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Dementist

 

“They appreciate my handiwork. I hear joy in every scream.”

-Chainer, Dementia Master

 

Dementists have only 2 interests, money and pain. All Dementist become insane at one point in their training which helps them in controlling their Dementia Space and their nightmares. Some love to defeat others in the Pits and help the Cabal increase its coffers. All of the other Dementists are sadist who’s only joy in life is pain.

            Dementists are frightening to look at due to the forbidding clothing they wear. They have at least one censer with incense to help them to shift reality and control their Dementia Space and nightmares.

Hit Die: d8

 

Requirements

Alignment: Chaotic Neutral or Evil

Skills: Diplomacy 8 ranks, Knowledge (local) 8 ranks

Special: Must have been trained by a Master Dementist, and be part of the Cabal.

 

“Home is where you can find a decent graveyard and strangers can disappear without awkward questions.”

  -Braids, Dementia Summoner

 

       Base

       Level

Base

Attack Bonus

Fort

Save

Will

Save

Ref

Save

Special

     1

+0

+2

+0

+2

Soul Drink, Dementia Transport

     2

+1

+3

+0

+3

Summon Nightmare

     3

+2

+3

+1

+3

Dimensional Anchor

     4

+3

+4

+1

+4

Enhance Nightmare (1)

     5

+3

+4

+1

+4

Mass Cure Light Wounds

     6

+4

+5

+2

+5

Gruesome Summons

     7

+5

+5

+2

+5

Dreamscape

     8

+6

+6

+2

+6

Dementia Jump 1/day

     9

+6

+6

+3

+6

Demented Mind

     10

+7

+7

+3

+7

Shikar, Master Dementist, Enhance Nightmare (2)

 

Class Skills

Appraise, Balance, Bluff, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Knowledge (Nobility and Royalty), Listen, Move Silently, Search, Sense Motive, Spot, Tumble.

 

Skill Points at Each Level: 8 + Int modifier

 

Class Features

Weapon and Armor Proficiency: A Dementist may choose 1 exotic weapon and gain the Exotic Weapon Proficiency feat with that weapon.

 

*Dementia Space: Once a character takes the Dementist class he creates his Dementia Space. The Dementia Space is the Dementist’s area in his mind for holding, controlling, and upgrading his nightmares. When the creature is in the Dementia Space it cannot leave except by extradimensional travel. The Dementist must move into his Space and challenge the creature. The creature, once moved into the Space, has one fourth of its HP rounded down and is unconscious for 1 hour or until challenged by the Dementist. In someway the Dementist must subdue the creature with out help from his nightmares or creatures brought with him. If the creature dies its soul is destroyed and can’t be brought back even with a wish or miracle spell. If the Dementist subdues the creature then it is under his control forever, or until it is killed outside of the Dementia Space (a killed creature can be revived and the Dementist then must recapture it and regain control). If the Dementist is killed in his space, roll a d%. 1-50: the Dementist falls back into reality and has 1d4 HP. 51-90: The Dementist’s dead body moves back into reality. 91-100: The Dementist dies and is trapped in his mind and can only be brought back with a wish or miracle spell and the caster mush have known the Dementist personally (Friend, Master, etc.). Unfortunately the uncontrolled creature may kill your nightmares which will destroy their soul. If the Dementist cannot capture a creature or wants to get rid of one, he may destroy the nightmare’s soul. This process takes 1 hour to complete.

 

Soul Drink: In order for the Dementist to recruit new nightmares he must witness the death of a creature. At level 1, the Dementist is then able to absorb the creature’s soul and create a nightmare (the Dementist may also absorb the negative energy of undead creatures, but not constructs). The creature makes a will save against the Dementist equal to 10 + the Dementist’s level + the Dementist’s Charisma modifier. If the creature fails the save it is revived inside the Dementist’s (in 1d4 minutes) mind and is free to act until the Dementist is ready to control it. The creature’s body in reality evaporates when its soul is taken.

 

Dementia Transport: At level 1, as a full round action the Dementist may move out of reality into his own mind. The Dementist is transported into Dementia and counts as being on another plane of existence. The Dementist may bring others into his space (any touched target, includes objects that don’t exceed the Dementist’s maximum load). Unwilling creatures make a Will save of 10 + the Dementist’s level + the Dementist’s Charisma modifier. The visitor is vulnerable to any of the Dementist’s nightmares unless protected by the Dementist or some other means. The Dementist may leave a creature in his Space to fend for itself but the creature gets a Will save (10 + the Dementist’s level + the Dementist’s Charisma modifier) every 10 minutes to move out of the Dementist’s mind and back into reality. The Dementist’s nightmares appear one at a time an every 10 minuets. If the person dies they are treated as if captured (1/3 HP, unconscious for 1 hour) and the Dementist may capture them.

