Post by WickedXox on Sept 29, 2011 17:39:14 GMT -6
Die Lord
Abilities: A successful Die Lord focuses on his charisma for the save DCs of his abilities and spells, Con for extra health, and intelligence for skill points, in that order.
Alignment: Any nonlawful
Hit Dice: d6
Class Skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skill Points at 1st Level: (4+ Int) x 4
Skill Points at Each Additional Level: 4+ Int
Spells Per Day
0 1 2 3 4 5 6
2 - - - - - -
3 0 - - - - -
3 1 - - - - -
3 2 0 - - - -
3 3 1 - - - -
3 3 2 - - - -
3 3 2 0 - - -
3 3 3 1 - - -
3 3 3 2 - - -
3 3 3 2 0 - -
3 3 3 3 1 - -
3 3 3 3 2 - -
3 3 3 3 2 0 -
4 3 3 3 3 1 -
4 4 3 3 3 2 -
4 4 4 3 3 2 0
4 4 4 4 3 3 1
4 4 4 4 4 3 2
4 4 4 4 4 4 3
4 4 4 4 4 4 4
Class Features
All of the following are class features of the Die Lord
Weapon and Armor Proficiency: A Die Lord is proficient with all simple weapons, Improvised weapons, and dice and light armor
Gossip: A Die Lord may make a special knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The Die Lord may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check
Dice: A Die Lord has a special pair of dice that he uses for some of his class abilities. The dice require 100 gp and a 4 hour gambling ritual if they are lost or broken to replace, but otherwise seem to be a regular pair of dice.
Craps: A Die Lord rolls his dice as his attacks this attack never misses like a magic missile spell. The damage equals the exact roll of his pair of dice when rolled. He can also channel spells through his rolls, one spell per attack a round has to be given up so a Die Lord with 2 attacks around can sacrifice one attack that round and add a spell through his roll and one with 3 attacks around can give up 2 attacks for two spells. Each spell can only be channeled through one roll not multiple rolls so if the 3 attack one gave up one spell he can only add a spell to one of his attacks. At later levels when the Die Lord rolls double he gets added affects depending on the roll as the following abilities.
Snake Eyes: At 3rd level whenever a Die Lord rolls 2 ones his roll also infects the target with poison the poison can be of whatever the Die Lord chooses and acts accordingly to the poison
Hard Four: At 6th level whenever a Die Lord rolls 2 twos for the rest of that round and the next 3 rounds he acts as if he rolled a critical for damage at a x3 multiplier for all his attacks
60 Days: At 9th level whenever a Die Lord rolls 2 threes he steals 60 days of life from the target thus extending his life by 60 days. This results in the target in loosing 6 points of Con permanently and the Die Lord temporary gains that 6 points in Con but after an hour it lowers to 2 points that he permanently gains to his Con
Boxes: At 12th level whenever a Die Lord rolls 2 fours he places the target in a box of force like the spell Forcecage (windowless cell only but can be up to 30 ft cube)
Roses: At 15th level whenever a Die Lord rolls 2 fives he heals himself and all his allies with the effect of a Cure Critical Wounds
Box Cars: At 18th level whenever a Die Lord rolls 2 sixes his dice try to kill his enemies as fast as possible by casting Disintegrate on all his enemies. They each make the proper Fortitude save if made they take the 12 plus the spells 5d6 damage or be disintegrated.
Crap Out: At 18th level a Die Lord can try to add more flair to his attack he can attempt to call what he will roll for his damage if he succeeds he does triple damage to the target and if it is one of his doubles rolls he called the effect is doubled. Though if he fails to roll his call he takes damage equal to the call and the actual roll and if it was called for a double he can not get the doubles effect for the amount of days that are the roll of such as 1 day for snake eyes 2 days for hard four and so on, though if he did not call a double and rolled a double it still happens but only at half its normal effect.
