Phobic Master

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Portrait of Countess Luise von Voss by Friedrich Bury in the Staatliche Museen Berlin (1810). Oil on canvas, 76 x 56 cm Date 1810

Portrait of Countess Luise von Voss by Friedrich Bury in the Staatliche Museen Berlin (1810). Oil on canvas, 76 x 56 cm Date 1810

Originally Posted by

The Vorpal Tribble of the Wizards Community forums.

On this Thread

The soldier must fear his officer more than he fears the arrows of the enemy. - Schrecken of the Crawl, a Phobic Master

Fear. It's the first emotion likely to have been felt by the earliest beings. The instinct that there is danger to be fought or fled from. It is what allows us to survive and encourages us to do what we might not otherwise do. This primal sensation however can also be detrimental, freezing one in place, causing the heart to give out or drive one into insanity. The phobic master has learned to tap into the fear of others, gaining strength and power in various ways. He then uses this strength to instill even more fear in a horrible, self-sustaining cycle upon which he feeds; a parasite bloated on the terror of others.

Phobic Masters can come from nearly any kind of background, but they tend to be warriors or leaders of some kind, literally intimidating others into their service or using terror to inspire them to greater deeds. As such Charisma is the most useful ability when taking this class.

Hit Die: d6

Requirements

To qualify to become a Phobic Master, a character must fulfill all the following criteria.
Alignment: Any non-good.
Feats: Two of the following feats: Daunting Presence, Fear Incarnate, Intimidating Rage, Intimidating Strike, Kiai Shout, Resounding Blow, Skill Focus (Intimidate), or Unnatural Will
Skills: Intimidate +8, Sense Motive +4
Skill Trick: Never Outnumbered

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Fear Innured, Greater Intimidation
2nd +1 +0 +0 +3 Scent of Terror, Thriller
3rd +2 +1 +1 +3 Dread Aura
4th +3 +1 +1 +4 Uncanny Presence
5th +3 +1 +1 +4 Incarnation of Fear
6th +4 +2 +2 +5 Strength of Their Terror
7th +5 +2 +2 +5 Rule By Fear
8th +6 +2 +2 +6 Sense Phobia
9th +7 +3 +3 +6 Deathly Afraid
10th +7 +3 +3 +7 Dire Foe

Class Skills

The Phobic Master's class skills (and the key ability for each skill) are Autohypnosis (Wisdom), Bluff (Charisma), Concentration (Constitution), Disguise (Charisma), Escape Artist (Dexterity), Hide (Dexterity), Intimidate (Charisma), Move Silently (Dexterity), and Sense Motive (Wisdom).

Skill Points at Each Level: 4 + Intelligence modifier

Class Features

Note: The Phobic Master may cause a new condition called Rabid.

Rabid

A rabid creature becomes utterly worshipful of the source of their fear. They act as if dominated except they will perform self-destructive acts, fearing the source of their fear more than pain or death itself. They are immune to intimidation and lesser fear from other creatures unless they would also bring them to a rabid state. An opposed Charisma check is then made between the two sources of fear to see which the being comes to fear more.

Rabid is a more extreme state than frightened or panicked.

Rabid creatures cannot be more frightened but instead must make an additional Fortitude save at the DC of the fear ability or die of fright. A creature that makes its save to withstand dying gains immunity to death from the use of this fear for 24 hours.


Weapon and Armor Proficiency: A Phobic Master gains proficiency with a single weapon of his choice.

Fear Innured (Ex): A Phobic Master gains immunity to fear effects.

Greater Intimidation (Ex): A Phobic Master may Intimidate as a swift action. Those affected remain intimidated for 1d6×10 hours instead of minutes afterward. At fifth level hours becomes days, and at 10th level days becomes months. This does not extend the time of Demoralize Opponent.

Scent of Terror (Ex): A Phobic Master can smell the fear in others out to 60 feet. This range increases by 10 feet for every level in this class. He can detect the depth of their fear (Intimidated, Shaken, Frightened, Panicked, or Rabid) and how many are fearful. He cannot detect their exact location until he comes within 10 feet.

Thriller: You gain Adrenaline Junky as a bonus feat.

Dread Aura (Su): As a standard action, a Phobic Master can exude an aura of fear in a radius of 15 feet. Once activated, the aura lasts one round. Anyone in or entering the area must make a Will save of DC 10 + the phobic master's class level + phobic master's Charisma modifier. Those who fail suffer a -2 penalty on attack rolls, weapon damage rolls, and saving throws for 5d6 rounds.

