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[Base Class] Bogeyman

Posted: Mon Jan 25, 2010 7:08 pm
by Jilocasin
Just something I'm working on, sort of soulborn inspired at least as far as the boogies go. Any comments or pointing out of glaring problems would be welcome. Obviously I'm still adding in abilities and whatnot.


Bogeyman
He sees you when you're sleeping.

Nearly every species of every culture has stories told to frighten children, and they all have some version of the creature hiding in the closet or lying in wait underneath the bed. The Bogeyman takes those stories and gives them reality. They can taste the fears and insecurities of those around them and they spin the threads of those thoughts into a tangled skein of nightmarish visions. As an adventurer they are adept at remaining just out of sight and causing all those who would cross them to face and be trapped within terrors of their own creation. To them, fear is an art form, and only by honing their art on more and more creatures can they truly achieve the mantle of the thing that goes bump in the night.

Alignment: A Bogeyman may be any non-Good alignment.
Races: Any. Every culture has stories that keep children up at night.
Starting Gold: 6d4x10 gp (150 gold)
Starting Age: As Rogue
Hit Die: d6
Class Skills: The Bogeyman's class skills (and the key ability for each skill) are Bluff (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skills/Level: 4 + Intelligence Bonus
LevelBABFortRefWillSpecialBoogies
1st+0+0+2+2Shadow Ray, Eyes of Night, Boogie1
2nd+1+0+3+3Schlaf Gut, Fade into Shade, Immunity to Fear 1
3rd+2+1+3+3Invisibility2
4th+3+1+4+4Scent of Fear2
5th+3+1+4+4Fog Cloud3
6th+4+2+5+5Improved Boogie3
7th+5+2+5+5Miasma of Fear3
8th+6/+1+2+6+6Improved Shadow Ray4
9th+6/+1+3+6+6Solid Fog4
10th+7/+2+3+7+7Advanced Boogie5
11th+8/+3+3+7+7Visions of Fear5
12th+9/+4+4+8+8Terrible Quintessence6
13th+9/+4+4+8+8Far From Light6
14th+10/+5+4+9+9Master Boogie6
15th+11/+6/+6+5+9+9Flensing of Fear7
16th+12/+7/+7+5+10+10-7
17th+12/+7/+7+5+10+10Oogie Boogie7
18th+13/+8/+8+6+11+11Terrible Apotheosis8
19th+14/+9/+9+6+11+11-8
20th+15/+10/+10+6+12+12-9

