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Powerphage

Written by Shane O’Connor


Art by Anthony Cournoyer.

Skortched Urf’ Studios


P.O. Box 2315
Centreville, VA 20122
skortched.urf.studios@gmail.com
www.skortchedurfstudios.com

Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the
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The“d20 System” and the “d20 System” Logo are trademarks of Wizards of the
Coast, inc., and are used according to the terms of the d20 System Licence, version
6.0. A copy of this licence can be found at www.wizards.com/d20.
CLASS SKILLS
POWERPHAGE
“That’s a neat trick you can do…”
The powerphage’s class skills are Bluff (Cha),
Concentration (Con), Disguise (Cha), Forgery (Int),
Gather Information (Cha), Hide (Dex), Intimidate
(Cha), Knowledge (arcana) (Int), Move Silently (Dex),
Many people are jealous of the powers Sense Motive (Wis), Spellcraft (Int).
displayed by the heroes and monsters that share Skill Points per Level: 4 + Int modifier.
the world with them. These larger-than-life figures
command potent magic with a thought, and have CLASS FEATURES
mystic abilities as natural to them as their arms The powerphage’s greatest power is that he can
are to the common man. Yet most ordinary folk steal the powers of others. The rest of his abilities allow
manage to put aside this petty envy and continue him to get close enough to them to do so. All of the
on with their lives. A small number of people, following are class features of the powerphage.
though, become obsessed with such thoughts,
burning with jealousy that others are so gifted Weapon and Armor Proficiency: Powerphages
while they are denied. As their obsession takes gain no additional armor or weapon proficiencies.
them over, they learn the secrets of how the brain
controls the supernatural aspects of the body just Consume Power (Su): As a full-round action
as it does the natural ones, and that by ingesting that provokes an attack of opportunity, a powerphage
certain portions of a creature’s brain, they can may remove the brain from a dead body and consume
steal these powers for themselves. These are the it. Doing so allows the powerphage to steal one of
powerphages. the dead creature’s supernatural or spell-like abilities,
which he then permanently gains. Only one spell-like
BECOMING A POWERPHAGE or supernatural ability may be taken from a consumed
Surprising for such selfish individuals, most brain. A stolen power may be used as often as the
people who become powerphages are taught by original creature could use it.
other powerphages. These mentors usually teach
others their forbidden arts hoping to broaden their A powerphage may only consume the brains of
pool of available powers to steal; specifically, creatures within one size category of himself; smaller
that an apprentice will steal a very useful power, creatures do not have enough brain matter to make
and then the mentor powerphage can kill them stealing their powers possible, and larger creatures have
and eat their brain, taking it for themselves. Far brains too big to effectively consume. A brain must be
less commonly, powerphages are taught their consumed within one minute after death (unless it has
unholy skills by brain-eating monsters, such as been preserved with gentle repose or similar effects) for
cerebrovores or even the neh-thalggu. the powerphage to absorb its powers.