Demon Roll: At 20th level the Die Lord is able to use the ultimate die rolling capability once every two weeks he can use this ability and he tries not to use it even that much though. When he does this ability he rolls three dice instead of two but each die value does a different unit of damage one does one damage for the value, one does 10 per value, and the third does 100 per value resulting in a minimum of 111 and a max of 666 damage to the target, but in return for doing this the Die Lord must sacrifice a portion of him self to do so, he must be at least half health first and when used he is reduced to 1 hp but can not be healed for one full day from when he used the ability. The Die Lord can use his crap out ability on this roll if he so chooses though if he calls wrong it would result in his death that he can not be revived from for one week.
Spells: A Die Lord cast arcane spells from the Bard spell list and those listed below. He Cast the spells without needing to prepare them beforehand or keep a spellbook. Die Lords receive bonus spells for high Charisma and to cast a spell a bard must have a Charisma score at least equal to 10+ the level of the spell. The difficulty class for a saving throw against a Die Lord’s spell is 10+ the spell’s level+ the Die Lord’s Charisma modifier.
0 level- Stick, Launch Item, Daze, Arcane Mark
1st level- Cheat, Hypnotism, Alarm, Message
2nd level- Veil of Shadow, Hypnotic Pattern, Knock
3rd level- Wall of Chains, Dispel Magic, Fireball, Lighting bolt, Fly
4th level- Wall of Deadly Chains, Stoneskin, Arcane Eye
5th level- Cone of Cold, False Vision, Teleport
6th level- False Sending, Chain Lighting, Disintegrate, Mislead
Abilities: A successful Die Lord focuses on his charisma for the save DCs of his abilities and spells, Con for extra health, and intelligence for skill points, in that order.
Alignment: Any nonlawful
Hit Dice: d6
Class Skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skill Points at 1st Level: (4+ Int) x 4
Skill Points at Each Additional Level: 4+ Int
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +0 +0 +0 +2 Gossip, Dice, Craps 2 +1 +0 +0 +3 3 +2 +1 +1 +3 Snake Eyes 4 +3 +1 +1 +4 5 +3 +1 +1 +4 6 +4 +2 +2 +5 Hard Four 7 +5 +2 +2 +5 8 +6/+1 +2 +2 +6 9 +6/+1 +3 +3 +6 60 Days 10 +7/+2 +3 +3 +7 11 +8/+3 +3 +3 +7 12 +9/+4 +4 +4 +8 Boxes 13 +9/+4 +4 +4 +8 14 +10/+5 +4 +4 +9 15 +11/+6/+1 +5 +5 +9 Roses 16 +12/+7+2 +5 +5 +10 17 +12/+7/+2 +5 +5 +10 18 +13/+8/+3 +6 +6 +11 Box Cars, Crap Out 19 +14/+9/+4 +6 +6 +11 20 +15/+10/+5 +6 +6 +12 Demon Roll |
Spells Per Day
0 1 2 3 4 5 6
2 - - - - - -
3 0 - - - - -
3 1 - - - - -
3 2 0 - - - -
3 3 1 - - - -
3 3 2 - - - -
3 3 2 0 - - -
3 3 3 1 - - -
3 3 3 2 - - -
3 3 3 2 0 - -
3 3 3 3 1 - -
3 3 3 3 2 - -
3 3 3 3 2 0 -
4 3 3 3 3 1 -
4 4 3 3 3 2 -
4 4 4 3 3 2 0
4 4 4 4 3 3 1
4 4 4 4 4 3 2
4 4 4 4 4 4 3
4 4 4 4 4 4 4
Class Features
All of the following are class features of the Die Lord
Weapon and Armor Proficiency: A Die Lord is proficient with all simple weapons, Improvised weapons, and dice and light armor
Gossip: A Die Lord may make a special knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The Die Lord may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check
Dice: A Die Lord has a special pair of dice that he uses for some of his class abilities. The dice require 100 gp and a 4 hour gambling ritual if they are lost or broken to replace, but otherwise seem to be a regular pair of dice.