Class Features
All of the following are Class Features of the Bogeyman.
Weapon and Armor Proficiency: Bogeymen are proficient with all simple weapons as well as one other weapon (Martial or Exotic) of their choice. Bogeymen are proficient with Light Armor, but not with Shields of any kind.
Shadow Ray (Su): A Bogeyman may fire a ray of shadowstuff that assaults the minds and bodies of his enemies as an attack action. A Shadow Ray fires out to short range (25' + 5'/2 levels) and deals 1d6 + Cha mod + level points damage and requires he succeed on a ranged touch attack. Creatures immune to Mind-Affecting effects only take half damage.
Eyes of Night (Su): At 1st level the Bogeyman can see normally in Darkness and Magical Darkness.
Boogie (Su): The Bogeyman is adept at playing on the fears and weaknesses of those whom their ire falls upon. He may only use a limited variety of Boogie's at a time. At 1st level he "knows" every Boogie on the Basic Boogie list and must, at the start of each day, choose which of them he will have access to. At 1st level he has access to 1 Boogie per day, this rises to 2 at 3rd, 3 at 5th, 4 at 8th, 5 at 10th, 6 at 12th, 7 at 15th, 8 at 18th, and 9 at 20th. Most Boogie's have a restriction on when they may be used, although some do not. Unless otherwise noted it requires a Standard Action to activate any Boogie's he has access to that day.
  • Eerie Silence: The Bogeyman may cast silence on themselves as a swift action whenever they have total concealment or are otherwise unnoticed by any enemies. This silence effect lasts for 24 hours or until dismissed. Whenever an enemy ("enemy" is anyone the Bogeyman designates or has hostile intent towards the Bogeyman, therefore this ability may be used in non-combat situations if desired) first spots the silenced Bogeyman they must make a Will save against Fear (DC 10 + 1/2 level + Cha mod) or become shaken for 3 rounds. Anyone who is affected by this ability is vaguely unsettled by the Bogeyman, but they are no more hostile than they would normally be. Creatures that succeed on this save are immune to it's effects for 24 hours.
  • Dream Eater: The Bogeyman may use detect thoughts as a swift action on any sleeping creatures within a 50' radius centered on himself. Any creature he is examining that he used his Schlaf Gut ability to put to sleep is immediately subject to the 3rd round of examination and does not receive a Will save.
  • Dark Minion: Once per day per Cha mod a Bogeyman may summon a single animal with the dark creature(ToM) template. The summoned animal may not exceed half the Bogeyman's CR. The summoned creature remains for 10 rounds.
  • Quiet Vision: The Bogeyman may use silent image as a Spell-Like Ability at will. Caster level is equal to character level. He may only use this ability if he has concealment or is otherwise unnoticed by any enemies.
  • Mantle of Shadow: The Bogeyman may use disguise self at will, he may only use this ability if he has total concealment or is otherwise unnoticed by any enemies.
  • Crawling Darkness: The Bogeyman causes countless shifting hands to form out of a creature's own shadow and drag that creature to the ground. This ability has a short range and requires a ranged touch attack. If the attack succeeds it causes the targeted creature to have a fifty percent chance of being grappled. If it succeeds the Bogeyman must concentrate to maintain this effect, and may attempt to pin the target, with a fifty percent chance, on subsequent rounds. If a grapple check ever fails the effect ends. This ability may not be used on creatures with a CR higher than the Bogeyman's CR.
  • Whispers of Nightmare: Your soothing whispers lull your target into a surreal waking dream. The target must make a Will save (DC 10 + 1/2 level + Cha mod) or become confused for 3 rounds. This is a Mind-Affecting, Sonic ability. Creatures that succeed on this save are immune to it's effects for 24 hours.
  • Insidious Visage: A Bogeyman gains a competence bonus to his bluff and intimidate skills equal to his character level.
Schlaf Gut (Su): At 2nd level the Bogeyman may attempt to lull a single creature into a magical slumber. This is a short range Mind-Affecting ability that may be used 1 time per day for every 2 character levels as a standard action. It can affect a creature with HD up to twice the Bogeyman's level. If the target succeeds on a Will save (DC 10 + 1/2 level + Cha mod) it does not fall asleep. If it fails it's save it falls into a deep slumber for 1 hour per level the Bogeyman possesses, unless awoken.
