Mord-Sith (Pathfinder Prestige Class)

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Design Note: There is a full class version of the Mord-Sith as well.

Mord-Sith[edit]

Mord-Sith are made to fight and torture magic users. Born from the pain of the Agiel, most Mord-Sith use it as their primary weapon, though some will also use a whip or armored gauntlets.

Minor Artifact: Agiel (Exotic Light Melee Weapon)

Cost: 1,660 gp
Damage: 1d2
Crit: 20/x3
Range:
Weight: 1 lb.
Type: B
Group: Close
Special: nonlethal, bleed, monk

The Agiel is an instrument of torture and pain. It is a bright red leather rod about one inch thick and twelve inches long. It deals 1d2 nonlethal damage per hit to the target and to the wielder (if you choose to deal lethal damage, you still only take nonlethal damage). It bypasses natural armor and counts as evil and magic (equivalent to a +2 weapon; additional enchantments may not be added). It may also add 1 bleed to the target on each hit if the wielder wishes. The DC to Intimidate someone hit by an Agiel is lowered by an amount equal to the damage they have taken from it (including bleed). When hit by an Agiel, the target must make a Constitution-based Will save at a DC equal to 10 + the amount of damage he has taken from it or be sickened for 2 rounds. If he is already sickened, he becomes nauseated instead.

Only a Mord-Sith may gain proficiency with an Agiel from a class feature; everyone else must use the feat Exotic Weapon Proficiency (Agiel). An Agiel is painful to the touch, and inflicts damage and save vs being sickened every round of contact as though they had been hit by it. Armor or similarly thick and solid material blocks this effect, but clothing or similarly soft and thin material does not. Proficiency with an Agiel allows the wielder to resist this effect while wielding it. Most Agiels come with a thin chain affixed to one end by which it can be carried without touching the Agiel itself, but wielding the Agiel in this way is impossible.

New Feat: Superior Agiel Damage

Required: Proficient with Agiel

You have learned how to deal more damage with an Agiel. Your Agiel damage increases by level as shown on the table below (only for outgoing damage). If you are a Mord-Sith, instead you deal damage with your Agiel as a Mord-Sith three levels higher, and at 10th Mord-Sith level your Agiel damage is 2d6.

1st-3rd: 1d3
4th-7th: 1d4
8th-11th: 1d6
12th-15th: 1d8
16th-20th: 1d10

New Trait: Sister/Brother of the Agiel

You have been trained your whole life to become a Mord-Sith. You have endured countless hours of torture by your master's Agiel, until at last you killed him and escaped. You have received enough torture to qualify for taking all ten levels of Mord-Sith. You begin play with the Agiel you were tortured by, though you are not proficient with it and may not take the feat Exotic Weapon Proficiency (Agiel). You must spend at least 200gp/level until the price of the Agiel is paid. If you ever lose this Agiel, you take a permanent -1 to all Will saves.

New Deity: Alric Rahl (LE)

Called by His followers "Lord Rahl" or "Master Rahl", Alric Rahl is a god of magic and pain. Every morning His followers kneel down with their head to the ground and chant the devotion: "Master Rahl guide us. Master Rahl teach us. Master Rahl protect us. In your light we thrive. In your wisdom we are humbled. In your mercy we are sheltered. We live only to serve. Our lives are yours." The Agiel and the Mord-Sith are His creations.

Alignment: Lawful Evil
Portfolio: Magic, pain, war
Symbol: Gold crescent and star on a red background
Domains: Law, Evil, Destruction (Torture), Magic, War
Favored Weapon: Agiel, Whip
Favored Animal: Horse

Requirements[edit]

To qualify to become a Mord-Sith, a character must fulfill all the following criteria.

Alignment: Within one step of Lawful Evil.
Deity: Must worship Alric Rahl.
Skills: Intimidate 6 ranks.
Special: Must have been made Nauseated by an Agiel.


Table: The Mord-Sith

Hit Die: d10

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Max Spell Slots Max Spells Known Agiel
Damage
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Spelldrinker, SR, Mistress of Pain 2 2 1 3 2 2 1 1d4
2nd +1 +3 +0 +3 Bonus Feat 3 2 1 1 4 3 3 2 1 1d4
3rd +2 +3 +1 +3 Agiel Specialty 1 3 3 2 1 5 4 3 2 2 1d4
4th +3 +4 +1 +4 Bonus Feat 3 3 2 2 1 5 4 4 3 2 1 1d6
5th +3 +4 +1 +4 Improved Spelldrinker 4 3 3 2 1 1 6 5 4 3 3 2 1 1d6
6th +4 +5 +2 +5 Bonus Feat 4 4 3 3 2 1 6 5 5 4 3 2 2 1d6
7th +5 +5 +2 +5 Agiel Specialty 2 4 4 4 3 2 2 1 6 6 5 4 4 3 2 1 1d8
8th +6 +6 +2 +6 Bonus Feat 4 4 4 4 3 2 1 1 6 6 6 5 4 3 3 2 1 1d8
9th +6 +6 +3 +6 Greater Spelldrinker 4 4 4 4 4 3 2 1 6 6 6 5 5 4 3 3 2 1d8
10th +7 +7 +3 +7 Master Spelldrinker 4 4 4 4 4 4 3 2 1 6 6 6 6 5 5 4 3 2 1 1d10

Class Skills (2 + Int modifier per level)
Acrobatics (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Mord-Sith.

