Fear based spontaneous casting necromancy class. Pretty good at debuffing, is the hope. It does overlap in some aspects with the Netherlord and Dread Necromancer classes.
Dread Magnate"Life is but a prelude to my reign."
- Nankahaqht the Feared, Human Dread MagnateText
Making a Dread MagnateText
Abilities: Intelligence controls the spellcasting of the Dread Magnate, and is thus the most important. Charisma affects the saving throws of his class features. Abilities that relate to his physical defense come afterwards.
Races: Dread Magnate may appear within any race, but are shunned and ostracized for their knowledge. Their willingness and desire to court with vile forces makes them prime suspects to be persecuted.
Alignment: Dread Magnate are evil, wielding vile forces against their foes.
Table 1: The Dread MagnateLevel BAB Ref Fort Will Abilities
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1 +0 +0 +0 +2 Dread Feast, Loathsome Visage, Mind of Iron
2 +1 +1 +1 +3 Dread Casting
3 +1 +1 +1 +3 Lord's Wrath
4 +2 +2 +2 +4 Advanced Learning
5 +2 +2 +2 +4 Fearsome Wrath
6 +3 +3 +3 +5 Disquietude
7 +3 +3 +3 +5 Advanced Learning
8 +4 +2 +2 +6 Dread Casting
9 +4 +3 +3 +6 Figment of Fear
10 +5 +3 +3 +7 Fearsome Wrath
11 +5 +3 +3 +7 Terror's Lord
12 +6 +4 +4 +8 Fear, Advanced Learning
13 +6 +4 +4 +8 Recreance
14 +7 +4 +4 +9 Nightmares and Dreamscapes
15 +7 +5 +5 +9 Phantasmal Killer, Fearsome Wrath
16 +8 +5 +5 +10 Fearful Frenzy
17 +8 +5 +5 +10 Advanced Learning
18 +9 +6 +6 +11 Seeping Dread
19 +9 +6 +6 +11 Phantasmal Form
20 +10 +6 +6 +12 Terror's Shape, Fearsome Wrath
Table 2: Spells Per DayLevel 1st 2nd 3rd 4th 5th 6th
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1 2 — — — — —
2 2 — — — — —
3 3 — — — — —
4 4 2 — — — —
5 5 3 — — — —
6 5 4 — — — —
7 5 4 2 — — —
8 5 5 3 — — —
9 5 5 4 — — —
10 5 5 4 2 — —
11 5 5 5 3 — —
12 5 5 5 4 — —
13 6 6 5 4 2 —
14 6 6 6 5 3 —
15 6 6 6 6 4 2
16 7 6 6 6 4 3
17 7 7 6 6 5 4
18 7 7 7 6 6 5
19 7 7 7 7 6 6
20 7 7 7 7 7 7
Game Rule InformationDread Magnate have the following game statistics.
Alignment: Evil
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)
Class skillsConcentration (Con), Craft (Int), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Class FeaturesText
- Weapon and Armour Proficiency:
- Spells:
- Dread Feast (Su): Life for the dread magnate begins and ends with the consumption of fear, that most exquisite of substances. Each creature that the dread magnate afflicts with magical fear sustains him for one day.
- Loathsome Visage (Su): Fear lives within the heart of the dread magnate, and becomes manifest at his will. As a standard action, the dread magnate can attempt to frighten a single creature within 60 ft. That creature must succeed at a Will save vs 10 + 1/2 class level + charisma modifier or be shaken for one round per two class levels, minimum of 1. This ability has the fear descriptor. He also gains a bonus to intimidate equal to his class level.
- Mind of Iron (Ex): So accustomed to the nature and the mind of fear, the dread magnate feels it simply roll off of him, affecting him not. The dread magnate is immune to fear.
- Dread Casting (Su): The primary tool of the dread magnate is fear, and he must bring that fear through all things, including his spellcasting. Once per encounter, the dread magnate may apply the fear descriptor to a spell that does not normally possess it. If he does so, all those struck by the spell must make a Will save against the spell's DC or be shaken. If the spell does not normally have a saving throw, the Will save is still required. At 8th level, he may do this twice an encounter.
- Lord's Wrath (Su): Those who see the dread magnate quiver and shake in fear at his great presence. All creatures who move within 5 ft. per class level of the dread magnate must make a Will save vs 10 + 1/2 class level + charisma modifier or be shaken. If a creature succeeds on his save, he is not affected for twenty four hours. This ability has the fear descriptor.
- Advanced Learning (Ex): Foul knowledge comes easily to the dread magnate, living as it does off of the fear of others. At 4th, 7th, 12th, and 17th level, a dread magnate can add a new spell of his choice with the fear descriptor to his spell list.
- Fearsome Wrath (Ex): To bring to fear to the world about him, and, most importantly, fear of himself, is the goal of the dread magnate, for he desires the power and the glory that only fear can provide. The save DC of any spell the dread magnate casts with the fear descriptor increases by +1. At every five levels (10, 15, 20), this increases by a further +1, to a maximum of +4 at 20th level.
