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Published by Chris Winnower, 2019-06-28 15:57:18

D&D 3.5 - Complete Divine [OEF]

D&D 3.5 - Complete Divine [OEF]

concealed door as though actively looking for it. He is Spot +6, Survival +12; Iron Will, Natural Spell, Scribe 7
proficient with the composite longbow, composite Scroll, Self-Sufficient, Track, Weapon Focus (bite).
shortbow, longbow, longsword, and rapier. Orestel also
has a +2 racial bonus on Listen, Search, and Spot checks Trip (Ex): If Orestel hits with a bite attack, he can
(already figured into the statistics given above). attempt to trip the opponent as a free action without
making a touch attack or provoking an attack of oppor-
Rapid Change (Ex): Orestel can make a Control tunity. If the attempt fails, the opponent cannot react
Shape check as a move action rather than a standard to trip Orestel.
action. He can change form only once per round.
Alternate Form (Su): Orestel can shift into elf
Voluntary Change (Ex): Unlike other afflicted or hybrid form as though using the polymorph spell on
lycanthropes, Orestel can voluntarily change into himself, though his gear is not affected, he does not
animal or hybrid form without immediately and perma- regain hit points for changing form, and only elf and
nently changing alignment to that of his lycanthrope hybrid forms can be assumed. His hybrid form is
kind. He is still subject to involuntary transformation bipedal with prehensile hands and lupine features.
under the full moon and whenever he takes damage in Changing to or from elf or hybrid form is a standard
combat, but a failed Control Shape check under those action. If slain, he reverts to his humanoid form,
circumstances doesn’t change his alignment. Further- although he remains dead. Separated body parts retain
more, when he fails a Control Shape check to resume their animal form, however.
humanoid form, he can make another attempt each sub-
sequent round, rather than waiting until dawn. Elf Traits: Orestel is immune to magic sleep spells
and effects. He has a +2 racial bonus on saves against
Wolf Empathy (Ex): In any form, Orestel can enchantment spells or effects and is entitled to a
communicate and empathize with normal or dire Search check when within 5 feet of a secret or con-
wolves. This ability gives him a +4 racial bonus on cealed door as though actively looking for it. He is pro-
checks made to influence the animal’s attitude and ficient with the composite longbow, composite short-
allows the communication of simple concepts and (if bow, longbow, longsword, and rapier. Orestel also has a
the animal is friendly) commands, such as “friend,” +2 racial bonus on Listen, Search, and Spot checks
“foe,” “flee,” and “attack.” (already figured into the statistics given above).

Cleric Spells Prepared (5/4+1/4+1/3+1; save Rapid Change (Ex): Orestel can make a Control
DC 14 + spell level): 0—cure minor wounds, detect magic, Shape check as a move action rather than a standard
guidance, light, resistance; 1st—bless, divine favor, endure action. He can change form only once per round.
elements, entropic shield, expeditious retreat*; 2nd—hold
person, owl’s wisdom, shatter*, silence, speak with animals; Voluntary Change (Ex): Unlike other afflicted
3rd—dispel magic, fly*, prayer, searing light. lycanthropes, Orestel can voluntarily change into
animal or hybrid form without immediately and per-
*Domain spell. Deity: None. Domains: Chaos (cast manently changing alignment to that of his lycan-
chaos spells at +1 caster level), Travel (freedom of thrope kind. He is still subject to involuntary transfor-
movement). mation under the full moon and whenever he takes
damage in combat, but a failed Control Shape check
Possessions: +1 studded leather armor, +1 heavy under those circumstances doesn’t change his align-
wooden shield, masterwork longsword, longbow, ring of ment. Furthermore, when he fails a Control Shape
protection +1, amulet of natural armor +1, cloak of elvenkind, check to resume humanoid form, he can make another
scroll of magic weapon, scroll of cure moderate wounds. attempt each subsequent round, rather than waiting
until dawn.
D Orestel Evenfall (Wolf Form): Male gray
elf werewolf cleric 5/moon guardian 3; CR 12; Medium Wolf Empathy (Ex): In any form, Orestel can
humanoid (shapechanger); HD 5d8+5 plus 2d8+6 plus communicate and empathize with normal or dire
3d8+3; hp 57; Init +2; Spd 30 ft.; AC 15, touch 13, flat- wolves. This ability gives him a +4 racial bonus on
footed 13; Base Atk +7; Grp +9; Atk +10 melee (1d6+3, checks made to influence the animal’s attitude and
bite); Full Atk +10 melee (1d6+3, bite); SA trip; SQ allows the communication of simple concepts and (if
alternate form, damage reduction 5/silver, elf traits, the animal is friendly) commands, such as “friend,”
low-light vision, rapid change, scent, voluntary change, “foe,” “flee,” and “attack.”
wolf empathy; AL CG; SV Fort +13, Ref +9, Will +11;
Str 15, Dex 14, Con 16, Int 10, Wis 19, Cha 12. D Orestel Evenfall (Hybrid Form): Male
gray elf werewolf cleric 5/moon guardian 3; CR 12;
Skills and Feats: Concentration +7, Control Shape +10, Medium humanoid (shapechanger); HD 5d8+5 plus
Heal +10, Hide +7, Listen +8, Search +2, Spellcraft +4,