Once per day per 2 PrC levels a Phobic Master can concentrate their aura to cause a single individual within range to panic. Those who make the save against panic are not affected by the dread aura for 24 hours.

Uncanny Presence (Ex): All things in the presence of a Phobic Master seems to have an added edge. All fear-effects and intimidation checks gain a +2 bonus to the DC, including the phobic master's own Dread Aura.

Incarnation of Fear (Ex): At fifth level a Phobic Master can cause an even greater level of fear than most other beings are capable, able to bring them to a Rabid state.

As well, a phobic master's fear effects (such as intimidation, dread aura, and spells with the fear descriptor if any) are so potent that they can even affect living individuals normally immune to fear, such as paladins, though the subject still gains a saving throw against the effect.

Strength of Their Terror (Ex): At 6th level a Phobic Master begins to draw strength from the fear of others in the range of his scent of fear ability. Per fearful individual the Phobic Master gains a bonus to his Strength and Constitution scores according to the table below. This bonus cannot exceed twice their PrC level. These bonus drain away at 2 points per round when out of range from their fearing source.

Intimidated x20 = +1 bonus
Shaken x5 = +1 bonus
Frightened = +2 bonus
Panicked = +3 bonus
Rabid = +5 bonus

At 8th level they also gain Fast Healing equal to the ability score bonus.

Rule by Fear (Ex): At seventh level a Phobic Master gains the Leadership feat.

Those who follow are not referred to as cohorts and followers, but rather as Daunted and Cowards, respectively. They do not appear because they admire the Phobic Master and want to serve him, but because they are intimidated into service through complete and abject fear.

Daunted and cowards can only be chosen from those who have become Rabid in regards to the Phobic Master.

Sense Phobia (Su): At 8th level a Phobic Master begins to sense the fear directly from one's mind. As a full round action he may discover every fear they possess and the depth of each one, from their worst fear to simple squeamishness. This grants him an additional +10 insight bonus to intimidate checks and and additional +4 insight bonus to all fear effects. Those within range of his Dread Aura become Frightened.

In addition, once per day he may implant within one's mind a permanent phobia (see Heroes of Horror, p. 61) who is in range of his dread aura and failed their save.

Deathly Afraid (Su): Once per day a Phobic Master may choose one whom he has terrified into the Rabid condition to follow him even after death. This acts as the Oath of Blood spell with the prerequisite Geas, caster level equal to the Phobic Master's HD, except the target remains animate for 24 hours.

Dire Foe (Su): Whenever a Phobic Master attacks or uses the Run/Sprint action he seems to change into his opponent's worst fear. This acts as the weird spell and affects all the Phobic Master's enemies that come within 30 feet. Those that make their save are immune to this ability for the duration of the encounter.

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Sample Phobic Master

Schrecken of the Crawl

His gold-flecked hazel eyes blaze with what almost seems like passion. With that you realize you fear this being unlike any other you have ever met...

Male Aasimar paladin of tyranny 5/phobic master 7
Medium outsider (native)
Hit Dice 5d10+5 + 7d6+7 HD (63 hp)
Initiative +0
Speed 30 ft. (6 squares)
Armor Class 20 (+6 adamantine breastplate, +1 Dexterity, +2 feather cloak, +2 natural), flat-footed 19, touch 11
Base Attack/Grapple +10/+10
Attack +1 keen falchion +13/+8 melee (2d4+3, 16-20/x2) or +1 seeking Bolas +11 ranged (1d4+2)
Full Attack +1 keen falchion +13/+8 melee (2d4+3, 16-20/x2), *schrecken's finger +12 melee (1d3+2), or +1 seeking Bolas +11 ranged (1d4+2)
Space/Reach 5 ft./5 ft.
Special Attacks Deadly touch, debilitating aura, dread aura, rebuke undead, smite good, spells
Special Qualities Aura of evil, damage reduction 2/-, Darkvision 60 ft., daylight 1/day, detect good, divine health, fear inured, resistance to acid, cold, and electricity 5, scent of terror, special mount
Saves Fort +12, Ref +8, Will +16
Abilities Strength 15, Dexterity 12, Constitution 13, Intelligence 12, Wisdom 16, Charisma 21
Skills Autohypnosis +4, Intimidate +22, Knowledge (religion) +9, Listen +8, Ride (Dexterity)+12, Sense Motive +14, Spot +8
Feats Adrenaline Junky(B), Daunting Presence, Force of Personality, Leadership, Power Attack, Resounding Blow, Willing Deformity
Challenge Rating 12
Possessions +1 keen falchion, +1 seeking Bolas, adamantine breastplate, amulet of natural armor +2, daern's instant fortress, feather cloak, *schrecken's finger
Alignment Lawful Evil
Advancement By character level
Level Adjustment +1

