I know "Alan you insane forum goblin why?!" But, before you all lose your proverbial lids hear me out. The Dev team has done a fantastic job adding the PRC's involved in Ravenloft which I haven't been privileges' to play or try mostly cause I'm scared of rejection and I've yet to be successful in any of my applications.... Anyways so I was considering some base classes and was looking over the Heroes of Horror which was in most point a transferable medium between Ravenloft and other D&D mechanics and some of these concepts are like really awesome and fitting for Ravenloft. I recommend looking up Heroes of Horror I personally played it and its a lot of fun and adding it to a Ravenloft Campaign gave a deeper feel of dread and mystique to the Dread Realm.
Now I'm not a fan of Potm's Paladins but there's all this talk about how hard core roleplaying a paladin is and the woeful fear of failing in your paladin ways that its almost impossible to redeem so I was thinking of why not adding the Corrupt Avenger prestige class!
http://dnd.arkalseif.info/classes/corrupt-avenger/index.htmlNext one up the Death Delver! Curious about the mysteries of death? One with the eternal? Then check out the Death Delver not really apriest or a monk but happy go to for those seeking further knowledge and acceptance about death. In the dread Realm and all those dying about one has to ask is Death the End or the Experience? Whelp try this one out!
http://dnd.arkalseif.info/classes/death-delver/index.htmlFeatsDEFORMITY (SKIN) [VILE] Due to a regimen of deliberate abuse, you have roughened your skin until it has grown as coarse and tough as rhino hide. Prerequisites: Evil alignment, Willing Deformity.
Benefit: You gain a +1 natural armor bonus.
Special: You can take this feat more than once. Its effects stack.
POTM Penalty: Deliberately increases one's OCR +4 each time Making them reviled by their fellow man by their appearance
DEFORMITY (TALL) [VILE] Through long and painful stints on the rack, bolstered by the surgical implantation of various splints and struts, you have stretched yourself to well over 7 feet in height.
Prerequisites: Evil alignment, Willing Deformity, Medium size.
Benefit: Even though you are still technically a Medium creature, your improved height and lanky limbs grant you an additional 5 feet to your reach, thereby allowing you to strike nonadjacent squares with nonreach weapons.
Special: You are a larger and clumsier target than you were before undergoing the height extension, giving you –1 to your AC. You also take a –2 penalty on Hide checks.
DEFORMITY (TEETH) [VILE] By fi ling your teeth to points and brutalizing your gums, you gain a hideous smile full of razor-sharp teeth that enable you to make a grisly bite attack.
Prerequisites: Evil alignment, Willing Deformity.
Benefit: You gain a bite attack that can be used as a natural weapon to deal damage equal to 1d4 + your Strength modifier. If you attack with other weapons, you can use your bite as a secondary attack (taking a –5 penalty on your attack roll) for 1d4 + half Strength modifier damage. In addition, you gain a +1 bonus on Intimidate/Antagonize checks.
POTM Penalty: Increases OCR +2, -2 to Persuade, -2 to Spell Craft, -2 to Perform, -2 to Linguist, -2 to Appraise, -2 to Bluff
DEFORMITY (TONGUE) [VILE] Through protracted self-mutilation that involves frequently piercing your tongue and dipping it in acid, your tongue becomes hideous to behold but oddly sensitive to the environment.
Prerequisites: Evil alignment, Willing Deformity.
Benefit: You gain the ability to sense your surroundings by taste, much as a serpent can. You gain the blindsense ability out to a range of 30 feet.
POTM Penalty: ?
MAD FAITH [TAINTED] Your depravity has twisted the connection between you and your patron deity. You suffer fl ashes of insight interrupted by flashes of madness.
Prerequisites: Ability to cast 1st-level divine spells, mild depravity.
Benefit: You gain a bonus 1st-level divine spell per day. If you have moderate depravity, then you also gain a 2nd-level divine spell per day. If you have severe depravity, then you also gain a 3rd-level divine spell per day. However, it takes twice as long for you to pray for your spells each day.
POTM Penalty: Select Cleric spells to chose from can be taken three times to gain 1 Spell /per day use. Useful and powerfull since they have Mad Faith penalty to Will Saving throw maybe at -2 first, 2nd -4, and 3rd -6 Will penalty?
HAUNTING MELODY You can use your music to inspire fear.
Prerequisites: Bardic music, Perform 9 ranks.
Benefit: When you sing or use some other Perform skill, you can inspire fear in enemies within 30 feet of you. Any opponent in range must succeed on a Will saving throw (DC 10 + 1/2 your bard level + your Cha modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. This is a mind-affecting fear effect.
