to recover, but is good again for combat relatively quickly.
Top
Talisman
Posted: May 5 2008, 12:55 AM


Half-dragon mage


Group: Members
Posts: 502
Member No.: 5
Joined: 4-August 07



QUOTE (Sig @ May 4 2008, 03:20 AM)
9. Resurrection -> Raise Dead. And I remembered that a dead person is not 'unconscious'. They are, you know, deceased. Dearly departed. Ceased to exist.


Shuffled of this mortal coil? Gone to meet his maker? Metabolic processes have ceased?

QUOTE
Boggart eh! I was also thinking of... Goblin Rogue/Boggart/Redcap Scythers. Ouch.


For extra craziness, make it a Bard/Bogey/Redcap Scyther/Goblin King...around level 35, yeah.

QUOTE
What class to do next? Nymph class? Make Spriteling feats to emulate pre-existing monster abilities? Do the Fey spell group stuff and plop it into various classes for a test run?


I vote for nymph. It sounds cool, it's a bit unusual, and I can seem more gamers wanting to play a nymph than a sprite.

Are there male nymphs? If so, what are they called? blink.gif He-nymphs? Nymphos? ohmy.gif


QUOTE
Personally I like the way Mortal Terror turned out. I had doubts for months but after burrowing through every shred of 4e preview, I've concluded that per-encounter is a Good Thing for class abilities, but only in small doses.

It results in a situation of "Shit! We ran out. But the NEXT TIME we meet, things will go differently!!!" and then the enemy Fey vanishes to recover, but is good again for combat relatively quickly.


Yeah, I like it too...there's still the resource-management issue, where you don't automatically want to blow of your best powers in round 1, but it takes away the problem of using a good power early and being unable to use it again until you get 8 hours rest.

It also encourages people to withdraw, recover, and re-engage in a matter of minutes, rather than "we'll get you tomorrow!"

Oh, one thing I almost forgot: why is Bloodied Cap listed as (Ex, fey feat)? It's not a feat...is it?
Top
Sig
Posted: May 5 2008, 06:40 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



Bloodied Cap is indeed a feat. The only requirement is being Fey, although perhaps it should have a level requirement as well, like "Fey 4".
It's listed as a feat in the class description because I'm lazy and making feat blocks is redundant, but I could upon request.
I have also stealthily slipped in similar 'hidden' Fey feats here and there among my other works. -_o
They give a little taste of a class without needing to grab the whole thing.


The racial class I plan for 'Nymph' will be like a celestial/nymph/lockdown-style Enchanter (Beguiler?)/Mindbender that has enough evasion and mobility to survive when enemies prove immune to the "Look at me" tactics.
It won't be called Nymph. I'll think of something else, or draw from Greek myth.

Male or female. Or both or neither. I might throw in some (higher level) Alter Self stuff, which would also blur the line between Nymph and Succubus/Incubus since it's open to all alignments.

It will be yet again another encounter-powers class with a different name to the abilities. Poses, or Allures (although not all Nymphs want to be seen), or something similar. Think Waterhouse paintings or classical sculpture.

Requirements (for now):
Small, Medium, or Large
Human, Elf, or Outsider


EDIT: Redcap tweaked again. Added some high level Terrors, tweaked Cut Magic (Scare Magic!) and Bloodied Cap.
Top
Sig
Posted: Oct 10 2008, 03:22 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



I'll put this class in to a 10-level Invocation user format soon.
Top
Sig
Posted: Oct 13 2008, 03:32 PM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



OLD PRE-REVISION INFORMATION (do not add to Feybook)
QUOTE

Redcap Scyther
"Wait. Do you smell blood? I thi-"
-- victim of the Unseelie Redcap Scythers of Deadcrow Ridge


        Contrary to some tales, not all Redcaps are a born to their role as bloodthirsty stalkers of the innocent.
        Some are made.
        A Redcap Scyther is a Fey most commonly of the goblinoid variety that has taken a passion to stalking, terrorizing, and brutally exsanguinating foes both mortal and Fey. Many Redcap chapters are funded, supported, and housed by Unseelie tribes to use in raids against encroaching mortal settlements or as assassins to remove high profile enemies. While not actively employed, Redcaps bait victims or kill livestock to keep their skills sharp.
        Blood is the fuel for some Redcap powers. Without the sympathetic magic of blood, some of their special powers will not work. They dye their hats with blood to keep it in contact with their skin. However, this dependency is hardly a disadvantage; many of their abilities still function, but rare is the Redcap without a bloodied hat. As a side benefit Redcaps associate with blood to an extent that they can create weapons out of it, an ability that allows them to be prepared for combat at any time.