Schrecken can only be described as disturbingly beautiful. He is of only slightly above normal height, and thin beyond what it seems one should be capable, but instead of malnourished it seems merely as if everything unnecessary had been removed, until you have a sharp blade of a man. His hair hangs in boyish ringlets of a brilliant white despite his ageless appearance.
He is dressed in simple leather pants with a cloak of feathers plucked from ravens and vultures with red silk trim made to look like wings. Thick, hobnailed boots shod his feet and leather gloves cover his hands, except for one finger of the glove has been removed to show his index finger whose skin and flesh has been cut away right to the knuckle. Gold braces in exquisite patterns holds the bones together in place of tendons, and the fingertip ends in a golden claw molded to appear as the head of a bird of prey with razor, hooked beak.

Once a devout warrior of his church, Schrecken went beyond the bounds of decency to bring others to worship his god. He felt they should show more reverence, to fear the deity's might. Though the church was known for its sternness, the holy man was brutal beyond even their strictest laws. He was eventually forced out after leading a crusade against a neighboring land and destroying all who would not immediately bow. He cursed the church and began to believe that even his deity was weak in not requiring his worshipers to prostrate in fear or face his wrath. Schrecken he came to be called and entire countries began to fear him. His lust for fear and power over others increased tenfold until he began to consider himself a god, gaining strength from the terror of those who crawled on their bellies before him.

His followers are many now, always seemingly as serene and steady as a stone. From time to time one will throw their head back and scream with a tone of wordless terror and despair only to a moment later close their mouth, once again appearing calm, as if nothing had just occurred.

Schrecken stands at about 6 foot and weighs 110 lbs. He speaks Common and Celestial.

Combat

Schrecken prefers to gather his rabid followers about him and siphon off their fear before going into battle, using his Dread Aura to inflict his opponents with fear. He will try to panic them and Intimidate, bringing them to a rabid state where he can force them to do his will.

Those of greater resistance he fights weapon to weapon, attempting to terrify them with his skill with weapons as he could not through his mere presence.

*Schrecken's Finger acts as a dagger made for a small-sized creature. Those who wield it (removing it from him while unconscious or dead) gain the benefits of the Intimidating Strike feat.

Aura of Evil (Ex): The power of Schrecken's aura of evil (see the detect evil spell) is equal to his paladin level.

Daylight (Sp): Schrecken can use daylight once per day as a 12th-level caster.

Deadly Touch (Su): Schrecken can cause wounds with a successful touch attack. Each day he can deal a total number of 25 hit points of damage. An opponent subjected to this attack can make a Will save (DC 17) to halve the damage dealt.

Alternatively, Schrecken can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

Debilitating Aura (Su): Schrecken radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class. This ability otherwise functions identically to the paladin's aura of courage class feature. This ability functions while Schrecken is conscious, but not if he is unconscious or dead.

Detect good (Sp): At will, Schrecken can use detect good, as the spell.

Divine Health (Ex): Schrecken has immunity to all diseases, including supernatural and magical diseases.

Dread Aura (Su): As a standard action, Schrecken can exude an aura of fear in a radius of 15 feet. Once activated, the aura lasts one round. Anyone in or entering the area must make a DC 23 Will save. Those who fail suffer a -2 penalty on attack rolls, weapon damage rolls, and saving throws for 5d6 rounds.
Three times per day he can concentrate his aura to cause a single individual within range to panic. Those who make the save against panic are not affected by the dread aura for 24 hours.

Fear Inured (Ex): Schrecken has immunity to fear effects.

Greater Intimidation (Ex): Schrecken may Intimidate as a swift action. Those affected remain intimidated for 1d6×10 days, This does not extend the time of Demoralize Opponent.

Incarnation of Fear (Ex): Schrecken can cause an even greater level of fear than most other beings are capable, able to bring them to a Rabid state.

As well, his fear effects (such as intimidation, dread aura, and spells with the fear descriptor if any) are so potent that they can even affect living individuals normally immune to fear, such as paladins, though the subject still gains a saving throw against the effect.

