Shutters

Monday, September 8, 2014

Fiddlesticks

Fiddlesticks
The Harbinger of Doom

Hit Die
d6 

Requirements
To qualify to become the scarechamp that is Fiddlesticks, the character must fulfill all of the following criteria:

Skills: Intimidate 7 ranks
Spells: Able to cast Cause Fear.
Special: Must be undead and like crows

Class Skills
Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Fiddlesticks and his dark hubris.

Weapon and Armor Proficiency
Fiddlesticks gains no proficiency with weapons nor armor.

Dread (Su)
Fiddlesticks has a constant 10’ aura of hopelessness that penalizes enemies’ saving throws by 2.

Terrify (Sp)
At 2nd level, as a standard action Fiddlesticks can use Terrify to cause a target creature within 30’ to become panicked unless it succeeds on a Will save (usual DC + Fiddlesticks’ chosen mental attribute modifier).  If cornered, a panicked creature begins cowering.  If the Will save succeeds, the creature is only shaken for 1 round.  Fiddlesticks can use this ability once per encounter .

Drain (Sp)
At 3rd level, as a standard action, Fiddlesticks begins to drain life from a target living enemy.  In LoL, the ability doesn’t care if the target it living or not, but that’s a determining factor for the efficacy of these effects in Pathfinder.  If the target fails a Fortitude save (usual DC + Fiddlesticks’ chosen mental attribute modifier) then for the next three rounds Fiddlesticks concentrates to maintain a beam of negative energy on the target.  The effect can be stopped if Fiddlesticks’ concentration is broken or if the target moves more than 45’ away from Fiddlesticks.  Each round on Fiddlesticks’ turn, starting with the round that he activates this power, the target is dealt 1d6 per Fiddlestick’s class level negative energy damage while Fiddlesticks heals for the same amount of damage that Drain inflicts.  If the target succeeds on its the Fortitude save at the beginning of Drain’s effect then the target is free from harm.  Fiddlesticks can use this ability once per encounter at 3rd level and twice per encounter at 5th level.

Dark Wind (Sp)
At 4th level, as a move action, Fiddlesticks releases a five deadly crows to hassle his enemies.  Up to five enemies may be targeted by this ability and each one must succeed at a Reflex save (usual DC as above) or suffer 1d6 points of negative energy damage per Fiddlesticks’ class level.  If a target succeeds on their saving throw, then they only suffer half damage for the entire application of Dark Wind.  Successfully damaged targets are silenced until the end of their next turn.  Dark wind can hit a single enemy more than one time per activation, however there must be at least two enemies targeted and Dark Wind can only bounce four times (a total of five instances of damage).  Fiddlesticks can use this ability once per encounter.

Crowstorm (Sp)
Upon reaching 5th level, Fiddlesticks can throw a surprise party of death by teleporting into a batch of enemies with deadly crows circling him. As a full round action, Fiddlesticks summons his crows.  On his following turn, he teleports up to 30’ as a move action.  Upon arrival, he releases a damaging aura that affects enemies within 15’ who must make a Reflex save or suffer 2d6 points of negative energy damage per Fiddlesticks’ class level.  A successful save reduces the damage by half.  The Crowstorm aura continues for two more turns.  Enemies in this aura at the start of their turn must make a Reflex save or suffer the listed damage (enemies can be damaged more than once per activation).  Fiddlesticks can use this ability once per day.

Level
BAB
Fort
Ref
Will
Special
Spells
1
0
0
0
1
Dread
-
2
1
1
1
1
Terrify
+1 level of existing class
3
2
1
1
2
Drain
+1 level of existing class
4
3
1
1
2
Dark Wind
+1 level of existing class
5
3
2
2
3
Crowstorm
+1 level of existing class


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