Pale Horseman

"Death is all that awaits the weak… and I am the harbinger of your release."

Prerequisite: Necromancer, Blight Focus

Illness and death are misunderstood forces in this world, associated with evil and misery, and its scholars often decried as heartless devils or madmen. You have studied the things that make people die, and you have found a cruel purity of purpose behind what others fear. It is the only rule of nature that resources are limited, and only those with the strength to persevere can eke out a living in a world fraught with dangers. You have realized that pestilence is only one of the ways nature culls the weak from the herd, lifting up those strong enough to survive and crushing the unworthy, from king to pauper.

Perhaps you were marked by illness in the past, or are a survivor of a plague which claimed those around you. Perhaps your experiences with poisons, disease, and death have hardened you, or filled you with a wonder about the nature of what causes sickness. Perhaps you seek to cure disease and heal those which cannot afford costly rituals and other magic, or perhaps you have been asked by a higher power to develop a scathing virus to annihilate some deadly foe of your people. How you use the knowledge you've acquired is your choice, as is how you deal with the consequences of your actions…

Path features

Shadow Venom (Level 11): Your poison abilities have advanced to the point where they are infused with the very essence of decay, able to corrode and warp the bodies of those normally untouched by venom. When you use a poison power on a creature which is normally immune to poison, you deal extra poison damage equal to your Constitution modifier.

Diseased Action (Level 11): When you spend an action point to make an attack, each target of the attack is weakened and takes a -2 penalty to attack rolls (save ends both).

Black Death (Level 16): When you use a shadow power which would deal necrotic or poison damage, it instead deals poison and necrotic damage.

Path Powers

Cause Disease Pale Horseman Attack 11

Your corrupting touch leaves your foe with a wracking illness.

Encounter • Disease, Implement, Poison, Shadow
Standard Action Melee Touch
Target: One creature
Attack: Intelligence vs. Fortitude

Hit: 2d8 + Intelligence modifier poison damage and the target contracts Black Rot (see below).

Black Rot Level 11 Disease
Improve DC 27 Maintain DC 23

Initial Stage: The target takes a -2 penalty to attack rolls.
Stage 1: The target takes a -2 penalty to attack rolls and all defenses.
Stage 2: The target takes a -5 penalty to attack rolls, all defenses, and saving throws.
Special: When a victim infected by this disease first becomes bloodied, the disease progresses by 1 stage.

Plague Carrier Pale Horseman Utility 12

With a wave of your hand, a toxic cloud races out to infect your foes.

Encounter • Disease, Implement, Shadow
Standard Action Close Blast 3
Target: Each creature in blast taking ongoing poison or necrotic damage.

Effect: The target must make a saving throw with a penalty equal to your Constitution modifier. If it fails, it contracts Black Rot. If the target is already infected with Black Rot, the disease progresses 1 stage.

Wave of Bile Pale Horseman Attack 20

A putrid fluid bursts from your implement and makes a churning wave which sickens your enemies.

Encounter • Disease, Implement, Poison, Shadow
Standard Action Area Burst 2 within 10
Target: Each creature in burst
Attack: Intelligence vs. Fortitude

Hit:: 3d6 + Intelligence modifier poison damage, and the target takes ongoing 5 poison and necrotic damage and is weakened (save ends both).

Miss: Half damage.
Effect: If the target is infected with a disease, that disease progresses by 1 stage.

rating: 0+x

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