Hit Dice: d6. A powerphage may only have as many stolen


powers equal to his class level. If the powerphage
ENTRY REQUIREMENTS consumes a power in excess of this limit, he may
To qualify to become a powerphage, a choose to lose a power so as to make room for the
character must fulfill the following requirements. new one. The caster level for spell-like abilities is
Alignment: Any evil. equal to the powerphage’s character level, and the save
Base Attack Bonus: +5. DCs for powers are determined normally (using the
Skills: Bluff 5 ranks, Disguise 5 ranks, powerphage’s Charisma bonus; if the ability states its
Knowledge (arcana) 5 ranks. DC is based on a different ability score modifier, the
Special: Must be taught by a powerphage, powerphage uses that instead). Effects based on hit dice
or another creature that consumes brains. use the powerphage’s total character level, otherwise
they function as written.
This power cannot be used on creatures Shielded Thoughts (Su): At 5th level, the
without a physical brain, including constructs, powerphage has become a master of not only using the
elementals, oozes, plants, undead, and incorporeal powers of consumed brains, but also at making them
creatures. At the GM’s discretion, certain other protect his mind. The powerphage’s thoughts cannot
creatures might not have a brain either. A creature that be read or detected by any means. Further, for each
has had its brain eaten cannot be restored by magic consumed power he currently has, he gains a +1 bonus
that requires an intact body (e.g. raise dead). Life- to saving throws against mind-affecting effects.
restoring magic that doesn’t need an intact body (such
as reincarnate, resurrection, etc.) works normally. POWERPHAGES AND PSIONICS
Powerphages are able to consume psi-like abilities just
Power Versatility (Ex): A powerphage is an as they can spell-like ones, regardless of the level of
expert at making sure he can use his stolen powers magic-psionic transparency in the game. Consuming
to the greatest possible effect. If a powerphage has a psi-like ability always grants the powerphage the
feats, class features, or other abilities that are tied Psionic subtype. At the GM’s discretion, this can also
to a specific spell-like or supernatural ability (e.g. be true for supernatural abilities from psionic creatures.
Ability Focus), he may change what abilities they
work with each time he uses consume power. For PLAYING A POWERPHAGE
example, if a powerphage has stolen searing light as Powerphages are parasites, preying on everyone
a spell-like ability, and has taken Empower Spell-like around them. They see everyone as either a tool to be
Ability (searing light), he may apply the feat to a used, or a resource to be consumed. Lies, manipulation,
different spell-like ability he has the next time he uses and betrayal come naturally to a powerphage, and they
consume power. Such changes must still abide by all often ingratiate themselves into parties of adventurers.
prerequisites and restrictions. Such groups often don’t realize that the monsters they
slay have their brains harvested by the powerphage to
Accomplished Liar (Ex): By 2nd level, the feed his own burgeoning evil, until he turns on them to
powerphage has become adept at lying to people so he steal their own abilities.
can get closer to them; the better to then murder them
and take their powers. He gains a +3 bonus to Bluff
COMBAT
and Disguise checks. At 4th level this rises to a +5
Powerphages are relatively poor combatants in
bonus.
a fair fight. Few of them, however, believe in fighting
fair. Rather, they ingratiate themselves in with people
Hidden Aura (Su): At 3rd level, the
who have powers they want, and pretend to be their
powerphage learns how to use the remnants of the
allies for a time, only to turn on them when they’re at
brains he’s consumed to alter his own mind enough so
their weakest. A powerphage usually always has at least
that his morality and ethos are hidden. He is treated
one damage-dealing power to use on foes that can still
as though always under the effects of undetectable
fight back, and they likewise tend to have a power to let
alignment.
them run away if things become too dangerous.

TABLE: Powerphage
Level BAB Fort Ref Will Special
1 +0 +0 +2 +2 Consume power, power versatility
2 +1 +0 +3 +3 Accomplished liar +3
3 +2 +1 +3 +3 Hidden aura
4 +3 +1 +4 +4 Accomplished liar +5
5 +3 +1 +4 +4 Shielded thoughts
ADVANCEMENT trying to kill the other in an attempt to steal their
The stronger a powerphage grows, the more powers. It’s far more common for a powerphage to
ambitious they become in what kinds of powers they pose as something far more benign and be a part of
want to steal. As such, they tend to take levels in an adventuring group. When they decide that such
classes that specialize in combat, particularly from a groups are no longer useful, or when one of them
distance or concealment, so as to achieve quick kills gains an ability the powerphage desires, he then
while minimizing the risk that comes with prolonged betrays and murders them all.
melee combat. Many powerphages take feats that let
them utilize their spell-like and supernatural abilities NPC REACTIONS
to greater effect. NPCs who realize a powerphage for what he
is usually try to destroy him, both out of disgust for
POWERPHAGES AND the powerphage’s cannibal habits, and because such a
CHALLENGE RATINGS treacherous creature is too great a threat to be allowed
Because of the variable nature of a powerphages to live. Most powerphages, however, quickly kill
consumed powers, levels in the powerphage prestige those who discover the truth about them, since such a
class always count as associated class levels when person could quickly destroy their fragile web of lies.
determining a creature’s Challenge Rating. If that’s not possible, then they quickly leave the area
so they can start again elsewhere.
RESOURCES
To a powerphage, everyone is a resource POWERPHAGE LORE
that simply hasn’t been tapped yet. A powerphage Characters with ranks in Knowledge (arcana)
never misses an opportunity to gain a new power, can attempt to research powerphages and find out
particularly if it’s a stronger version of a power he more about them. Characters that make a successful
already has. Beyond that, a powerphage can often call Knowledge (arcana) check find out the following
on a group of deceived comrades for help if he gets in information, as well as the information for any lower
trouble. DC, if applicable.