Fade into Shade (Su): At 2nd level the Bogeyman gains the ability to use areas of shadow to conceal himself from prying eyes. Whenever he is within an area of shadow he may fade into a small pocket of an extradimensional shadow realm (related to, but distinct from, the plane of shadow). While hidden in this realm he is fully aware of everything he could sense on the plane where he entered the planar pocket from, though only using non-magical means, i.e. his normal senses although this includes his Eyes of Night ability. He is completely hidden from detection while in this realm, including any divination magic. He may not affect anything outside the planar pocket while he is hidden within it. He may only exit from the planar pocket near the point of entry and only if there are still areas of shadow. Thus he can become trapped in this planar pocket if the sun rises, or someone casts a light spell, or anything else that results in the elimination of the shadowy illumination near his point of entry. At higher levels it becomes more difficult to trap him. He may exit from the pocket up to 5' per level away from his point of entry, so long as there are areas of shadow to emerge from. He may bring any creatures he is currently grappling along with him, such creatures can exit the pocket if they are not grappled or otherwise immobilized. At level 10 he learns how to bring others with him and may bring along up to 7 other willing targets.
Immunity to Fear: At 2nd level a Bogeyman becomes immune to any Fear effects.
Invisibility (Su): At 3rd level the Bogeyman may become invisible at will, as per the spell invisibility.
Scent of Fear (Su): At 4th level a Bogeyman can sense the deepest fears of his opponents. As a swift action he may attempt to learn either a great strength or a great weakness of his enemy. The target must succeed on a Will save (DC 10 + 1/2 level + Cha mod) or the Bogeyman learns one pertinent fact about the creature. A pertinent fact would be whether the creature has damage reduction, spell resistance, it's strongest attribute, weakest attribute, strongest ability, immunities, etc.
Fog Cloud (Sp): At 5th level the Bogeyman may use fog cloud as a Spell-Like Ability 3/day. Caster level is equal to character level.
Improved Boogie: From 6th level on the Bogeyman can select abilities from the Improved Boogie list:
  • Nightmare: The Bogeyman may use nightmare at will as a Spell-Like Ability. Caster level is equal to character level.
  • Veil of Shadow: The Bogeyman may use alter self at will, he may only use this ability if he has total concealment or is otherwise unnoticed by any enemies.
  • Vision: The Bogeyman may use minor image as a Spell-Like Ability at will. He may only use this ability if he has concealment or is otherwise unnoticed by any enemies.
  • Unsettling Presence: The Bogeyman's presence is at best a disconcerting one. All opponents within 30' of the Bogeyman take a Morale Penalty to Attack Rolls, Damage Rolls, and Saving Throws equal to 1/3 the Bogeyman's level (rounded up).
  • Shadow Burst: The Bogeyman may unleash a burst of energy in all directions as a standard action. This burst effects all living creatures (not objects) within 15' for 1d6 damage per level. Targets are entitled to a Reflex save for half damage (DC 10 + 1/2 level + Cha mod). The type of energy is specific to each creature struck and it is of a type that would do normal damage to the creature. For example, incorporeal creatures would be struck by Force damage, creatures with Fire Immunity would be struck by Acid damage, etc.
  • Looming Presence: As a standard action the Bogeyman may unleash a wave of energy that plays upon the mind of each creature within range and shows them a vision of their deepest fear. Any creature within 20' of the Bogeyman must make a Will save against Fear (DC 10 + 1/2 level + Cha mod) or become frightened for 1 round. Range increases to 40' radius at 10th level, a 60' radius at 14th level, and an 80' radius at 17th level. If the Bogeyman has total concealment or is otherwise unnoticed the duration increases to 5 rounds and he may make a second attempt on a subsequent turn (and only a second attempt) against creatures that succeeded on their first save. Creatures that succeed on the save are immune to this ability for 24 hours.
  • Bastion of Fear: Once per day per Charisma modifier the Bogeyman may, as an immediate action, nullify any Mind-Affecting, Fear, or Morale effects aimed at himself or his allies. It costs one use of this ability per individual protected.
  • Terrible Inclinations: Once per day per Charisma modifier the Bogeyman may cause one target to go berserk and brutally attack the nearest animate thing. The target must succeed on a Will save (DC 10 + 1/2 level + Cha mod) or attack to the best of it's ability the nearest living creature(s). This lasts for 1 round/2 levels and is a Mind-Affecting ability. If the Bogeyman has total concealment or is otherwise unnoticed this ability can target up to 1 creature/2 levels the Bogeyman possesses.
Miasma of Fear (Su): At 7th level the Bogeyman can choose certain effects whenever a creature experiences fear. Whenever any creature within 30' of the Bogeyman becomes shaken the creature suffers a 10' penalty to movement for 1 round/2 levels. When any creature within 30' becomes frightened it stumbles and falls prone. Whenever any creature within 30' of the Bogeyman becomes panicked the creature must succeed on a Will save (DC 10 + 1/2 level + Cha mod) or become slowed for 1 round/level. The Bogeyman may only use Miasma of Fear once per round.
