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Horror
Stalker
It
is a rare and dangerous life path that is the Horror Stalker Discipline. While
other Adepts may come in contact with and fight Horrors in their own ways, the
Horror Stalkers actively hunt Horrors in order to destroy these entities. These
are driven men and women answering a deadly calling, accepting that their death
could come at any time. What matters most is the destruction of as many Horrors
as possible. Allowable Classes paladin, fighter (A Horror Stalker may freely multiclass paladin
with fighter as long as all fighter levels count towards the Horror Stalker
Discipline.) Discipline Main Statistic Charisma Racial
Restrictions None Saves Any save made vs. the abilities or magic of a Horror NOTE: Change the paladin class in the following ways Alignment- There is no restriction but the Horror Stalker is restricted
by a code. If the Horror Stalker ever directly aids a horror he looses all
paladin abilities and all use of Karma and Talents (exception Deathstrike) Detect Evil is now Detect Horror/Horror Construct Divine Grace-the bonus is only vs. Horror/Horror constructs Smite Evil- is now Smite Horror/Horror Construct and Karma may be used to
improve it’s effects. (1 Karma adds 1 point of Damage) Special Mount-the paladin/Horror Stalker does not receive this ability. Talents Bear Mark 1 Karma grants the Horror Stalker a will based
saving throw whenever a Horror attempts to mark the Horror Stalker. The save is
made vs. a DC equal to a 5th level spell cast by the Horror.
If the save is made the Horror Stalker is still marked but the Horror may
not utilize or remove the mark. Each extra Karma adds a +2 bonus to the save. At
the cost of one Karma the Horror Stalker can discern the direction and range to
the nearest Horror that has marked the Horror Stalker. Deathstrike (Must take at 3rd Level)
All Karma must be spent when using Deathstrike. Any time the Horror Stalker is
forced to perform an act in the service of a Horror they may use Deathstrike. The horror stalker uses the astral link created by the spell or taint to
channel their life energy as damage. The damage is equal to the horror stalkers
remaining hit points plus Discipline level, Cha bonus, and Karma. The Horror
must make a will save using the total damage as the DC or Die. The Horror takes
the full damage regardless of the outcome of the save. Astral Warrior (11th Level)1 Karma turns the
Horror Stalker and all of his equipment Astral for one turn. Each extra Karma
adds one turn to the duration. This talent enables the Horror Stalker to
confront Horrors stuck in the Astral or follow a Horror trying to escape to the
Astral. Astral Rend 1 Karma grants the Horror Stalkers Weapons the
Ghost Touch ability, the ability to hit ethereal creatures and vs. Horrors and
Horror Constructs only the Keen ability for one round. Each extra Karma adds one
round to the duration Astral Sight 1 Karma gives the Horror Stalker Detect
Magic/Good/Evil as per the spell with the addition of being able to see Astral
Space for the duration of one minute at a range of 10 feet. All restrictions of
viewing the Astral apply and contaminated astral space could affect the Horror
Stalker (GM discretion). Each extra Karma adds one minute to the duration or 10
feet to the range. Temper Self 1 Karma adds a +1 Enchantment bonus to the Horror
Stalkers Natural Armor Bonus for one round. Each extra Karma adds an additional
+1 to the NAB or one round to the duration. Steel Thought 1 Karma grants 1/- Damage Reduction for one combat
the damage reduction only stops spell/psionic damage the bonus lasts for one
combat. Each extra Karma adds 1/- Damage Reduction or +1 to all will saves or a
+1 deflection bonus to Armor Class vs. magical attacks only (any touch attacks
to discharge a spell count for this bonus)
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