Rebuke undead (Su): Schrecken has the supernatural ability to rebuke undead. He may use this ability 8 times per day. He rebukes undead as a 2nd level cleric.

Scent of Terror (Ex): Schrecken can smell the fear in others out to 60 feet. This range increases by 10 feet for every level in this class. He can detect the depth of their fear (Intimidated, Shaken, Frightened, Panicked, or Rabid) and how many are fearful. He cannot detect their exact location until he comes within 10 feet.

Smite Good (Su): Twice per day, Schrecken may attempt to smite good with one normal melee attack. He adds his Charisma bonus (+5) to his attack roll and deals 5 extra points of damage. If the paladin accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

Strength of Their Terror (Ex): Schrecken can draw strength from the fear of others in the range of his scent of fear ability. Per fearful individual the Phobic Master gains a bonus to his Strength and Constitution scores according to the table below. This bonus cannot exceed 12. These bonus drain away at 2 points per round when out of range from their fearing source.

Intimidated x20 = +1 bonus
Shaken x5 = +1 bonus
Frightened = +2 bonus
Panicked = +3 bonus
Rabid = +5 bonus

Special Mount (Sp): Schrecken has gained the service of an unusually intelligent, strong, and loyal Heavy Warhorse to serve him in his crusade. Once per day, as a full-round action, he may magically call his mount from the lower realms in which it resides. This ability is the equivalent of a 1st level spell. The mount immediately appears adjacent to Schrecken and remains for 10 hours; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though Schrecken may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should Schrecken's mount die, it immediately disappears, leaving behind any equipment it was carrying. Schrecken may not summon another mount for thirty days or until he gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, Schrecken takes a –1 penalty on attack and weapon damage rolls.

Schrecken's Special Mount

Hexe

Schrecken War Horse

Large magical beast  
Hit Dice 6d8+18 (45 hp)
Initiative +1
Speed 50 ft. (10 squares)
Armor Class 18 (–1 size, +1 Dexterity, +8 natural), touch 10, flat-footed 18
Base Attack/Grapple +6/+14
Attack Hoof +9 melee (1d6+4)
Full Attack 2 hooves +9 melee (1d6+4) and bite +7 melee (1d4+2)
Space/Reach 10 ft./5 ft.
Special Attacks
Special Qualities Empathic link, improved evasion, Low-Light Vision, Scent
Saves Fort +9, Ref +6, Will +7
Abilities Strength 19, Dexterity 13, Constitution 17, Intelligence 6, Wisdom 13, Charisma 6
Skills Intimidate +0, Listen +5, Spot +4
Feats Endurance, Multiattack, Run

Schrecken's mount appears as a ratty old mare with a shaggy grey coat with patches of unattractive black spots and a white mane and tail. Burrs and foam dot her sides. Patches of fur are missing as if burned off and one of her eyes are glazed over and blind. Her muzzle seems to be continuously drawn back in a feral snarl and she radiates evil humor and viciousness.

The only being to which Hexe shows any respect is Schrecken, whom she is in a Rabid state towards. She will only eat grass upon which blood has been spilt, though also delights in thistles and fermenting fruit, all of which seems to feed her aggression in addition to her belly.

Combat

Schrecken is a horror amongst horses, nickering with disturbing bloodlust before lashing out in a storm of hooves and teeth, seeming to revel in the pain she causes.

Empathic Link (Su): Schrecken has an empathic link with Hexe out to a distance of up to 1 mile. He cannot see through her eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from aasimars, so misunderstandings are always possible.

Because of this empathic link, Schrecken has the same connection to an item or place that Hexe does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Hexe takes no damage if she makes a successful saving throw and half damage if the saving throw fails.

Carrying Capacity: A light load for Hexe is up to 348 pounds; a medium load, 349–699 pounds; and a heavy load, 700–1059 pounds. Hexe can drag 5,295 pounds.

Spells: Caster level 5th. DC 13 + spell level.

Spells per day

1st - Doom

Uncanny Presence (Ex): All things in the presence of Schrecken seems to have an added edge. All fear-effects and intimidation checks gain a +2 bonus to the DC, including his own Dread Aura.

New Feats

Daunting Presence

Originally Posted by

Realms Helps Home © 2008 realms@dandello.net

On this Page

Type: General
Sources: Libris Mortis: The Book of the Dead
Miniatures Handbook

You are skilled at inducing fear in your opponents.

