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 [Conversion] Wearer of Purple [Pathfinder]
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LordofBones
Master of Realmslore

1566 Posts

Posted - 19 Jan 2016 :  08:53:10  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
Masters of the Cult of the Dragon, the Wearers of Purple are the elite spellcasters of the Cult. Most are sorcerers and wizards, but clerics of Tiamat and Velsharoon often take up the path of the Purple.

CLASS DETAILS

Hit Dice: d6

REQUIREMENTS

Alignment Any evil
Feats Brew Potion, Iron Will, Spell Focus (necromancy)
Skills Craft (alchemy) 8 ranks, Diplomacy 8 ranks, Knowledge (arcana) 8 ranks, Spellcraft 8 ranks
Languages Draconic
Spellcasting Must be able to cast necromancy spells
Special Must have made peaceful contact with an evil dragon

CLASS SKILLS

The Wearer of Purple's class skills (and the key ability for each) are Appraise (Int), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (arcana) (Int), Linguistics (Int), Perception (Wis), Ride (Str), Sense Motive (Wis) and Spellcraft (Int).

Skill Ranks/Level: 2 + Int modifier.

Table: Wearer of Purple
Level	Special	                                                        Spells per Day
1st	Expanded Spell Lore, Energy Resistance 5 +1 level of existing spellcasting class
2nd	Dragonboon	                        +1 level of existing spellcasting class
3rd	Spell Ward	                        +1 level of existing spellcasting class
4th	Bend the Will	                                             +1 level of existing spellcasting class
5th	Energy resistance 10	                +1 level of existing spellcasting class
6th	Dragonboon	                                                       +1 level of existing spellcasting class
7th	Dominion over Dragons	                +1 level of existing class
8th	Dragonboon	                                                        +1 level of existing spellcasting class
9th	Break the Spirit	        +1 level of existing spellcasting class
10th	Soul Magic	                                +1 level of existing spellcasting class


Base Attack Bonus: As wizard
Saving Throw Progression: As wizard

Class Features

The following are class features of the Wearer of Purple prestige class.

Weapon and Armor Proficiency A Wearer of Purple gains no additional weapon or armor proficiencies.

Expanded Spell Lore Beginning at 1st level, a Wearer of Purple can choose from the Death or Scalykind domains. He may further choose the Dragon or Undead subdomains. The Wearer of Purple gains the domain powers of the domain he chooses, using his base caster level to determine his effective cleric level, and additionally adds the domain's granted spells to the list of spells he can prepare, or his spells known (if applicable).

Energy Resistance (Ex) Upon adopting the Wearer of Purple class, the character gains a resistance of 5 to one type of energy (commonly acid, cold, electricity, or fire, but also force, sonic or negative energy). Most characters choose a resistance to the type of energy embodied in the breath weapon of the dragon, dracolich or ravener that they attend or expect to attend. At 5th level, the energy resistance increases to 10.

Dragonboon (Ex) Beginning at 2nd level, the Wearer of Purple gains a +4 bonus to his Diplomacy and Ride skills when interacting with dragons or creatures with the dragon subtype.

At sixth level, the Wearer gains the frightful presence ability, with a radius of 10 feet per level of Wearer of Purple. The Will save is 10 + the Wearer's class level + his Charisma modifier.

At 8th level, the wearer gains the ability to use a breath weapon once per day. The breath weapon must be of the energy type the Wearer has selected for his energy resistance ability, and deals 1d8 damage per class level. This ability is otherwise identical to the breath weapon of the dragon the Wearer attends to.

Soul Ward (Su) Beginning at 3rd level, the Wearer begins to learn how to emulate the abilities of certain undead dragons. An intangible field of siphoned soul energy protects the Wearer of Purple. This ward has a maximum number of hit points equal to the Wearer's caster level;, but starts at half this amount. Whenever a Wearer would be reduced below 1 hit point, all damage in excess of that which would reduce him to 1 hit point is instead dealt to his soul ward. If this damage reduces the soul ward to fewer than 0 hit points, the Wearer is slain.

Bend the Will (Ex) Beginning at 4th level, the Wearer of Purple learns the secret of bending draconic minds. Whenever he casts an Enchantment spell targeted at a dragon, he adds a +1 bonus to the caster level and save DC of his spell.

Dominion over Dragons (Sp) Beginning at 6th level, the Wearer of Purple can create a special form of the planar binding spell that functions only against dragons, as a spell-like ability. The dragon can choose to be willingly affected by this spell, but otherwise cannot escape via flight or planar travel. Willing dragons gain a +1 bonus per two age categories to their saving throws to resist or escape the spell's effects. When bargaining with dragons, the Wearer adds a bonus equal to his class level on Charisma checks against the dragon and on caster level checks to prevent the creature from escaping his magic circle.

In addition, the wearer can attempt to bind the creature to perform a task for up to a year and a day with a successful caster level check against dragon's Hit Dice. The creature gains a +5 bonus on the opposed Charisma check to refuse this request. If the dragon agrees to carry out this request, it is bound to perform that task for up to a year and a day or until otherwise released (either by completing the task or by your will). The wearer cannot bind another dragon until he releases the previous dragon from its obligations.

Break the Spirit (Ex) Beginning at 9th level, the Wearer of Purple learns the secret of breaking the bodies and spirits of disobedient dragons. Whenever he targets a dragon with a Necromancy spell, he adds a +1 bonus to the caster level and save DC of his spell.

Soul Magic (Sp) Beginning at 10th level, whenever the Wearer of Purple wishes to cast any one of his prepared or known spells, he can choose to consume a number of hit points from his soul ward equal to the spell slot level necessary to cast the spell (including increased levels for metamagic feats and so on). If the soul ward has insufficient hit points, the Wearer must cast his spell normally. Casting a spell that reduces its soul ward to exactly 0 hit points does not harm the Wearer.

Whenever the Wearer slays a creature with his spells, he restores a number of hit points to his soul ward equal to half the Hit Dice of the slain creature.

Edited by - LordofBones on 26 Apr 2016 09:21:06

Bladewind
Master of Realmslore

Netherlands
1280 Posts

Posted - 19 Jan 2016 :  11:50:48  Show Profile Send Bladewind a Private Message  Reply with Quote
I must say that I like the Soul Ward mechanics. Do wearers replenish this pool right from the moment they get it at 3rd level or do they need to capstone the PrC and know the soul magic ability to reap hp from their slain foes? If this is the case I think it's balanced if they can replenish this soul field only through rest beforehand, or have it regenerate at 1 hp per hour or so.

My campaign sketches

Druidic Groves

Creature Feature: Giant Spiders
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LordofBones
Master of Realmslore

1566 Posts

Posted - 19 Jan 2016 :  13:22:19  Show Profile Send LordofBones a Private Message  Reply with Quote
Good point; I'd rule that prior to the capstone, the wearer has to rest beforehand to replenish his soul ward.

Also, I should probably clarify on the breath weapon's mechanics.
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LordofBones
Master of Realmslore

1566 Posts

Posted - 26 Apr 2016 :  09:21:40  Show Profile Send LordofBones a Private Message  Reply with Quote
Removed the need for mythic power and replaced it with a caster level check.
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