Special: Using this ability counts as one of your daily uses of bardic music.
SPIRIT SENSE You can see and communicate with the souls of the recently departed.
Prerequisites: Wisdom 12, must have had a neardeath experience (that is, must have fallen below 0 hit points).
Benefi t: You can see the spirits of creatures who have died within a number of minutes equal to your Wisdom bonus. For instance, if your Wisdom is 17 (+3 bonus), you can see the spirits of creatures that have died within the past 3 minutes. You can speak with these spirits, but you gain no special ability to command them or to communicate with them if you do not share a language. These spirits are not creatures per se and cannot be harmed or affected in any way, magical or otherwise. In addition, you gain a +4 circumstance bonus on Listen or Spot checks made to detect incorporeal creatures.
POTM Penalty: No idea (Though this would be a nifty feat to the immeasurable amount of dying and corpse hiding if it could be implemented in a way to be use to help find the bodies of those lost. It offers a good sense for seeking out such individuals and would give an immersion of roleplay when one sees a spirit for spirit role play. Suggestions?)
WILLING DEFORMITY [VILE] Through scarification, self-mutilation, or supplication to dark powers, you intentionally mar your own body.
Prerequisite: Evil alignment.
Benefit: You gain a +3 bonus on Intimidate checks.
POTM Penalty: ? (No idea this seems simple enough)
SpellsCHAIN OF SORROW Necromancy [Evil]
Level: Corrupt 7 Components: V, S, F, Corrupt
Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature to start, possibly more; see text
Duration: See below
Saving Throw: Will half, and see text
Spell Resistance: Yes
The target of this spell takes 2d10 points of Charisma drain (Will half). If he makes his saving throw, the spell has no further effect. If he fails, however, the chain continues. The next time he touches a friend, loved one, or ally, that individual takes the same damage: 2d10 points of Charisma drain, or half with a successful save. If this second victim fails the save, she then becomes the host for the spell, and the effect continues with the fi rst friend or ally that she touches. This effect continues until the chain is broken by a successful save or until it has affected a number of people equal to the spell’s caster level.
Focus: The umbilical cord of a stillborn child.
Corruption Cost: 2d4 points of Charisma damage.
CLOAK OF HATE Enchantment [Mind-Affecting]
Level: Bard 5, cleric 6, sorcerer/wizard 6, Spite 6 Components: V, S, M, DF
Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
Living beings view the subject of this spell with instinctive hostility. All NPC reactions begin one category worse than they otherwise would (see page 72 of the Player’s Handbook), and any Diplomacy checks to moderate those reactions take a –10 circumstance penalty. Furthermore, people view the target in the worst possible light. If, for example, a community is hunting for an unknown murderer, they will assume that the subject of the spell is guilty of the crime. Player characters and NPCs who know the subject well, such as old friends or loved ones, are unaffected.
Material Component: One ounce of bile.
PACT OF RETURN Necromancy Level: Cleric 7, Spite 7 Components: V, S
Casting Time: 1 standard action
Range: Personal Target: You
Duration: 1 hour/level
This spell allows you to establish the conditions whereby you will be brought back to life upon your death. When you cast pact of return, you must state either a specific creature or a set of specific circumstances that you expect will be responsible for your death at some point within the spell’s duration. If you name a creature, that creature does not have to deal the deathblow to trigger the release of the spell, but it must play an active part in your demise. If you name a set of circumstances, those circumstances must be reasonably specific or the spell will fail, leaving you well and truly dead. An acceptable set of circumstances would be, “I expect energy draining to play a pivotal role in my demise,” whereas an unacceptable set would be, “I expect to die from loss of hit points.” The DM decides whether the terms are acceptable. Whether the subject of your demise is a specific person or a specific source, you must die (that is, reach –10 hit points or lower) for the spell to take effect. If you do, and the circumstances of your demise are similar enough to those described when you cast the spell (DM’s discretion), you are instantly resurrected (see page 272 of the Player’s Handbook) with no level loss. You can have more than one pact of return active at the same time, each one to be triggered by a different foe or set of circumstances, but you must keep track of the total time that has elapsed
for each. A pact of return that has not yet taken effect is still a magical effect (and a powerful necromantic one, at that), which can be dispelled by one who detects its presence.
spells are a bit iffy dunno how to ascert it to the system of POTM I may re-edit this to oversee the comparison to potm and 3.5/7 conversion. Any suggestions guys?