Prerequisite: Charisma 13, base attack bonus +1.
Benefit: You may take a standard action to awe an opponent. The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Charisma modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already shaken.
Special: A fighter may select Daunting Presence as one of his fighter bonus feats

All included feats © WoTC and Hasbro. 2005

Fear Incarnate [General]

Originally Posted by

The Vorpal Tribble of the Giant in the Playground Forums

On this Thread

Prerequisite: Fear-inducing ability or spell

Benefit: When any ability or spell you possess would normally cause a creature to become fearful, such as Frightful Presence, they instead are affected one step beyond. Shaken creatures are frightened. Frightened creatures are panicked.

Intimidating Rage [General]

Originally Posted by

Realms Helps Home © 2008 realms@dandello.net

On this Page

Sources: Complete Warrior Masters of the Wild

Your rage engenders fear in your opponents.

Prerequisite: Rage or frenzy ability.

Benefit: While you are raging, you designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see the Intimidate skill). A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter.

All included feats © WoTC and Hasbro. 2005

Intimidating Strike [General]

Originally Posted by

Realms Helps Home © 2008 realms@dandello.net

On this Page

Source: Player's Handbook II

You make a display of your combat prowess designed to strike terror in your foe. Your stance, attack method, and demeanor demonstrate to your foe that you are capable of defeating him with little effort. Your intent is clear - if you decide to hit your foe, you could easily slay him.

Prerequisite: Intimidate 4 ranks.

Benefit: As a standard action, you make a single melee attack against your foe. You subtract a number from this attack equal to or less than your base attack bonus. If your attack hits, you can make an Intimidate check against the foe you struck, with a bonus equal to the number you subtracted from your attack roll. If this check succeeds, your opponent is shaken for the rest of the encounter. You cannot use this feat to worsen an opponent's fear condition beyond shaken.

Special: A fighter can select Intimidating Strike as one of his fighter bonus feats.

All included feats © WoTC and Hasbro. 2005

Kiai Shout [General]

Originally Posted by

Realms Helps Home © 2008 realms@dandello.net

On this Page

Source: Complete Warrior

You can bellow forth a shout that strikes terror into your enemies.

Prerequisite: Charisma 13, base attack bonus +1.

Benefit: Making a kiai shout is a standard action. Opponents who can hear your shout and who are within 30 feet of you may become shaken for 1d6 rounds. The kiai shout affects only opponents with fewer Hit Dice or levels than you have. An opponent in the affected area can resist the effect with a successful Will save (DC 10 + 1/2 your character level +your Charisma modifier). You can use the benefit of this feat three times per day.

All included feats © WoTC and Hasbro. 2005

Resounding Blow [General]

Originally Posted by

Realms Helps Home © 2008 realms@dandello.net

On this Page

Source: Book of Exalted Deeds

Your mightiest attacks cause your foes to tremble before you.

Prerequisite: Strength 13, Power Attack, Intimidate 7 ranks.
Benefit: Whenever you deal a critical hit using a melee weapon with which you are proficient, your opponent must succeed at a Will save (DC 10 + 1/2 your character level your Charisma modifier) or cower for 1 round. A monk's unarmed strike is considered a melee weapon for purposes of this feat.
Special: A fighter may select Resounding Blow as one of her fighter bonus feats.

All included feats © WoTC and Hasbro. 2005

Unnatural Will [General]

Originally Posted by

Realms Helps Home © 2008 realms@dandello.net

On this Page

Source: Heroes of Horror

You have learned to focus your force of personality and inner strength to stand against fearful circumstances.

Prerequisite: Charisma 12, Iron Will.

Benefit: Add your Charisma modifier to all Will saves against fear effects. This bonus stacks with any Wisdom bonus you might have to Will saves.

Special: This feat is used by dread witches to resist the negative effects of fear while still empowering their mystical abilities.

All included feats © WoTC and Hasbro. 2005

Adrenaline Junky [General]

Originally Posted by

The Vorpal Tribble of the Giant in the Playground Forums

On this Thread

Prerequisite: Constitution 1, Intelligence 3, Immunity to fear

Benefit: You get an unhealthy kick out of what would normally freeze others in terror. You gain a morale bonus equal to the penalty you would normally take as if you had failed the save against whatever ability would normally cause you fear. As well, if you would normally become panicked you gain a +10 bonus to your speed types. If you would become Rabid you gain a +4 bonus to all checks.

Special: If in a frightening situation, such as a fight, you may apply a +1 morale bonus to your armor class, attack, damage, initiative or saves for the duration of the encounter. This does not stack with the bonus gained from a fear effect.

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