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Frozen In Flames
Crew

PostPosted: Fri Nov 23, 2007 10:46 am


Alright, I'm out of ideas for npc's and it's kinda ticking me off....any help would be great. Please include things like henchmen bases and other important stuff
*NOTE*: do not have to be villains
PostPosted: Tue Dec 18, 2007 9:15 pm


here is a class that someone cade up you can use to create an EVIL NPC BBEG and enjoy messing with your heros.

These evil wizards and sorcerers have entered into bargains with certain dark powers. The knowledge granted allows a darkchilde to potentially live forever, at the cost of repeatedly stealing the lives of innocent children to fuel his own foul existence. The arcanist channels his soul into the body of his new vessel, displacing and devouring the victim’s own soul. The change is permanent once complete. The new vessel is treated in all ways as the darkchilde’s true form. The darkchilde gains no special protection against spells or effects that cause possession or remove the soul from the body.

Upon gaining a new level in this class, the darkchilde’s stolen body rapidly ages over the course of one day to his true chronological age. Until he performs the same ritual on a new child, he will not be able to access any of his class or spell-casting abilities. A wise darkchilde will have a new body secured before this aging transpires.

The gender and race of the new vessel are irrelevant to the ritual; some always choose the same gender, others take whatever vessel catches their fancy, others choose very carefully based on personal criteria. Many darkchildren choose orphans, children from dangerous regions, or even slaves, to better hide the deed or simply for convenience. Others might take a special thrill in claiming the beloved offspring of a loving family, or the noble scion of a great dynasty. Some have even replaced the children of their greatest foes, to strike at them from within their own homes, and see the look in their eyes as they die.

Requirements:
Alignment: any Evil
Skills: Knowledge (arcana) 10, Spellcraft 8
Other: Must be able to cast 4th level arcane enchantment and necromancy spells.

Hit Points per Level: d4

Skill Points per Level: 2 + Int modifier.

Class Skills: The darkchilde's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Knowledge (arcana) (Int), Speak Language (n/a), Sense Motive (Wis), and Spellcraft (Int).
Code:
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +0 +2 +2 Darkchilde vessel, favored toy, veil of innocence
2nd +1 +0 +3 +3 +1 level of existing arcane spellcasting class
3rd +1 +1 +3 +3 Charm playmate, +1 level of existing arcane spellcasting class
4th +2 +1 +4 +4 +1 level of existing arcane spellcasting class
5th +2 +1 +4 +4 +1 level of existing arcane spellcasting class
6th +3 +2 +5 +5 Ask an adult, +1 level of existing arcane spellcasting class
7th +3 +2 +5 +5 +1 level of existing arcane spellcasting class
8th +4 +2 +6 +6 Foundling, +1 level of existing arcane spellcasting class
9th +4 +3 +6 +6 +1 level of existing arcane spellcasting class
10th +5 +3 +7 +7 Darkchilde’s blessing

CLASS FEATURES
All of the following are class features of the darkchilde. Unless otherwise indicated, save DC's are Charisma-based, and the effect's caster level equals the darkchilde's character level.

Weapon and Armor Proficiency: The darkchilde gains no additional proficiencies in weapons or armor.

Darkchilde Vessel (Sp): Upon the completion of a simple 1 minute ritual, the prospective darkchilde is able to shift his spirit into the body of a young humanoid child, in a manner similar to the magic jar spell. Unlike that spell, the darkchilde uses no object, but sends his soul directly into the target body. The darkchilde may continue to attempt to possess the target once per round until he succeeds or decides to quit. If the target fails the Will save, the original child’s spirit is consumed in the transmigration. The darkchilde retains his own Intelligence, Wisdom and Charisma, as well as his own hit dice, levels and abilities, but gains the vessel’s Strength, Constitution and Dexterity, as well as any racial abilities. The children most suitable for the transmigration can usually be treated as one size smaller than a normal adult member of their race. The darkchilde’s old vessel withers to rotting bones and ashes upon completion of the transmigration.

After he gains all ten levels of this class, he must still perform this ritual once a year on the anniversary of his first transmigration. Darkchildren always know what they want for their "birthday"...a new playmate! Continuing to use this ritual could potentially allow the darkchilde to live forever, as long as he completes the ritual during the 24 hours it takes to age him to his true age. Regardless of how far past his normal maximum life expectancy the darkchilde goes, he will never die of old age before this 24 hour period has elapsed. Once past this “grace period”, he will indeed die of old age if past his maximum life expectancy.

This ability can only be used at the prescribed times; when gaining a new level of darkchilde or on the yearly anniversary of the first transmigration. He may not use this ability at any other time.

Favored Toy (Su): Upon taking his first level in this class, the darkchilde loses any familiar he may have had, but gains the use of this ability. The darkchilde may choose to permanently animate a normal child’s toy as if using the spell animate object. The toy must be of Diminutive or Tiny size, and gains an Intelligence of 10. In all ways, the favored toy acts as a standard familiar, and the darkchilde may add his class levels to his familiar level to determine the strengths and abilities of his familiar. Completion of this rite requires the sacrifice of a beloved family pet.

Veil of Innocence (Su): The darkchilde may use the lingering remnants of the original soul of his vessel to cloak his own malign presence. This ability works like the spell misdirection, using the original soul’s alignment as the detected alignment of the effect. The effect can be dispelled, but the darkchilde can reinitiate the effect as a free action on his turn.

Charm Playmate (Su): At 3rd level, once per day per two full class levels, the darkchilde may attempt to charm any humanoid child as if using charm monster.

Ask an Adult (Su): At 6th level, once per day per two full class levels, the darkchilde may cast an effect on any adult humanoid that works like the suggestion spell. The DC of the effect is equal to 16 plus the darkchilde's Cha modifier.

Foundling (Su): This ability, gained at 8th level, helps the darkchilde remain undiscovered. It acts as a permanent nondetection spell. The effect can be dispelled, but the darkchilde can reinitiate the effect as a free action on his turn.

Darkchilde’s Blessing (Su): The darkchilde can enter a state that fully embraces and utilizes his foul, evil soul. Up until now, most darkchildren wisely choose to remain as innocent-seeming as possible, but this effect causes the darkchilde to take on a supremely ominous, even terrifying aspect of blasphemous power. The effect acts as a double-strength magic circle against good and as a lesser globe of invulnerability.

In addition, everyone within 30 feet of the darkchilde must make a Will saving throw (DC 10 + ½ darkchilde’s character level + darkchilde’s Cha modifier). On a failed save, the opponents become shaken for 4d6 rounds. If an opponent fails this save by more than 5, he is panicked instead. Normal animals automatically attempt to flee when within this area. This is a fear effect. Those who successfully make their save are immune to that darkchilde’s fear aura for 24 hours.

The darkchilde may initiate or cancel this aura as a free action on his turn. Use of this ability temporarily suspends the Veil of Innocence ability.

fire wow

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