Requirements
Type: Fey or Goblinoid of size Small or larger.
Alignment: non-Good
Skill Ranks:  Intimidate 4+
And one of the following:
Special: Base Attack bonus 3+
OR
Skill Ranks: Hide 6+, Move Silently 6+


Class Basics
Ability Scores: Redcap Scyther power DCs are determined by Intelligence.
Hit Die: d6
Class Skills: as Rogue
Skill Points: 6 + Int modifier

CODE
Level Base Attack  Fort  Ref   Will  Special
.     Bonus        Save  Save  Save  Abilities
.
1     +0           +0    +2    +2    Bloodied Cap 1, Mortal Terror
2     +1           +0    +3    +3    +1 spellcaster level, Osmose Blood 1
3     +2           +1    +3    +3    +1 spellcaster level, Cut Down
4     +3           +1    +4    +4    +1 spellcaster level, Osmose Blood 2
5     +3           +1    +4    +4    Blood Sculpt 1, Mobile Terror
6     +4           +2    +5    +5    +1 spellcaster level, Osmose Blood 3
7     +5           +2    +5    +5    +1 spellcaster level, Scare Magic
8     +6           +2    +6    +6    +1 spellcaster level, Blood Sculpt 2
9     +6           +3    +6    +6    +1 spellcaster level, Sudden Terror
10    +7           +3    +7    +7    +1 spellcaster level, Unlimited Blood Works



Class Features

Weapon and Armor Proficiencies: All martial weapons, light swords, polearms, armor spikes, sickles, and scythes.

Spells per Day/Spells Known: When a level is gained, the character gains new spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained. This essentially means that they adds the level of Redcap Scyther to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.


Mortal Terror (SpL): This ability is a subset of spell-like functions Redcaps use to deceive and lure targets. The powers may be used more frequently than most spells but may only in limited amounts at a time.

CODE

Redcap Scyther Level            Highest Mortal Terror Spell Levels Usable
.
1 .............................. 0, 1
2 .............................. 2
3 .............................. 3
4 ..............................
5 .............................. 4
6 ..............................
7 .............................. 5
8 ..............................
9 .............................. 6
10 ..............................



Mortal Terror powers requiring Will saves are changed to Illusion (Phantasm) spells with the [Fear] descriptor.
Powers that cause physical changes are Illusion (Shadow) and 100% real.

All powers have a duration of "Concentration + class level" in rounds, unless instantaneous or noted as different in the list of powers.
A move action may be used to concentrate on Mortal Terror powers.

The caster level for Mortal Terror powers is the user's character level.

Redcap Scythers use these spell-like abilities a limited number of times before rest is needed to restore them. The uses come from a shared amount equal to 1 + 1/2 class level per encounter.
All powers recharge after 1 minute of rest (when no actions are taken).

Spell Level, Spell Name (Changes If Any)
0 Daze
0 Ghost Sound
0 Message
0 Ray of Frost

1 Alarm (mental alert only)
1 Cause Fear
1 Magic Weapon
1 Obscuring Mist
1 Silent Image
1 Ventriloquism

2 Clairvoyance/Clairaudience
2 Darkness
2 Gentle Repose (duration: 24 hours)
2 Minor Image
2 Scare
2 Spider Climb

3 Deeper Darkness
3 Gaseous Form
3 Greater Magic Weapon
3 Hold Person
3 Keen Edge
3 Major Image
3 Nondetection
3 Shrink Item