- Disquietude (Su): Within each person, there can be a nagging doubt that claws at the back of the mind, that makes them wonder and question and search for things that may not be there. It is the seed of paranoia. As a standard action, the dread magnate can induce a state of disquiet into his foes. The foe takes two points of wisdom damage, and a -4 penalty to concentration, spot, listen, search, and all charisma based skills, and a -1 penalty to Will saves. These effects last for one round per class level, and are mind-affecting.
- Figment of Fear (Su): The most damaging terrors can be found within the mind, and it is from his own mind that the dread magnate pulls forth illusionary imaginings, projecting them out upon all others. The dread magnate forms his fears into a Figment of Fear, an ephemeral thing that has no substance, and cannot be affected by spell or attack. Each round, as a move action, the dread magnate may direct the figment of fear to move up 60 ft. and to contact a single enemy creature, calling up all the terrors and phantasms that reside in that mind. That creature must succeed at a Will save vs 10 + 1/2 class level + charisma modifier or be trapped in their own mind, unable to move as they fall prone, wracked by fearful shudderings. This shuddering lasts for one round, and is mind-affecting.
- Terror's Lord (Ex): There are none who have so great a command of fear as the dread magnate, for he is become fear. Any creature immune to fear may still be affected as if it were not immune to fear by the dread magnate's spells and abilities. This does not affect the dread magnate.
- Fear (Sp): A single flick of the wrist sends terrors from the night towards his foes, cowering them before him. The dread magnate may cast Fear as a standard action, at will.
- Recreance (Ex): With enough fear, it is possible to twist a person's mind such that they become unaware of who is an ally and who is a foe. Creatures affected by a fear spell must make a Will save vs 10 + 1/2 class level + charisma modifier or become confused.
- Nightmares and Dreamscapes (Ex): The night has always allowed fear to run wild, and it is no different here. When at night or in an area of darkness, all spells you cast with the Fear descriptor have a +2 bonus to their caster level, and a +1 bonus to DC.
- Phantasmal Killer (Sp): The dread magnate may cast Phantasmal Killer as a standard action, at will.
- Fearful Frenzy (Su): Creatures afflicted by fear can be driven from their sensible mind, and into a state of terror so profound that they have no conception of sanity. Once per encounter, the dread magnate can cause all creatures within 100 ft. to make a Will save vs 10 + 1/2 class level + charisma modifier or become frenzied. Every creature affected gains a +4 bonus to strength and constitution as the fear forces their body to react, but they take a penalty to their wisdom modifier equal to the dread magnate's charisma modifier. In addition, they become confused. The dread magnate can exclude allies from the effect. This ability has the fear descriptor.
- Seeping Dread (Su): A slow taste of fear slides outwards from the dread magnate, causing those around him to view him with fear and terror, and to see him as something above them. Any enemy within 100 ft. of the dread magnate takes a -4 penalty to attack, -8 penalty to damage, -2 penalty to caster level and DC, and a -2 penalty to Will saves. This ability has the fear descriptor.
- Phantasmal Form (Su): It is within the power of the dread magnate to become an unholy terror of the mind, grabbing and holding onto the worst of the fears that sit deep in the mind. The dread magnate gains the frightful presence extraordinary ability. Opponents within 30 feet of the dread magnate that have fewer Hit Dice or levels than the dread magnate and that witness the dread magnate become shaken for 5d6 rounds if they fail a Will save (DC 16 + Cha modifier). An opponent that succeeds on the saving throw is immune to the dread magnate's frightful presence for 24 hours. Frightful presence is a fear effect.
- Terror's Shape (Su): The dread magnate gains the ability to shift into a terrible nighmare as a swift action. While in terror shape the dread magnate is incorporeal, is immune to critical hits, and can fly at a speed of 100 feet (good). He may dismiss this as a free action.
Spell List- 1st Level: Bane, Cause Fear, Chill Touch, Command Undead, Curse Water, Death Knell, Death Watch, Doom, Gentle Repose, Inflict Moderate Wounds, Ray of Enfeeblement, Silent Image, Spectral Hand, Ventriloquism
- 2nd Level: Animate Dead, False Life, Fear, Ghoul Touch, Halt Undead, Illusory Script, Inflict Serious Wounds, Mirror Image, Minor Image, Ray of Exhaustion, Scare, Vampiric Touch
- 3rd Level: Bestow Curse, Death Ward, Illusory Wall, Inflict Critical Wounds, Major Image, Persistent Image, Phantasmal Killer, Poison, Speak with Dead
- 4th Level: Dream, Enervation, Eyebite, Magic Jar, Mislead, Nightmare, Permanent Image, Programmed Image, Slay Living, Symbol of Pain, Waves of Fatigue
- 5th Level: Circle of Death, Control Undead, Create Undead, Harm, Inflict Serious Wounds (Mass), Symbol of Fear, Undeath to Death
- 6th Level: Create Greater Undead, Destruction, Energy Drain, Finger of Death, Inflict Critical Wounds (Mass), Symbol of Weakness, Waves of Exhaustion, Weird