2d8+6 plus 3d8+3; hp 57; Init +2; Spd 30 ft.; AC 15, attempt each subsequent round, rather than waiting

touch 13, flat-footed 13; Base Atk +7; Grp +9; Atk +9 until dawn.

melee (1d4+2, claw) or +10 melee (1d8+3/19–20, mas- Wolf Empathy (Ex): In any form, Orestel can

terwork longsword) or +9 ranged (1d8/[TS]3, long- communicate and empathize with normal or dire

bow); Full Atk +9 melee (1d4+2, 2 claws) and +5 melee wolves. This ability gives him a +4 racial bonus on

(1d6+1, bite) or +10/+5 melee (1d8+3/19–20, master- checks made to influence the animal’s attitude and

work longsword) and +5 melee (1d6+1, bite) or +9/+4 allows the communication of simple concepts and (if

ranged (1d8/[TS]3, longbow); SA trip, turn undead the animal is friendly) commands, such as “friend,”

4/day; SQ alternate form, damage reduction 5/silver, “foe,” “flee,” and “attack.”

elf traits, low-light vision, rapid change, scent, volun- Possessions: Masterwork longsword, longbow,

tary change, wolf empathy; AL CG; SV Fort +13, Ref +9, ring of protection +1, amulet of natural armor +1, cloak of

Will +11; Str 15, Dex 14, Con 16, Int 10, Wis 19, Cha 12. elvenkind, scroll of magic weapon, scroll of cure moderate

Skills and Feats: Concentration +7, Control Shape +10, wounds.

Heal +10, Hide +7, Listen +8, Search +2, Spellcraft +4, NIGHTCLOAK
Spot +6, Survival +12; Iron Will, Natural Spell, Scribe