POWERPHAGES IN THE WORLD DC 10: Powerphages are warriors with an


“I’m glad he killed that monster and all, but eclectic variety of powers, which they seem to
did you see how the top of its head was missing? be able to alter over time.
That’s not the kind of wound that happens during
combat…” DC 15: A powerphage is able to take the
~Elcria, Human Paladin powers of enemies that they defeat
.
Powerphages are two-faced individuals, acting DC 20: Powerphages steal a creature’s powers
charming outwardly, while concealing murderous by eating its brain.
thoughts within. They are continually on the lookout
for people with new abilities that they can steal, as
well as people they can manipulate into helping them POWERPHAGES IN THE GAME
gain them. Adventuring parties are their preferred Powerphages often act as support combatants,
choice of dupes, as they often slay many exotic helping out more aggressive characters with
monsters, and develop fantastic powers themselves opportunistic attacks during a fight. They also work
while doing so, all of which presents the powerphage well in more social situations, being adept making a
with a veritable feast of new abilities. good impression and then spinning intrigues. With
a selection of powers that are often quite varied, a
ORGANIZATION powerphage usually has an ability that is well-suited
Thankfully, powerphages rarely work together. for any situation.
Even when an established powerphage is mentoring
a new one, the relationship usually ends with one
ADAPTATION AC 22, touch 13, flat-footed 19;
A powerphage can appear anywhere, as they improved uncanny dodge, uncanny dodge
often travel to find new powers that they might want. hp 82 (15 HD); DR 10/magic
This makes it easy to integrate them into any sort of Resist evasion
game. If modification is needed however, it’s easy to Fort +8 (+9 against poison), Ref +15,
further restrict this prestige class to specific kinds of Will +7 (+13 against mind-affect effects)
creatures, making it ideal for a vampire that eats brains
instead of drinks blood, for example. Speed 30 ft.
MODERN POWERPHAGES Melee +2 keen shortsword of defending +15/+10
The powerphage can be used in a modern d20 setting, (1d6+3/17-20) or
in addition to a fantasy one. The class works in a Ranged masterwork composite shortbow [+1] +14/+9
modern game with the following changes: (1d6+1/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +11
ENTRY REQUIREMENTS Atk Options Combat Expertise,
Allegiance: Evil.
Death Attack (DC 14),
Base Attack Bonus: +5.
Sneak Attack +6d6
Skills: Bluff 5 ranks, Disguise 5 ranks,
Knowledge (earth and life sciences) 5 ranks.
Assassin Spells Known (CL 3rd)
Special: Must be taught by a powerphage, or
1st (3/day) – detect poison,
another creature that consumes brains.
obscuring mist,
true strike
ACTION POINTS
The powerphage gains a number of action points equal Spell-Like Abilities (CL 15th)
to 6 + one-half of his character level, rounded down, At will – magic missile,
every time he attains a new level in this class. greater teleport
(self plus 50 pounds of objects only)
CLASS SKILLS
The powerphage’s class skills are Bluff (Cha), 1/day – cone of cold (DC 21),
Concentration (Con), Disguise (Cha), Forgery (Int), legend lore
Gather Information (Cha), Hide (Dex), Intimidate
(Cha), Knowledge (earth and life sciences) (Int), Move Abilities Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha
Silently (Dex), Research (Int), Sense Motive (Wis). 18
Skill Points per Level: 4 + Int modifier. SQ accomplished liar, consume power, hidden aura,
lay on hands, poison use, power versatility, shielded
Level Defense Bonus Reputation thoughts, trap sense +2, trapfinding
Bonus
1 +1 +1 Feats
2 +1 +1 Ability Focus (cone of cold),
3 +2 +1 Additional Stolen Power,
4 +2 +2 Combat Expertise,
5 +3 +2 Empower Spell-like ability (cone of cold),
Great Fortitude,
SAMPLE POWERPHAGE (FANTASY) Quicken Supernatural Ability (lay on hands),
RALYS CR 15 Weapon Finesse
Male human rogue 7/assassin 3/powerphage 5
NE Medium Humanoid Skills
Init +3; Senses Listen +10, Spot +10 Appraise +1,
Languages Common, Abyssal Balance +4,
Bluff +25, Lay on Hands (Su): Each day, Ralys can lay on hands
Climb +0, as a paladin to heal up to 60 points of damage. Three
Concentration +10, times per day, he may use this ability as a swift action.
Craft (all) +1,
Diplomacy +8, Power Versatility (Ex): Each time he uses his
Disable Device +13, consume power ability, Ralys may reallocate what
Disguise +19 (+21 to act in character), feats apply to what spell-like or supernatural abilities.
Escape Artist +2,
Forgery +1, Shielded Thoughts (Su): Ralys’s thoughts cannot be
Gather Information +14, read or detected by any means. He gains a +6 bonus to
Heal +0, saves against mind-affecting effects.
Hide +22,
Intimidate +6, BACKGROUND
Jump +2, A common thief from the inner city slums,
Knowledge (arcana) +6, Ralys was remarkable only in his lack of concern for
Listen +10, anyone else. Even after he joined the local thieves’
Move Silently +22, guild, he was always unconcerned with what befell his
Perform (all) +4, fellows. By itself, this would merely have made him
