Hypaspist Posted December 23, 2019 Share Posted December 23, 2019 (edited) And here's the Haer'dalis kit idea (F/M/T), a mix between an Agent and a Hexblade with some twists. He'd still be a Bard, but with more flavour, fitting his Doomguard background: Doomguard Agent: Members of the Doomguard, often nicknamed "Sinkers", believe that the Multiverse is slowly falling apart, and they delight in its inevitable destruction. Doomguard Agents often take upon the role of actors, musicians, court members or traveling bards in order to gain access to broad and influential audiences. In their travels throughtout all the corners of the Multiverse, they have acquired voluminous knowledge of culture, history and art, which they use to entice any who would listen to give in to the Entropy. As they operate indpendently and often in alien, hostile worlds, they have, in addition to magical powers, acquired the skills of a thief; in emergencies, they can also brawl their way out of trouble. Abilities: – Lore increased by 5 points per level. – May use Emanation: Malison, an aura which causes all enemies in an area of effect to suffer a -1 penalty to Luck and saving throws. – From 6th level, may use Hex Aura, which causes all enemies within 3 feet suffer a 1-point penalty to Luck and saving throws. In addition, each time the bard strikes an enemy (up to once per round), the enemy must save vs. spells or this penalty is increased by one more point, for three rounds. (This aura disables the bard's spellcasting.) – Automatically gains knowledge of the following spells: Disintegrate, Finger of Death, Death Fog, Greater Malison, Emotion: Hopelessness and Ray of Enfeeblement. – While bards memorize spells like a wizard, they can cast them spontaneously, like a sorcerer. – Once per day per 6 levels of experience, may use the Touch of Entropy ability. TOUCH OF ENTROPY: The Doomguard Agent's hand briefly becomes a conduit of the Negative Energy Plane. When the Agent makes a successful melee attack against a creature, that creature receives a +3 penalty to all their rolls, including THAC0 and Saving Throws and must make a Saving Throw vs. Death or be be transformed into dust. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. Restrictions: – May cast spells one level later than a wizard. – May not learn spells from the Abjuration, Conjuration, or Necromancy schools of magic. – May not learn 8th- or 9th-level spells. – Backstab damage limited to a 2x multiplier. – Permanent -4 penalty to saves vs. Death. – May not learn any other Bard Song effects. ---- Comments: - I think that the Death save penalty fits very well with the theme of the kit. - The schools of magic the Agents are barred from were chosen with the theme in mind as well - Abjuration (protection), Conjuration (creation) and Necromancy (disturbs the entropy). - I'm not sure if it's possible to bar the kit from using a spell school altogether, but still give them access to some spells from it (as proposed). - Since most Bard Songs are focused on improving the party, they don't fit very well (Death Ward, Courage, Luck etc.) hence the restriction. This also serves to better balance the inclusion of Touch of Entropy. - Touch of Entropy and Emanation: Malison/Hex Aura should ideally stack their effects. Edited December 29, 2019 by Hypaspist Quote Link to comment
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