Improved Shadow Ray (Su): At 8th level the Bogeyman gets to choose what type of damage his shadow ray deals. Every time he attacks with his ray he may declare what sort of energy damage his ray is dealing (acid, cold, electricity, fire, or sonic) he must declare this before his attack roll. If he does not declare a type of energy then the ray does the default damage.
Solid Fog (Sp): At 9th level on the Bogeyman may use solid fog as a Spell-Like Ability 3/day. Caster level is equal to character level.
Advanced Boogie: From 10th level on, the Bogeyman can select abilities from the Advanced Boogie list:
  • Spooky Presence: The Bogeyman may emit an aura of fear as a standard action. All creatures within 20' of the Bogeyman must make a Will save against Fear (DC 10 + 1/2 level + Cha mod) or become panicked for 1 round. Range increases to 40' radius at 14th level and a 60' radius at 17th level. If the Bogeyman has total concealment or is otherwise unnoticed the duration increases to 5 rounds and he may make a second attempt on a subsequent turn (and only a second attempt) against creatures that succeeded on their first save. Creatures that succeed on this save are immune to its effects for 24 hours.
  • Accursed: The Bogeyman may use [/i]bestow curse[/i], as per the spell, on any creature he has successfully used his Scent of Fear, Miasma of Fear, Visions of Fear, or Flensing of Fear abilities on. Caster level is equal to character level.
  • Nighttime Visions: The Bogeyman may scry, as the spell scrying, he may only do so when it is night or some nighttime equivalent where the subject of the scrying is located. Caster level is equal to character level.
  • Latent Nightmare: The Bogeyman may invade the dreams of his prey. He may use nightmare, which functions just like the spell, except in the following ways. The subject of the nightmare need not be asleep for the ability to go off, instead a nightmare is placed in the mind of the subject and will go off the next time they sleep. Only one nightmare may be placed in a subject at one time, and anyone who makes their save is immune to this ability for 24 hours.
  • Something Wicked: The Bogeyman is able to summon an Extraplanar creature (preferably a scary one) once per day. The extraplanar creature must have a CR 2 less than the Bogeyman's level and remains for 1 hour. The Bogeyman must have total concealment or be otherwise unnoticed to use this ability. He may use this ability even while hidden with his Fade to Shade ability. The creature is of an alignment appropriate to the Bogeyman.
  • Dimension Door: The Bogeyman may teleport up to 120’ as per dimension door. This is done in a suitably spooky manner, so he disappears in burst of boiling shadows or something.
  • Symbol of Fear: 3/day the Bogeyman may use symbol of fear as a Spell-Like Ability. Caster level is equal to character level.
Visions of Fear (Su): At 11th level the Bogeyman can freeze his opponents in their tracks. Once per day per Charisma modifier the Bogeyman may, as a swift action, cause any creature with an intelligence of at least 3 that he can see to cower for 1 round/level if it fails a Will save against Fear(DC 10 + 1/2 level + Cha mod). If the target is already suffering from a fear effect (shaken, frightened, panicked, or cowering) the target is paralyzed instead.
Terrible Quintessence (Su): Upon reaching 12th level the Bogeyman masters the primal aspect of terror and creatures normally immune to Fear and Morale effects are now affected by such effects when they originate from the Bogeyman.
Far From Light (Su): At 13th level the Bogeyman is able to plunge large areas into magical darkness. He may cause a magical darkness to descend upon the land, up to a 200' radius, centered upon the Bogeyman. This darkness lasts for 1 minute/level. Additionally the Far From Light ability may generate the following effect 1/day. As a standard action, creatures within a 40' radius which originates from any point designated by the Bogeyman and is within the darkness , suffer the following. Creatures with a CR equal to the Bogeyman's level are sickened, creatures with a CR up to the Bogeyman's level -1 are sickened and weakened, creatures with a CR up to the Bogeyman's level -5 are sickened, weakened, and staggered (they immediately gain non-lethal damage equal to their hp), creatures with a CR up to the Bogeyman's level -10 are sickened, weakened, staggered, and fall into a deep coma which can only be cured with greater restoration, heal, limited wish, miracle, or wish. Creatures targeted by this power are entitled to a Fortitude save (DC 10 + 1/2 level + Cha mod) to avoid it's effects.
Master Boogie: From 14th level on, the Bogeyman can select abilities from the Master Boogie list:
  • Mind Blank: The Bogeyman benefits from a mind blank effect at all times.
  • Teleport: As a standard action the Bogeyman can use greater teleport (themselves plus 50 lbs of stuff only).