Scroll, Self-Sufficient, Track, Weapon Focus (bite). Servants of the twisted and perverse deities of evil,
Trip (Ex): If Orestel hits with a bite attack, he can nightcloaks delve into forbidden secrets and study evil
lore. They are beings of iron will and determination,
attempt to trip the opponent as a free action without although that determination is perverse. Nightcloaks
making a touch attack or provoking an attack of oppor- weave webs of intrigue, mental domination, blackmail,
tunity. If the attempt fails, the opponent cannot react and control through the use of illusion, necromancy,
to trip Orestel. and enchantment, yet they are not afraid to smash their
toys if doing so suits their purposes. Cruel and intelli-
Alternate Form (Su): Orestel can shift into elf gent, they do not fear slipping away from battle only to
or wolf form as though using the polymorph spell on return and grind their foes to dust at a later time.
himself, though his gear is not affected, he does not Honor is of no consequence to nightcloaks; they do as
regain hit points for changing form, and only wolf and they please, as long as their actions further their own
elf forms can be assumed. Changing to or from wolf or power and, by extension, that of their divine patrons.
elf form is a standard action. If slain, he reverts to his
humanoid form, although he remains dead. Separated Clerics become nightcloaks more often than charac-
body parts retain their animal form, however. ters of any other class. Many have levels of wizard, sor-
cerer, bard, or rogue in addition to the class that
Elf Traits: Orestel is immune to magic sleep spells granted them divine spellcasting ability. The path of
and effects. He has a +2 racial bonus on saves against the nightcloak rarely appeals to rangers, even though
enchantment spells or effects and is entitled to a they too can cast divine spells.
Search check when within 5 feet of a secret or con-
cealed door as though actively looking for it. He is pro- Nightcloaks dwell in communities large and small,
ficient with the composite longbow, composite short- often worshiping their evil deities in secret. Many
bow, longbow, longsword, and rapier. Orestel also has a work to overthrow governments, organize secret
+2 racial bonus on Listen, Search, and Spot checks cabals, and create false cults to further their ends.
(already figured into the statistics given above).
Adaptation: While this prestige class isn’t specific
Rapid Change (Ex): Orestel can make a Control to Vecna, it certainly could be tied to a secret organiza-
Shape check as a move action rather than a standard tion that supports him, since it’s a perfect match in
action. He can change form only once per round. terms of alignment and purpose. Nightcloaks are also
good matches for assassins’ guilds, thieves’ guilds, secret
Voluntary Change (Ex): Unlike other afflicted cults, and conspiracies that rule from the shadows.
lycanthropes, Orestel can voluntarily change into
animal or hybrid form without immediately and per- Hit Die: d8.
manently changing alignment to that of his lycan-
thrope kind. He is still subject to involuntary transfor-

mation under the full moon and whenever he takes REQUIREMENTS

damage in combat, but a failed Control Shape check To qualify to become a nightcloak, a character must ful-

under those circumstances doesn’t change his align- fill all the following criteria.

ment. Furthermore, when he fails a Control Shape Alignment: Neutral evil.

8 check to resume humanoid form, he can make another Base Attack Bonus: +3.

Skills: Bluff 2 ranks, Hide 4 ranks, Move Silently 2 Eyes of Night (Ex): When the nightcloak reaches
ranks, Perform (any) 4 ranks. 2nd level, her eyes become totally black, granting her
darkvision to a 60-foot range. She can also see through
Feats: Iron Will, Spell Focus (Enchantment, Illu- magical darkness to a range of 10 feet with the same
sion, or Necromancy). black-and-white vision that darkvision provides. The
nightcloak also cannot be blinded by magical effects.
Spells: Ability to cast 3rd-level divine spells. A
cleric candidate must have access to the Evil domain. Shadow Talk (Su): At 4th level, a nightcloak
gains the ability to communicate mystically through
CLASS SKILLS the shadows of the mind. As a free action, she can whis-
per short messages to other worshipers of her patron
The nightcloak’s class skills (and the key ability for each deity, and each such creature within 500 feet hears the
skill) are Bluff (Cha), Concentration (Con), Craft (Int), message as a whisper in its mind. Observers can also
Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge hear the words if they are close enough to hear the
(arcana) (Int), Knowledge (history) (Int), Knowledge nightcloak’s actual whispers (a DC 15 Listen check if
(the planes) (Int), Knowledge (religion) (Int), Profes- the listener is within 10 feet of the nightcloak, +1 per 5
sion (Wis), Sense Motive (Wis), and Spellcraft (Int). See
Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

