Hello everyone and welcome to another installment of From the Workshop, where we bring you new stuff and things, each and every week. Those of you who read, well, any article on this site should know by now that it’s Apocalypse Week here at Necromancers of the Northwest, and that starting next week many articles will be lost to cataclysmic changes here in the Necromancers’ lair. Fortunately for you, From the Workshop isn’t one of them; in fact, if you’ve seen the new schedule, you might even say that now we will be having From the Workshop four days a week. In true necromancer style, I’ve decided to embrace the apocalyptic tide and turn the dire situation to my advantage. In addition to acquiring some cool new zombies for myself, I’ve decided to set up a sort of sampler platter for our upcoming articles for you to enjoy, all apocalypse themed of course. Enjoy.
New Class Options
Rage Power
Cataclysmic Rage
Whenever you rage, you cause a localized earthquake, damaging nearby creatures. For each round you are raging, creatures within 30 feet (excluding yourself) suffer 3d6 points of damage and must succeed on a Fortitude save (DC 10 + 1/2 your barbarian level + your Constitution modifier) or be knocked prone. You must be 20th level to select this rage power.
Mercy
At 17th level, the paladin may select the following mercy.
Death: By expending 10 uses of his lay on hands ability, the paladin can stall death’s hideous progress. This ability may be used on a creature who has been dead less than one full round and restores him to life at -1 hit point. Using this mercy is draining on the paladin, and he becomes exhausted for 1d4 rounds after its use.
New Feats
Apocalyptic Survivor
Your experience in the end times has given you a sixth sense for danger, which makes it more difficult for you to be caught by surprise.
Benefit: Once per day, you may choose to not be caught flat-footed for one round. This is a free action that can be made at any time, and prevents you from being flat-footed for any reason (such as not having acted yet in combat, or being successfully feinted against, etc) until the beginning of your next turn.
Special: You can take this feat multiple times. Each time you take it grants you an additional daily use of this ability.
Doomsayer
You are apt at spreading apocalyptic rhetoric to demoralize those who don’t know better.
Prerequisites: Charisma 12+
Benefit: You may use the Diplomacy skill to demoralize a target. This ability functions identically to the demoralize foe function of the Intimidate skill, except that it may not be used against a hostile target and the target is shaken for 1d2 hours once affected.
New Specific Weapons
Blade of the Destroyer
This jet black great axe is a weapon of immense power, said to be wielded only by harbingers of the end times. The origins of the blade of the destroyer are shrouded in mystery, and they are typically wielded only by powerful evil outsiders.
Knife of Cataclymic Visions
This crystalline blade is believed to be the last remnant of the dead god Lashrugh, who in ages past tormented those under his dominion with visions of terrible and dark futures. The blade seems to retain some of Lashrugh’s magic and fills the minds of those it cuts with terrifying visions of the future. Disturbingly, this blade is most often wielded by leaders of apocalypse cults, who cut themselves with it before preaching to their followers.
New Spell
This spell calls a small asteroid from the heavens to smite your foes. The meteor strikes the ground at the location you designate 2 rounds after casting is complete and deals 20d6 points of damage to all creatures within the spell’s radius. The meteor then explodes, dealing an additional 10d6 points of piercing damage and 10d6 points of fire damage to each creature within the area. A successful Reflex save halves the damage from the explosion only.
Well, that’s it for this week’s From the Workshop. I hope to see you all next week.