  • Walk of Shadow: The Bogeyman may use shadow walk as a Spell-Like Ability at will. Caster level is equal to character level. He may only use this ability when he has total concealment of is otherwise unobserved by any opponents.
  • Incorporeality: The Bogeyman is incorporeal.
  • Beast From Beneath: The Bogeyman draws forth the most terrifying images imaginable from the subconscious of his target and gives them form. The target must succeed on a Will save against Fear(DC 8 + 1/2 level + Cha mod) or have rent from its mind the most fearful images which are then given form and the ability to attack the target. To everyone but the target the creature appears as a shadowy amorphous form that is constantly shifting. The creature immediately attacks the target who must succeed on a Fortitude save (DC 10 + 1/2 level + Cha mod) or die. If the target succeeds on the fortitude save it does not die and instead shifts form into one shadow elemental (ToM) who’s CR cannot be greater than the target’s CR -3. The elemental is under the control of the Bogeyman and remains for one round/level or until slain. An individual creature may only be the target of this ability once every 24 hours.
  • Dark Majesty: The Bogeyman can emit a very powerful aura of fear as a standard action. All creatures within 20' of the Bogeyman must make a Will save against Fear (DC 10 + 1/2 level + Cha mod) or start cowering for 1 round. Range increases to 40' radius at 17th level. If the Bogeyman has total concealment or is otherwise unnoticed the duration increases to 5 rounds and he may make a second attempt on a subsequent turn (and only a second attempt) against creatures that succeeded on their first save. Creatures that succeed on this save are immune to its effects for 24 hours.
  • The Dreaming: The Bogeyman is able to enter the dreams of his prey and alter their minds, he may enter the dreams of any creature he can see or is currently scrying. He can attempt to implant a course of action that the hapless victim must follow at the next opportunity. This functions just like a suggestion except that it is possible to induce self-destructive behavior. The target gets a Will save (DC 10 + 1/2 level + Cha mod) to prevent the Bogeyman from entering their dreams, and they receive a second will save if the suggested course of action is unusual or self-destructive.
  • Symbol of Weakness: 3/day the Bogeyman may use symbol of weakness as a Spell-Like Ability. Caster level is equal to character level.
Flensing of Fear (Su): At 15th level the Bogeyman can induce fear so great that it causes physical harm to his targets. Any creature within 30’ of the Bogeyman that becomes shaken or frightened takes damage equal to the Bogeyman’s level. Any creature within 30’ of the Bogeyman that becomes panicked or starts cowering immediately loses half their hit points (rounded down) or takes damage equal to the Bogeyman’s level, whichever is higher. These effects stack with the effects from Miasma of Fear. Feel free to describe how they take this damage in whatever horrible means you’d like.
Oogie Boogie: From 17th level on the Bogeyman can select abilities from the Oogie Boogie list:
  • Bane of the Sun: 3/day a Bogeyman may shift the surrounding landscape, and any creatures in it, partially into the plane of shadow. The Bogeyman gets to choose which creatures come with him and which are left behind. This shifts an area of 1 mile square, centered on the Bogeyman. It causes the sky to darken and shapes to become somewhat indistinct. If this is done during the day then everywhere within the square is considered to be an area of shadowy illumination which darkvision, low-light vision, etc cannot penetrate. If done during the night then it is totally dark and even those with darkvision cannot see. The allies of the Bogeyman (and the Bogeyman himself) are able to see normally and the Bogeyman is undetectable by blindsense, tremorsense, scent, or any other such ability. Any creature that travels beyond the 1 square mile remains in the plane of shadow when the effect ends. The landscape remains in the plane of shadow for 1 hour/level or until the Bogeyman dismisses the effect.
  • Shadow Landscape: 3/day the Bogeyman may use shadow landscape(SpC) as a Spell-Like Ability. Caster level is equal to character level.
  • Time to Die: 3/day the Bogeyman may use a slightly altered version of time stop. This version has a duration of 1d4+4 rounds and may be activated with a swift action.
  • Mindrape: 3/day the Bogeyman may use mindrape as a Spell-Like Ability. Caster level is equal to character level.
  • Symbol of Insanity: The Bogeyman may use symbol of insanity as a Spell-Like Ability at will. Caster level is equal to character level.
Terrible Apotheosis: At 18th level the force of the Bogeyman’s presence is so powerful that every opponent within 50’ is subject to effects from Mind-Affecting abilities which originate from the Bogeyman, even creatures normally immune to such powers.