 

Summon Nightmare: At level 2, as a standard action the Dementist may summon a nightmare he has gained control of to do his bidding. The nightmare last for 1 round for every Dementist level the character has or until dismissed. He may also summon 1 nightmare that last until dismissed (He cannot summon any others if he chooses this). The Dementist may only summon 2 times his level in HD of nightmares. Only nightmares that participated in battles will gain XP.

 

Enhance Nightmare: At level 4 the Dementist must choose a specific type of creature he has gained control of. All of his nightmares gain features of that creature. They may also gain 1 ability that creature has (if any body parts are required they obtain them when the Dementist is at level 4, they may not gain spells only spell-like abilities). Any creature that naturally has that ability increases the save by 2, if the ability uses dice it is increased by 1, and if the ability uses movement (such as flying) increase that by 20ft. The Dementist may choose the ability and what is increased (ex: if the ability has a save and uses dice). The Dementist may also give equipment to his nightmares. He may choose a new ability for his Nightmares every 6 levels after (ex: at level 10, 16, 22, etc.). If the chosen creature has no more abilities to choose from the Dementist may choose an ability already chosen to increase again. All of the nightmares gain the effects of the incensement and the effects stack.

 

Amplify Dementia Space: At the indicated levels the Dementist’s Dementia Space gains the ability to affect newly captured creatures. The saves for the affects are 10 + the Dementist’s level + the Dementist’s Charisma modifier: Dimensional Anchor (level 3) (on captured creature only), Mass Cure Light Wounds (level 5) (on controlled creatures only, cast every hour, does not hurt undead, use the Dementist’s total level for determining the modifier, does not add temporary HP), Dreamscape (level 7) (All spells cast are under the same affect as though cast in the Dreamscape). These abilities also apply to creatures that are brought into the Dementist’s mind. The Dementist may choose not to target a creature brought with him and may only target one creature. Dimensional Anchor only applies to creatures captured.

 

Gruesome Summons: At level 6 the sight of the Dementist summoning a creature he can strike dread into near by enemies. Any enemies (or allies unprepared against the effect) must make a will save DC (10 + the Dementist’s level + the Dementist’s Charisma modifier) or become panicked.

 

Dementia Jump: At level 8 the Dementist may use his Dementia Transport ability to jump further than he would normally be allowed. Normally if the Dementist uses Dementia Transport and leaves his space he is transported back in the same spot he left. Dementia Jump allows him to move normally then move into his space to continue moving (the time to move into his space is decreased to a free action for the jump only). This cannot be used to double the Dementist’s movement. With this ability the Dementist may walk through objects. He can use this ability once per day and one extra time every 5 levels after (ex: at level 13, 18, 23, etc.).

 

Demented Mind: At level 9 the Dementist begins to go truly insane and gains immunity to mind influencing effects, and gains the psychopathic fetish described in the Book of Vile Darkness. The Dementist may choose not to be affected by the psychopathic fetish and lose immunity to mind influencing effects, but gains the Slippery Mind ability as a Rogue instead.

 

Shikar: At level 10 the Dementist must complete a Shikar. The Shikar requires the Dementist and master to travel to an area that is known for powerful creatures. The Dementist must spend 24 hours in the area with his master. The Master is only allowed to help the Dementist when he is near death or dead (the master will usually add a dead student to his own nightmares unless an agreement is worked out). The Master may also help with distraction such as setting traps. After the Dementist has spent the full day and captured at least 5 creatures with HD equal to or greater than his level he becomes a Master Dementist and may take on students of his own.

If the Dementist’s Master dies at any point (before or during) the Dementist may have a trusted friend to accompany him in place of the Master.

 

Master Dementist: At level 10, after completing the Shikar, the Dementist gains total control over his Dementia Space. When ever he kills a creature and captures it he gains total control over it. This only works if the Dementist or his nightmares struck the final blow. If he just witnessed the death the Dementist can still capture the creature and fight it in his Dementia Space as normal.

 

 

 

 

“Don’t let your mind wonder – it might not come back.”

-Braids, Dementia Summoner

Epic Dementist:

 

Dementist Level

Special

11

----

12

----

13

Dementia Jump 2/day, Bonus Feat

14

----

15

----

16

Enhance Nightmare (3), Bonus Feat

17

----

18

Dementia Jump 3/day

19

Bonus Feat

20

----

 

 

Bonus Feats: Armor Skin, Blinding Speed, Damage Reduction, Dexterous Fortitude, Dexterous Will, Energy Resistance, Epic Endurance, Epic Toughness, Extended Life Span, Fast Healing, Penetrate Damage Reduction, Perfect Health, Polyglot, Superior Initiative.

 



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