The Nightcloak Fort Save Ref Save Will Save Special Spells per Day/Spells Known
+2 +0 +2 Might of darkness +1 level of existing spellcasting class
Class Level Base Attack Bonus +3 +0 +3 Eyes of night +1 level of existing spellcasting class
1st +0 +3 +1 +3 — +1 level of existing spellcasting class
2nd +1 +4 +1 +4 Shadow talk +1 level of existing spellcasting class
3rd +2 +4 +1 +4 True lies +1 level of existing spellcasting class
4th +3 +5 +2 +5 — +1 level of existing spellcasting class
5th +3 +5 +2 +5 Grace of the dark +1 level of existing spellcasting class
6th +4 +6 +2 +6 Minions of night +1 level of existing spellcasting class
7th +5 +6 +3 +6 — +1 level of existing spellcasting class
8th +6 +7 +3 +7 Voice of ineffable evil +1 level of existing spellcasting class
9th +6
10th +7

CLASS FEATURES feet beyond that). Shadow talk is a sonic, language- 9
dependent effect.
All the following are features of the nightcloak prestige
class. True Lies (Sp): Beginning at 5th level, a night-
cloak can reach into a creature’s mind and modify its
Weapon and Armor Proficiency: Nightcloaks memories as if using the 4th-level bard spell modify
gain no proficiency with any weapon, armor, or shield. memory (caster level equals nightcloak’s character level;
save DC 10 + 1/2 nightcloak’s character level + night-
Spells per Day/Spells Known: When a new cloak’s Charisma modifier). This ability is usable once
level of nightcloak is gained, the character gains new per day.
spells per day (and spells known, if applicable) as if she
had also gained a level in a spellcasting class to which Grace of the Dark (Ex): Beginning at 7th level,
she belonged before she added the prestige class. She the nightcloak can use the power of her mind to
does not, however, gain any other benefit a character of protect herself. She adds her Intelligence bonus (if
that class would have gained (improved chance of turn- any) to all saving throws.
ing or rebuking undead, metamagic or item creation
feats, and so on). The level of nightcloak is added to the Minions of Night (Sp): Once per week as a
level of whatever other spellcasting class the character standard action, an 8th-level or higher nightcloak can
has, then spells per day, spells known, and caster level summon one shadow per nightcloak level she pos-
are determined accordingly. sesses. The summoned shadows do her bidding for a
number of rounds equal to her nightcloak level. Any
If the character had more than one spellcasting class shadows they create by draining Strength are likewise
before she became a nightcloak, the player must decide under the control of the nightcloak, but they vanish
to which class to add each level of nightcloak for the pur- along with the originals when the duration of the effect
pose of determining spells per day and spells known. expires. The nightcloak can verbally communicate
with the shadows as if she knew their language or use
Might of Darkness (Ex): At 1st level, a night- her shadow talk ability to communicate with them.
cloak casts any spell with the darkness descriptor at +2
caster level.