Craps: A Die Lord rolls his dice as his attacks this attack never misses like a magic missile spell. The damage equals the exact roll of his pair of dice when rolled. He can also channel spells through his rolls, one spell per attack a round has to be given up so a Die Lord with 2 attacks around can sacrifice one attack that round and add a spell through his roll and one with 3 attacks around can give up 2 attacks for two spells. Each spell can only be channeled through one roll not multiple rolls so if the 3 attack one gave up one spell he can only add a spell to one of his attacks. At later levels when the Die Lord rolls double he gets added affects depending on the roll as the following abilities.
Snake Eyes: At 3rd level whenever a Die Lord rolls 2 ones his roll also infects the target with poison the poison can be of whatever the Die Lord chooses and acts accordingly to the poison
Hard Four: At 6th level whenever a Die Lord rolls 2 twos for the rest of that round and the next 3 rounds he acts as if he rolled a critical for damage at a x3 multiplier for all his attacks
60 Days: At 9th level whenever a Die Lord rolls 2 threes he steals 60 days of life from the target thus extending his life by 60 days. This results in the target in loosing 6 points of Con permanently and the Die Lord temporary gains that 6 points in Con but after an hour it lowers to 2 points that he permanently gains to his Con
Boxes: At 12th level whenever a Die Lord rolls 2 fours he places the target in a box of force like the spell Forcecage (windowless cell only but can be up to 30 ft cube)
Roses: At 15th level whenever a Die Lord rolls 2 fives he heals himself and all his allies with the effect of a Cure Critical Wounds
Box Cars: At 18th level whenever a Die Lord rolls 2 sixes his dice try to kill his enemies as fast as possible by casting Disintegrate on all his enemies. They each make the proper Fortitude save if made they take the 12 plus the spells 5d6 damage or be disintegrated.
Crap Out: At 18th level a Die Lord can try to add more flair to his attack he can attempt to call what he will roll for his damage if he succeeds he does triple damage to the target and if it is one of his doubles rolls he called the effect is doubled. Though if he fails to roll his call he takes damage equal to the call and the actual roll and if it was called for a double he can not get the doubles effect for the amount of days that are the roll of such as 1 day for snake eyes 2 days for hard four and so on, though if he did not call a double and rolled a double it still happens but only at half its normal effect.
Demon Roll: At 20th level the Die Lord is able to use the ultimate die rolling capability once every two weeks he can use this ability and he tries not to use it even that much though. When he does this ability he rolls three dice instead of two but each die value does a different unit of damage one does one damage for the value, one does 10 per value, and the third does 100 per value resulting in a minimum of 111 and a max of 666 damage to the target, but in return for doing this the Die Lord must sacrifice a portion of him self to do so, he must be at least half health first and when used he is reduced to 1 hp but can not be healed for one full day from when he used the ability. The Die Lord can use his crap out ability on this roll if he so chooses though if he calls wrong it would result in his death that he can not be revived from for one week.
Spells: A Die Lord cast arcane spells from the Bard spell list and those listed below. He Cast the spells without needing to prepare them beforehand or keep a spellbook. Die Lords receive bonus spells for high Charisma and to cast a spell a bard must have a Charisma score at least equal to 10+ the level of the spell. The difficulty class for a saving throw against a Die Lord’s spell is 10+ the spell’s level+ the Die Lord’s Charisma modifier.
0 level- Stick, Launch Item, Daze, Arcane Mark
1st level- Cheat, Hypnotism, Alarm, Message
2nd level- Veil of Shadow, Hypnotic Pattern, Knock
3rd level- Wall of Chains, Dispel Magic, Fireball, Lighting bolt, Fly
4th level- Wall of Deadly Chains, Stoneskin, Arcane Eye
5th level- Cone of Cold, False Vision, Teleport
6th level- False Sending, Chain Lighting, Disintegrate, Mislead