4 Air Walk
4 Blight
4 Dimension Door
4 Fear
4 Hallucinatory Terrain
4 Phantasmal Killer
4 Scrying

5 False Vision
5 Hold Monster
5 Mind Fog
5 Mirage Arcana
5 Passwall
5 Zone of Silence

6 Eyebite
6 Greater Scrying
6 Programmed Image (duration: 24 hours)
6 Shadow Walk
6 Wind Walk


Bloodied Cap (Ex, Fey feat; Level 4): As long as any form of head cover worn is completely covered in blood as fresh as 48 hours old, a Redcap gains these bonuses:
    • +2 Profane bonus to Fortitude saves
    • +4 Profane bonus to Intimidate checks
    • +6 Profane bonus to saves against Fear and Sickening
    • After damaging a Shaken, Frightened or Cowering living target with a melee weapon at least once, gain a +2 Morale bonus to attack rolls against that target until the end of the encounter.
    • The Redcap counts as one type or subtype of the most recently killed creature that has been soaked into the hat. This ability allows the Redcap to qualify for feats, spells, or classes as if they were a member of that race, but the race-specific abilities only work as long as the cap is bloodied.
As little as 1 pint of blood is needed to bloody a hat for a size Small character, doubling the amount for each size category larger; an average human has between 14 to 18 pints of blood, and in game terms this is represented as 1 point Constitution damage equal to about 1 pint. At least 1 CON damage must be dealt to a living creature to cover a hat. The dying process takes 1 minute to soak thoroughly.


Osmose Blood (Su):
1 A Redcap may absorb blood through their skin to cause a "Death Knell" effect as by the spell. For each living creature at most 1 size category smaller than the user killed in this way, the Redcap heals HP equal to their own level + INT bonus. A Redcap may sacrifice the benefits of Bloodied Cap, drying the hat until it is re-bloodied again, to activate Osmose Blood.
2 The spell effects  "Speak With Dead" and "Cure Disease" may be activated as well.
3 The spell effect "Raise Dead" may be activated by the owner instead of the previous effects and as a free action if the Redcap Scyther is dead.


Blood Sculpt (Su): Redcaps may shape weapons out of blood; either a victim's or their own.
1 Over the course of 1 move action, blood may be shaped into any pre-existing light Slashing or Piercing weapon at a rate of 1 CON damage of blood per pound of the item. Additional CON points may increase size and/or reach of the weapon by 1 step, or add another attack type (slashing or piercing).
The material shaped may be either regular steel, although it is slick, red, and warm, or a crude black Cold Iron of half as much weight.
The weapon exists as long as it remains in a Redcap's possession, or until the end of the Redcap's turn if it leaves touch (after which it liquifies into a pool of blood).
2 Blood Sculpt weapons may be crafted into Bloodsteel.
Bloodsteel weapons may use the result of a Redcap's Intimidate check in place of any melee damage total for 1 attack each round (may be decided after damage is first rolled normally) as long as Bloodied Cap is active.


Cut Down (Ex):
• When dealing damage to larger, flatfooted, immobile, or unaware opponents, the critical multipliers of all melee weapons the Redcap uses are increased by 1 step.
• The Redcap's melee weapons deal 3 + class level Precision damage against targets with a Constitution score with the first successful attack made each round.
• The spray of blood creates a "Grease" effect in the opponent's space(s) until the beginning of the Redcap's next turn.


Scare Magic (Su):
Once each round as an Immediate action the Redcap may counter and cancel one targeted spell, aimed at any point within reach, with an Attack action. The spell must require either an attack roll from the caster or a Reflex save, opposed by the Redcap's own attack roll using any weapon in hand.
If successful the Redcap takes no damage from the countered spell and the spell ceases to take effect within all spaces of the Redcap's reach.
Use of this ability expends 1 Mortal Terror.


Mobile Terror (Ex): Mortal Terror powers may be used as a Swift action.
Use of this ability expends 1 additional Mortal Terror.


Sudden Terror (Ex): Mortal Terror powers may be used as an Immediate action.
Use of this ability expends 5 Mortal Terrors.


Unlimited Blood Works (Ex): A bloody hat may be kept fresh by sheer force of will as long as the Redcap wears it. If the drying time passes while worn and the hat is removed, the blood is useless.
The wearer's Bloodied Cap ability is increased to "Immune to Fear and Sickening"

Top
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
« Next Oldest | Classes, Skills, and Feats | Next Newest »
DealsFor.me - The best sales, coupons, and discounts for you

Topic OptionsPages: (2) [1] 2 



Hosted for free by InvisionFree* (Terms of Use: Updated 2/10/2010) | Powered by Invision Power Board v1.3 Final © 2003 IPS, Inc.
Page creation time: 0.4530 seconds | Archive