Voice of Ineffable Evil (Sp): At 10th level, a the same black-and-white vision that darkvision pro-
nightcloak can command a creature as though using the vides. Marlissa also cannot be blinded by magical effects.
dominate monster spell (caster level equals nightcloak’s
character level). This ability is usable once per day and Might of Darkness (Ex): Marlissa casts any
lasts for 24 hours unless ended earlier. Unlike most spell- spell with the darkness descriptor at +2 caster level.
like abilities, voice of ineffable evil has a verbal component.
Shadow Talk (Su): Marlissa can communicate
D Marlissa deVitel: Female human cleric mystically through the shadows of the mind. As a free
7/bard 2/nightcloak 4; CR 13; Medium humanoid; HD action, she can whisper short messages to other wor-
7d8+7 plus 2d6+2 plus 4d8+4; hp 69; Init +1; Spd 30 ft.; shipers of her patron deity, and each such creature
AC 18, touch 13, flat-footed 17; Base Atk +9; Grp +9; Atk within 500 feet hears the message as a whisper in its
+10 melee (1d8+1, +1 heavy mace) or +10 ranged mind. Observers can also hear the words if they are
(1d6/[TS]3, shortbow); Full Atk +10/+5 melee (1d8+1, close enough to hear Marlissa’s actual whispers (a DC
+1 heavy mace) or +10/+5 ranged (1d6/[TS]3, shortbow); 15 Listen check if the listener is within 10 feet of her,
SA rebuke undead 4/day; SQ bardic knowledge +4, +1 per 5 feet beyond that). Shadow talk is a sonic, lan-
bardic music (countersong, fascinate, inspire courage) guage-dependent effect.
2/day, eyes of night, might of darkness, shadow talk;
AL NE; SV Fort +12, Ref +9, Will +21; Str 11, Dex 12, Bard Spells Known (3/1; save DC 11 + spell
Con 12, Int 14, Wis 20, Cha 13. level): 0—detect magic, ghost sound, mage hand, prestidigi-
tation, read magic; 1st—disguise self, lesser confusion.
Skills and Feats: Appraise (alchemical items) +4, Bluff
+10, Concentration +12, Craft (alchemy) +9, Diplomacy Cleric Spells Prepared (6/7+1/5+1/5+1/
+9, Heal +13, Hide +11, Intimidate +3, Knowledge 4+1/3+1/1+1; save DC 15 + spell level; caster level
(arcana) +8, Knowledge (religion) +8, Listen +9, Move 11th): 0—cure minor wounds (2), detect poison, guidance,
Silently +9, Perform (sing) +6, Profession (herbalist) resistance, virtue; 1st—command, comprehend languages,
+11, Spellcraft +10, Spot +7; Alertness, Blind-Fight, Iron cure light wounds (2), divine favor, doom, magic weapon,
Will, Spell Focus (Necromancy), Spell Penetration. protection from good*; 2nd—augury, death knell, desecrate*,
silence, spiritual weapon (2); 3rd—bestow curse,
Bardic Knowledge: Marlissa may make a bardic blindness/deafness, deeper darkness**, dispel magic, nondetec-
knowledge check with a bonus of +4 to see whether tion*, prayer; 4th—cure critical wounds, freedom of move-
she knows some relevant information about local ment, poison, spell immunity, unholy blight*; 5th—dispel
notable people, legendary items, or noteworthy places. good*, flame strike, greater command, spell resistance; 6th—
blade barrier, mislead*.
Bardic Music: Marlissa can use her song or poet-
ics to produce magical effects on those around her. *Domain spell. Deity: Nerull. Domains: Evil (cast
evil spells at +1 caster level), Trickery (Bluff, Disguise,
Countersong (Su): Marlissa can counter magical and Hide are class skills).
effects that depend on sound by making a Perform
check for each round of countersong. Any creature **Caster level 13th.
within 30 feet of her that is affected by a sonic or lan- Possessions: +2 studded leather armor, +1 heavy
guage-dependent magical attack may use Marlissa’s mace, shortbow, 20 arrows, ring of protection +2, cloak of
Perform check result in place of his or her saving resistance +2, periapt of Wisdom +2, rind of mind shielding,
throw if desired. Countersong lasts for 10 rounds. wand of wall of ice (10 charges).

Fascinate (Sp): Marlissa can cause a single creature ABOUT THE AUTHORS
within 90 feet that can see and hear her to become fas-
cinated with her. Marlissa’s Perform check result is the David Noonan is a game designer at Wizards of the
DC for the opponent’s Will save. Any obvious threat Coast, Inc. In addition to Complete Divine, his design
breaks the effect. Fascination lasts up to 2 rounds. credits include Manual of the Planes. He lives in rural
Washington state with his wife and 18-month-old son.
Inspire Courage (Su): Any ally who can hear the bard
receives a +2 morale bonus on saves against charm and Skip Williams keeps busy with freelance projects for
fear effects and a +1 morale bonus on attack and several different game companies, and he has been
weapon damage rolls. The effect lasts for 5 rounds after Dragon Magazine’s Sage since 1986. Skip was a codesigner
the ally can no longer hear her. of the D&D 3rd edition game and the chief architect of
the Monster Manual. When not devising swift and cruel
Eyes of Night (Ex): Marlissa’s eyes are totally deaths for player characters, Skip putters in his kitchen
black, granting her darkvision to a 60-foot range. She can or garden. (His borscht gets rave reviews.)
see through magical darkness to a range of 10 feet with
10


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