Deathmistress
Class minimum attributes:
STR: 09
DEX: 18 (need to have exceptional dexterity to use the gloves for all purposes i.e. combat plus spells)
INT: 09
Deathmistress experience levels
Level |
Experience |
Hit points |
1 |
0 |
1 |
2 |
300 |
2 |
3 |
600 |
3 |
4 |
12000 |
4 |
5 |
24000 |
5 |
6 |
48000 |
6 |
7 |
96000 |
7 |
8 |
150000 |
8 |
9 |
300000 |
9 |
10 |
600000 |
9+2 |
11 |
900000 |
9+4 |
12 |
1200000 |
9+6 |
13 |
1500000 |
9+8 |
14 |
2000000 |
9+10 |
15 |
2500000 |
9+12 |
16 |
3000000 |
9+14 |
17 |
3500000 |
9+16 |
18 |
4000000 |
9+18 |
19 |
4500000 |
9+20 |
20 |
5000000 |
9+22 |
Deathmistress' use the attack rates and weapons proficiency charts for warriors. The Deathmistress using her Deathclaws makes multiple attacks per round. After specializing and in conjunction with martial arts training these are the attacks as a function of level:
Level |
#Atts/rnd |
Basic Damage/Att |
1-6 | 1/1 |
1d4 |
7-12 | 3/2 |
1d6 |
13+ | 2/1 |
1d8 |
In additional to this progression, the Deathmistress has the option to learn special martial arts maneuvers- proficiency slots are required to learn these and they must be learnt in sequence:
(1) Pain touch- A sucessful hit causes the victim to feel as though his nerves were on fire. This sends violent shooting pains through the victims body making -2 to attack rolls and +2 to AC plus weapons damage. The effect lasts 1d4 rounds. If the attack roll fails no damage is done.
(2) Stunning touch- A sucessful hit causes the victim to be stunned for 1d4 rounds plus damage. No action by the victim can be taken and the victim has +4 to AC, loosing all Dex bonuses. Save vs paralyzation for 1/2 duration. If the attack roll fails, no damage is done.
(3) Dread Claw- This maneuver require special concentration and can only be used 1/round (i.e. if the Deathmistress has 2 attacks/round, only one of them can be a Dread Claw attack). A successful hit at -2 allows the Deathmistress phenomenal strength within her claw, allowing her to crush objects (e.g. spear shafts, swordblades, iron bars etc save vs crushing blow to avoid damage). If used as an attack against an opponent, the claw attack does an additional 1d8 damage.
(4) Bone Breaker- This attack is made at -4. If the attack roll is sucessful, in addition to normal damage, a random limb is broken; the limb becomes dysfunctional and cannot be used until healed either magically or normally. The victim takes and additional 1d10% of total HP as damage. As with the Dread Claw, this attack can only be used 1/round. Save vs paralyzation to avoid the effect of Bone Breaker.
(5) Artery Sever- Now we get really nasty. This attack requires intense concentration and can be performed once every 3 rounds. The attack roll is made at -4. If sucessful, a major artery had been severed; the victim loses 10% of their HPs/round until the bleeding can be stopped or healed either magically or by normal means. Save vs paralyzation to avoid the effect and take normal damage.
(6) Dim Mak of Kiaransalee- This is the fabled distance death effect of the Martial Arts. Mastery of this attack only comes through intense meditation- it is said that the artist must practice
plunging her finger into a pool of deep water; only when no sound can be heard has the skill be mastered. Essentially, gaining Dim Mak means that any of the proceeding attacks can be done at a range of 1'/level of the Deathmistress and with these modifications:
Pain Touch: Attack at +2; effect -4 to hit -4 to AC 1d6 rounds.
Stunning touch: Attack at +2 effect 1d6 rounds. Save at -4.
Dreadclaw: Attack at normal to hit and can destroy magical items at +1/4 levels. If attack against an opponent is sucessful, opponent is pushed to the ground and lies prone.
Bone Breaker: Attack is made without penalty. Saving Throw at -2.
Artery Sever: Attack is made at no penalty. Saving throw at -2.
Because of the intense concentration required, this maneuvre can only be done 1/day.
(7) Death Charge- This is the ultimate maneuver and come at the pinacle of power. This attack requires intense concentration and can only be done 1/day. The Deathmistress gets a number of attacks equal to her movement at the beginning of the round (i.e. from 1-12) which can be made against seperate opponents. Each attack is made at -4 and is a 'normal' damage attack (i.e. no special maneuvers).
In addition, the Deathmistress has certain spell learning abilities which allow her to learn spells which are restricted to necromantic/battle magic in nature. No Deathmistress can specialize in a particular school of magic. Deathmistress' advance on the non-weapons proficiency charts as per wizards. The rate of spell progression is as follows:
Deathmistress Spell Level
Level |
1 |
2 |
3 |
4 |
5 |
6 |
1 |
1 |
|||||
2 |
2 |
|||||
3 |
2 |
1 |
||||
4 |
3 |
2 |
||||
5 |
3 |
2 |
1 |
|||
6 |
3 |
3 |
1 |
|||
7 |
3 |
3 |
2 |
|||
8 |
3 |
3 |
2 |
1 |
||
9 |
3 |
3 |
3 |
1 |
||
10 |
4 |
3 |
3 |
2 |
1 |
|
11 |
4 |
3 |
3 |
3 |
1 |
|
12 |
4 |
3 |
3 |
3 |
2 |
1 |
13 |
4 |
4 |
3 |
3 |
2 |
1 |
14 |
4 |
4 |
4 |
3 |
3 |
2 |
15 |
4 |
4 |
4 |
4 |
3 |
2 |
16 |
5 |
4 |
4 |
4 |
3 |
3 |
17 |
5 |
5 |
4 |
4 |
4 |
3 |
18 |
5 |
5 |
4 |
4 |
4 |
4 |
19 |
5 |
5 |
5 |
5 |
4 |
4 |
20 |
5 |
5 |
5 |
5 |
5 |
5 |
Abilities:
(1) At 3rd level the Deathmistress has the ability to track using Bloodsense. By smelling and tasting her preys blood she is able to enhance her Underdark tracking skills, by 'smelling' the scent of blood. Obviously the impact of this ability is modified depending on how recently the blood has been spilt.
(2) At 5th level, the Deathmistress is able to cause fear (as per spell) to her enemies. This effect is usable 1/day.
(3) At 7th level, the Deathmistress is able to cause a Vampiric Touch (as per spell). This ability is usable 1/day.