Posted: Mon Jan 25, 2010 8:56 pm
by CatharzGodfoot
It would be neat if Bane of the Sun allowed the bogeyman to select who ends up in shadow. That way, she can shift just her and a single target into a scary, empty version of wherever they were.

Also, miasma of fear suffers from the bag of rats problem (you can scare the fuck out of a pigeon in a cage to get greater invis, blink, etc). What I'd like to see is a 'nightmare run' effect where frightened people are slowed.

Finally, fade into shade could include unwilling people if you grapple them. It overlaps with crawling darkness, but I don't think that's a huge issue. Speaking of crawling darkness, you might as well just make it a 50% chance of being grappled.

Posted: Mon Jan 25, 2010 10:24 pm
by Username17
You should consider moving some stuff up to level 1. Level 3 gives you a pretty hard core neebly beam - it hits about as hard as a Rogue Flask. But at level 1, all you have is a d6 of touch attack. I mean, it's not even an acid flask.

Frankly, since at later levels you're apparently going to be switching over to a Boogie Boogie economy rather than a Shadow Ray based one, you should consider just having the Ray start much bigger and just not scale much. A d6 + Stat Mod + Level would be pretty darn sexy at first level and by the time it expired you'd be on to hurling enemies into nightmare worlds.

-Username17

Posted: Mon Jan 25, 2010 10:37 pm
by Jilocasin
CatharzGodfoot wrote:It would be neat if Bane of the Sun allowed the bogeyman to select who ends up in shadow. That way, she can shift just her and a single target into a scary, empty version of wherever they were.

Also, miasma of fear suffers from the bag of rats problem (you can scare the fuck out of a pigeon in a cage to get greater invis, blink, etc). What I'd like to see is a 'nightmare run' effect where frightened people are slowed.

Finally, fade into shade could include unwilling people if you grapple them. It overlaps with crawling darkness, but I don't think that's a huge issue. Speaking of crawling darkness, you might as well just make it a 50% chance of being grappled.
All good points, and implemented. Thanks, I kinda spazzed on the bag of rats thing.
FrankTrollman wrote:You should consider moving some stuff up to level 1. Level 3 gives you a pretty hard core neebly beam - it hits about as hard as a Rogue Flask. But at level 1, all you have is a d6 of touch attack. I mean, it's not even an acid flask.

Frankly, since at later levels you're apparently going to be switching over to a Boogie Boogie economy rather than a Shadow Ray based one, you should consider just having the Ray start much bigger and just not scale much. A d6 + Stat Mod + Level would be pretty darn sexy at first level and by the time it expired you'd be on to hurling enemies into nightmare worlds.

-Username17
Also thanks. You're right about my desire to have the ray be mostly obsolete at higher levels. Changed like you said. Anything else you'd suggest for level one? I'm thinking maybe shift Boogie up to first and give them access to one or something.

Posted: Tue Jan 26, 2010 2:59 am
by ubernoob
Schlaf Gut shouldn't daze on a successful save.

Posted: Tue Jan 26, 2010 6:49 am
by Jilocasin
Edited Schlaf Gut, put in a couple more boogies as well.

Posted: Wed Jan 27, 2010 2:52 am
by Jilocasin
Shuffled some things around. Added in some more boogies.

Put in Visions of Fear, Flensing of Fear, and Terrible Apotheosis.

Posted: Wed Feb 03, 2010 11:35 pm
by Jilocasin
Alright, getting off my ass and trying to finish this thing. Regardless of how uninteresting it may be.

Aaanyway. I'm filling up the boogies, I want there to be about eight for each. Filling up the dead levels, I just put something for level thirteen, trying to keep it balanced enough. I'm sure there are issues I'm not seeing. Once I pop in a couple more things I'm going to run it through the same game test, see how it fares. I'm also going to go over the wording and clean it up a bit.

Posted: Thu Feb 04, 2010 3:40 am
by Avoraciopoctules
I'm trying out an NPC with this class in my play-by-post game. I will make a note to summarize what I thought of the character's effectiveness if the NPC gets involved in a combat situation.

Posted: Thu Feb 04, 2010 4:31 am
by Jilocasin
Oh, awesome, thank you. I'll be curious to hear your impressions.