Ride +3, unpopular, but his fellows soon discovered that Ralys
Search +11, was doing more than ignoring them. In fact, he had
Sense Motive +10, been tipping off the city watch about jobs that were
Spellcraft +8 (+10 to decipher spells on scrolls), about to be pulled, letting the thieves be caught so he
Spot +10, could then go in later and complete the theft himself.
Survival +0 (+2 when following tracks), It was only when a crooked guard reported that to the
Tumble +7, guild that they found out.
Use Magic Device +9 (+11 when using scrolls),
Use Rope +3 That might have been the end for Ralys, but
the guildmaster declared that the young upstart was
Possessions: not to be eliminated. Ralys’s selfish attitude had
+4 shadow chain shirt of silent moves, brought him to the guildmaster’s attention, and he took
+2 keen short sword of defending, the boy under his wing. After training him in the arts
amulet of natural armor +1, of thievery, and eventually assassination, for several
masterwork composite shortbow [+1], 40 arrows, years, the guildmaster let Ralys in on his greatest
masterwork thieves’ tools, 388 gp. secret: that he was a powerphage. Indeed, it was this
that had let him ascend to head the thieves’ guild.
Consume Power (Su): The guildmaster began to indoctrinate Ralys into the
Ralys has consumed the following powers: ways of the powerphage, promising that he would
Cone of Cold (from an ogre mage), soon be retiring from his position and leave Ralys as
Damage Reduction 10/magic (from a half-celestial androsphinx), guildmaster, and until then Ralys would be in charge
Greater Teleport (from a succubus), of finding creatures with interesting new powers to
Lay on Hands (from a paladin), steal.
Legend Lore (from a gynosphinx),
Magic Missile (from an avoral). Ralys, however, was no fool. He had
surreptitiously looked into the guildmaster’s
Death Attack (Ex): Sneak attack can kill or paralyze background, and noted how several times over the
for 1d6+3 rounds (Fort DC 14 negates). years he had taken an apprentice, grooming them
thoroughly, only for them to later die in an accident.
Hidden Aura (Su): Ralys is treated as though always Correctly guessing that these had also been fledgling
under the effects of undetectable alignment. powerphages who had been killed once they were no
longer useful, Ralys fled the city.
For now, Benefit: The total
Ralys is content number of consumed
to wander and kill powers you may
as it suits him. have at one time is
He has gained an increased by 1.
impressive suite Special: You
of powers, but the may select this feat
more he gains, multiple times.
the more it fires
his imagination IMMEDIATE
about what he SUPERNATURAL
could gain still. ABILITY
Because of this, [GENERAL]
he is looking for a You can use one of
powerful group of your mystic powers
adventurers to join, instantly.
preferably ones Benefit:
on a grand quest Choose one of your
to kill a being of supernatural abilities.
epic power, such Three times per
as a demon lord, day (or less, if the
or perhaps even supernatural ability
a god. With that is normally useable
kind of power at only once or twice per
his command, day), you may use that
Ralys could easily supernatural ability as
journey back to an immediate action.
his city and rule it A supernatural ability
more openly than even the guildmaster ever did. All he so used cannot be used again (in any capacity) for
needs to find now is a set of gullible heroes. 1d4+1 rounds.
Special: You may choose this feat multiple
APPEARANCE times. Each time, it applies to a different supernatural
A tall man, Ralys has ruggedly handsome ability.
features. His dark hair is cut short, though he pays
less attention to the stubble on his face. He usually
dresses in dark colors, which make it easier to sneak QUICKEN SUPERNATURAL ABILITY
around. Although he’s a sociopath, he’s adept at faking [GENERAL]
displays of emotion, particularly camaraderie. He You can use one of your mystic powers very fast.
knows that getting people to trust him, particularly Benefit: Choose one of your supernatural
adventurers, is often a matter of patience, and he can abilities. Three times per day (or less, if the
maintain a deception for months if need be. supernatural ability is normally useable only once or
twice per day), you may use that supernatural ability
NEW FEATS as a swift action. A supernatural ability so used cannot
be used again (in any capacity) for 1d4 rounds.
ADDITIONAL STOLEN POWER [GENERAL] Special: You may choose this feat multiple
You are able to consume more powers than others of times. Each time, it applies to a different supernatural
your kind. ability.
Prerequisite: Consume power class ability.
-END-
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Copyright 2007, Mark Cathro & Skortched Urf Studios;
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Contributions are Your original creation and/or You have sufficient rights to Author Shane O’Connor..
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www.skortchedurfstudios.com

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