Weapon and Armor Proficiency: A Mord-Sith gains proficiency with the Agiel and the Whip and also with Leather and Studded Leather Armor. She may ignore spell failure chance from Leather or Studded Leather Armor when casting spells as a Mord-Sith.

Child of Torture: In order to gain a level of Mord-Sith, she must be tortured with an Agiel for a number of consecutive hours equal to her current Mord-Sith level.

Master/Mistress of Pain: A Mord-Sith does not need to be a member of an evil organization to qualify for the Vile Leadership feat, but she must break her cohort and each follower personally before they will follow her.

Spelldrinker: A Mord-Sith does not have any magic power of her own; rather, she is able to steal the magic of her enemies. She does not learn any spells by leveling up, and her spell slots do not refresh each day. Instead, when a harmful spell that targets the Mord-Sith (or hits her with its area) fails to overcome her Spell Resistance, that spell is added to her list of Spells Known at the level it is on the list of the one who cast it, and she gains a spell slot of the level they used to cast it. If it is a spell like ability, the spell is learned at the highest level it exists on any spell list, but the slot is gained at the lowest level it exists on any spell list. If the ability does not have a spell equivalent, she does not learn the ability but does gain a level 1 spell slot. If she already knows as many spells of that level as she is allowed, she may replace one of the ones she currently knows with the new one. If she already has as many spell slots of that level as she is allowed, she may gain a slot of a lower level instead. If the spell is of a higher level than she can cast, she does not learn the spell, but does gain a spell slot of the highest level available. A Mord-Sith may steal any spell from any spellcaster, but casts them spontaneously with Charisma as Arcane spells without material components, like a Sorcerer. Her Caster Level for these spells is equal to her character level. She gains bonus Max Spell Slots from a high Charisma score the way Sorcerers gain bonus Spells Per Day. She may cast 0 level spells without expending a spell slot. For the purpose of spell trigger and spell completion items, a Mord-Sith does not have a spell list, and must always use Use Magic Device. A Mord-Sith cannot steal spells from herself.

Spell Resistance: A Mord-Sith gains Spell Resistance equal to her character level plus 5. Mord-Sith levels count twice for this purpose.

Agiel Specialty: A Mord-Sith's damage with her Agiel increases according to Table: The Mord-Sith (only applies to outgoing damage). At level 3, she takes no penalty for choosing to deal lethal damage with her Agiel, and it gains an Enhancement bonus equal to 1/3 her Mord-Sith level. At level 7, she no longer takes damage from using her Agiel, and it bypasses an amount of DR other than /— equal to the amount of bleed currently on the target.

Bonus Feat: At 2nd, 4th, 6th, and 8th levels, the Mord-Sith gains a Bonus Feat. These feats must be chosen from among the following: Antagonize, Enforcer, Improved Critical, Improved Unarmed Strike, Serpent Lash, Signature Skill (Intimidate), Skill Focus (Intimidate), Superior Agiel Damage, Superior Unarmed Strike, Vile Leadership, Weapon Finesse, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Whip Mastery, Improved Whip Mastery, Greater Whip Mastery, or any Metamagic Feat. For feats that require choosing a weapon, she must choose Unarmed Strike, Whip, or Agiel. She counts as a fighter of her character level for qualifying for these feats.

Improved Spelldrinker: At level 5, so long as a spell she steals stays on her list of Spells Known and so long as she keeps a spell slot capable of casting it, that spell is removed from the spell list of the one who cast it at her, and the spell slot they used to cast it does not refresh. If it was a spell like ability, that ability's uses per day go down by one step (at-will to 3 to 1 to 0). A Mord-Sith gains a bonus to Intimidate against anyone missing a spell in this way, equal to double the highest level of spell or spell slot they are missing (in the case of a spell-like ability, treat it as the lowest level that spell exists on any spell list). If the Mord-Sith dies, these effects immediately end. Any time you steal a spell slot, make a Caster Level check at a difficulty of the spell's level x5. If this check passes, you gain an additional spell slot at one level lower than the slot you are stealing.

Greater Spelldrinker: At level 9, spells that do not ignore Spell Resistance must roll the caster level check twice and take the worse result. Spells that ignore Spell Resistance do not ignore her Spell Resistance, but roll twice and take the better result. Treat damage-dealing non-spell positive- or negative-energy effects (such as channel energy) as spells that ignore spell resistance; if they are stolen, she gains a spell and spell slot as shown in the chart below, and the caster loses one use of whichever ability generated the effect. The Mord-Sith may use detect thoughts at will as a spell-like ability on anyone with a missing spell or ability that she stole.

Positive: Cure
Negative: Inflict
1d6-3d6: Light, 1st
4d6-5d6: Moderate, 2nd
6d6-7d6: Serious, 3rd
8d6+: Critical, 4th

Master Spelldrinker: At level 10, a Mord-Sith may cast spells without expending a spell slot if she is within arm's reach of the one the spell was stolen from. If she is struck by an enchanted weapon, the weapon must make a DC 25 Will Save. If it fails, the enchantments are stripped from the weapon and she gains a spell slot equal to the equivalent enhancement bonus of the enchantment. The weapon stays masterwork but is no longer magical until she expends that spell slot or dies; until then, she treats the weapon's wielder as though she had stolen a spell of that level for the purposes of the Improved and Greater Spelldrinker abilities.


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