Kishin (3.5e Prestige Class)

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Kishin

I have to say, you're as reckless now as you always were.
—Asura, Human Kishin

Kishin are Demon Weapons who have fallen from the rules set on them by Death, and instead choosing to feed on the souls of good people instead of evil monsters in order to gain power.

Becoming a Kishin

Entry Requirements
Alignment: Any non-good.
Race: Any.
Special: Must be a level 15 Demon Weapon, have consumed 99 Good Souls and 1 Witch soul, or by consuming a level 15 weapon that has consumed innocent souls, and devouring the needed souls.
Table: The Kishin

Hit Die: D8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+0+2 Frightful Presence, Witch Soul Bonus, Embodiment of Madness
2nd+2+3+0+3
3rd+3+3+1+3
4th+4+4+1+4
5th+5+4+1+4 Madness Reborn

Class Skills (5 + Int modifier per level)
Climb, Concentration, Disguise, Hide, Intimidate, Jump, Knowledge (pick 3), Move Silently, Search, Spot, Survival, Swim, Use Rope.

Class Features

Frightful Presence: Kishins aura, the Frightful Presence, does not need a trigger to take effect. A Kishin's Frightful Presence has a radius of 10ft/Kishin level. Creatures are affected even if they do not physically see the Kishin, and must succeed in a Will save (DC 10+ 1/2 Kishin's level+ Kishin's Cha modifier). A creature that failed the save become paralyzed by fear for 3d6 rounds, while a creature that makes a successful save becomes immune to the Kishin's Frightful Presence for 24 hours.

Witch Soul Bonus: The Kishin's sub-creature type now included Evil Outsider and also gain special abilities depending on the Witch's Soul they eat. These special abilities can vary greatly and should be discussed with the DM upon consumption of the Witch's Soul.

Embodiment of Madness: Kishin's become the embodiment of a (one) madness. Once a madness is choose, the effects become permanent and continuous taking effect immediately. Choose one madness from the following list:

Madness of Fear: This madness has the ability to release the insanity and fear deep within a individual. While a creature in within the Kishin's Frightful Precedence and fail the Will save, they must make another Will save (DC 10+ 1/2 Kishin levels + Kishin's Cha modifier). If they succeed, they become unaffected and immune to the Kishin's Frightful Presence for 24. If the creature fails, they begin either attacking its allies and/or attacking itself or become under the effect of the spell Insanity for 24 hours with no cure and saves, DMs choice.

Madness of Order: This madness has the ability to suppress other's emotion and turn them into living puppets. While a creature in within Kishin's Frightful Precedence and fail the Will save, they must make another Will save (DC 10+ 1/2 Kishin levels + level of the madness). If they succeed, they become unaffected and immune to the Kishin's Frightful Presence for 24. If the creature fails, they become affected as if under the spell Charm Monster, except they do not get a Saving throw for the spell or Charisma checks for each individual order and the creature obeys all orders you give, even suicidal orders.

Madness of Power: This madness grants an individual more power and reveals their inner desires, similar to the Insanity Madness. A Kishin with this madness, either their strength or charisma modifier (whichever is higher), adds to their BAB, Weapon Damage, and all strength related skills, while subtracts from their AC, Will save, and all intelligent based skills

Madness of Knowledge: The person under the influence of absolute knowledge to the point they stop thinking all together. Kishin becomes immune to all mind affecting abilities and spells while unable to us intelligent based skills.

Madness of Rage: It releases the inner anger of a individual. Kishin gains the ability to Rage like a Barbarian, except they gain a temporary +10 bonus to Strength and Constitution, +8 Moral bonus to Will, and -8 AC, and can reamin in rage equal to 6+ the characters (newly acquired) constitution modifier. While raging the Kishin loses 1 HP/Kishin level every round they remain raging. If they end the raging, they may not rage of 24 hours and become fatigued (-2 to strength and Dex, and can not run or charge) for 4d6 hours.

Madness Reborn: A 5th level Kishin become their own madness. Stemming off the Madness they choose at level 1, the Kishin may choose to add an additional Madness from that list or one of these new ones:

Madness of Hunger: The urge to eat anything and everything. The Kishin gain the ability to Swallow Whole, and may consume any item they may, animate or not, live or dead. They gain, Temporarily, HP and AC equal to an items Hardness or 1/2 creatures AC. If a Kishin consume items and/or creatures equal to there Constitution Modifier, they may not move for 2d6 rounds and gain a -4 to dexterity and dexterity skill checks rolls. Items eaten by the Kishin may be regurgitated to be used, but take up space in the stomach (total items and/or creatures consumed)

Madness of Imagination: The Kishin is able and unable to perceive reality. The Kishin gains the spell-like ability of True Seeing, Thought Sense, and Foresight. A Kishin may only use these abilities after they make a successful Will save check (DC 15 + Kishin's Int Modifier), if they fail, they become paralyzed with confusion for 2d4 rounds and take 2d6 damage for every round they are paralyzed.

Madness of Loneliness: The Kishin wanders alone, and his aura affects other that may be expectantly around him. Creatures that are affected by the Kishin's Frightful Presence is also affected by this madness. They must make another Will save (DC 10+ 1/2 affected creatures level or HD + Kishin's Cha modifier), after the frightful presences check. If they succeed, they become immune to Frightful Presence for 24 and take 1d4 mind affecting damage. If they fail, they quickly run away (at charging speed) until they are completely alone, taking 3d6 damage/100ft traveled and 1d4 damage/minute until completely alone, for 3d8 minutes.

Madness of Pain: The Kishin is obsessed with inflicting pain, whether it is to itself or other creatures. If the Kishin deals 20 points of damage (single blow or stacked damage) to a single creature (including itself), they temporarily gain +5 Strength and Dexterity, +10 speed, and +2 initiative. If the Kishin deals 40 points of damage (single blow or stacked damage) to a single creature, they temporarily gain +7 Strength and Dexterity, +15 speed, and +4 initiative but -10 to AC and -5 to all Wisdom and Intelligent based skills. If the Kishin deals 80 points of damage (single blow or stacked damage) to a single creature, they temporarily gain +9 Strength and Dexterity, +20 speed, and +8 initiative but -20 to AC and -10 to all Wisdom and Intelligent based skills. The modifiers last temporarily for 1d4 round/Kishin level, and the Kishin takes damage equal to their charisma modifier every round the modifier lasts.

Table: The Epic Kishin
Level Base
Attack Bonus
Saving Throws Special
FortRefWill
6th+6/+1+5+2+5
7th+7/+2+5+2+5
8th+8/+3+5+3+5
9th+9/+4+5+3+5
10th+10/+5+6+3+6
11th+11/+6/+1+6+3+6
12th+12/+7/+2+6+4+6
13th+13/+8/+3+6+4+6
14th+14/+9/+4+7+4+7
15th+15/+10/+5+7+4+7

Class Skills (5 + Int modifier per level) Climb, Concentration, Disguise, Hide, Intimidate, Jump, Knowledge (pick 3), Move Silently, Search, Spot, Survival, Swim, Use Rope.

Ex-Kishin


Playing a Kishin

Combat:

Advancement:

Resources:

Kishin in the World


NPC Reactions:

Kishin Lore

Knowledge (Religion or History), or Bardic Knowledge
DCResult
10Kishin are creature that embody the madness of the world.
16Kishin where Demon Weapons that ate 99 Good souls and 1 witch soul.
21Kishin's madness are often what they suffer from.
26Kishin's generally target other Kishins and witches and other powerful beings, fearful that one may want to kill them.

Kishin in the Game


Adaptation:

Sample Encounter:

EL whatever:


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