Nevervoid Haunter (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search


Nevervoid Haunter[edit]

In the depths of the shadow plane, where not even mastiffs tread, is a portal to Nevervoid. In this lawless place, madness consumes all. This is the birthplace of nightmares. Few who enter this place leave. And those who do are never the same again. Those are known as Nevervoid Haunters, conduits between nevervoid and the rest of the cosmos. They are dictators of terror, and bringers of madness.

Making a Nevervoid Haunter[edit]

A Nevervoid Haunter can unleash horrors untold into the world, or directly into a persons mind. In a party, he acts as a de-buffer, causing fear and the like, or a summoner, bringing forth creatures to do his bidding. Not being a social character, a Nevervoid Haunter is often a little apprehensive in a party, but amiable none the less.

Abilities: A Nevervoid Haunter's spells and spell-like abilities are all Wisdom based, whilst Constitution helps with fortitude and health. Intelligence is also useful for various skills.

Races: Any race can have contact with Nevervoid, although it's more spontaneous in humans.

Alignment: Any Evil.

Starting Gold: 2d6×10 gp (70 gp).

Starting Age: "Moderate"

Table: The Nevervoid Haunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Darkvision, Cause Fear 3/day
2nd +1 +0 +0 +3 Path of Fear 1
3rd +1 +1 +1 +3 Cause Fear 5/day
4th +2 +1 +1 +4 Path of Fear 2
5th +2 +1 +1 +4 Cause Fear 7/day
6th +3 +2 +2 +5 Path of Fear 3
7th +3 +2 +2 +5 Cause Fear 9/day
8th +4 +2 +2 +6 Path of Fear 4
9th +4 +3 +3 +6 Cause Fear 11/day
10th +5 +3 +3 +7 Path of Fear 5
11th +5 +3 +3 +7 Cause Fear 13/day
12th +6/+1 +4 +4 +8 Path of Fear 6
13th +6/+1 +4 +4 +8 Cause Fear 15/day
14th +7/+2 +4 +4 +9 Path of Fear 7
15th +7/+2 +5 +5 +9 Cause Fear 17/day
16th +8/+3 +5 +5 +10 Path of Fear 8
17th +8/+3 +5 +5 +10 Cause Fear 19/day
18th +9/+4 +6 +6 +11 Path of Fear 9
19th +9/+4 +6 +6 +11 Cause Fear 21/day
20th +10/+5 +6 +6 +12 Master of Fear

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Concentration(Con), Craft(Int), Intimidate(Cha), Knowledge(The Planes)(Int), Listen(Wis), Proffession(Wis), Sense Motive(Wis), Spot(Wis), Use Magic Device(Cha).

Class Features[edit]

All of the following are class features of the Nevervoid Haunter.

Weapon and Armor Proficiency: A Nevervoid Haunter is proficient with all simple weapons and the Scythe. They are not proficient with any armor.

Darkvision (Ex): Due to his close contact with Nevervoid, A Nevervoid Haunter ahs Darkvision out to 60ft.

Cause Fear (Sp): At first level, A Nevervoid Haunter can cast Casue Fear as the spell 3 times per day. This increases by twice per day every 2 levels. From 10th level, he may use 3 uses to cast Fear as the spell instead.

Path of Fear At 2nd level, a Nevervoid mage chooses how he will control fears. He may choose between Madness, Mutation and Manifestation. If the Nevervoid Haunter chooses the Madness Path, he gain the Bane spell-like ability usable a number of times per day equal to his Cause Fear ability -2. At 4th level the Nevervoid Haunter of the Madness Path gains the confusion spell-like ability. He may use this a number of times per day equal to his Bane ability -2.

If the Nevervoid Haunter chooses the Mutation Path, he gains the Frightful Presence Ability. At 4th level the Nevervoid Haunter of the Mutation Path gains the Death Knell spell-like ability. He may use this a number of times per day equal to his Cause Fear ability -4.

If the Nevervoid Haunter chooses the Manifestation Path, he gains the Summon Horror I ability. This ability works just like the Summon Monster 1 spell, except it may only be used to summon Evil creatures. He may use this ability a number of times equal to his Cause fear ability -2. At 4th level the Nevervoid Haunter of the Manifester Path gains the summon Horror II. He may use this ability a number of times equal to his Summon Horror I ability -2.

Table: Paths of Fear

Hit Die: d6

Level Path Cause Fear uses Spell Uses
Mad Mut Man
1st Bane Frightful Presence Summon Horror I 3 Cause Fear -2
2nd Scare Death Knell Summon Horror II 5 Cause Fear -4
3rd Confusion Vampiric Touch Summon Horror III 7 Cause Fear -6
4th Phantasmal Killer Greater Vampiric Touch Summon Horror IV 9 Cause fear -8
5th Nightmare Symbol of Pain Summon Horror V 11 Cause Fear -10
6th Harm Symbol of Fear Summon Horror VI 13 Cause Fear -12
7th Insanity Symbol of Weakness Summon Horror VII 15 Cause Fear -14
8th Maddening Scream Symbol of Death Summon Horror VIII 17 Cause Fear -16
9th Wierd Shapechange (Evil) Summon Horror XI 19 Cause Fear -18

Master of Fear At 20th level, a Nevervoid Haunter completes his Path of Fear.

A master of the Madness Path's abilities are more effective. Bane, Scare, Confusion, Nightmare, Insanity and Maddening scream now have no saving throw.

A master of the Mutation Path gains the Shadow subtype, becomes ethreal and can fly at a speed of 20ft (perfect manuverability).

A master of the Manifestation Path gains the augment summoning and greenbound summoning feats, even if he doesn't meet the pre-requisits.

Ex-Nevervoid Haunter's[edit]

Although a being cannot cut off his connection to Nevervoid, he can choose not to respond to it. If he does, he loses all spell-like abilities gained from the class. To re-gain the spell-like abilities of this class, an Ex-Nevervoid Haunter must take a pledge to act towards the needs of Nevervoid. If at any time he goes against this pledge, he loses his abilities for 24 hours. The beings of Nevervoid feed on fear, so if an opportunity arrises to cause fear, the Ex-Nevervoid Haunter must take it, or else lose his abilities for 24 hours.


Back to Main Page3.5e HomebrewClassesBase Classes