Weeper (3.5e Class)

Weeper
Weepers are strange individuals, able to see spirits (mostly ghosts). They obtain their powers through binding a powerful otherworldly spirit called guardian angels, as masks to their faces. Only while bound with their guardian angel is a Weeper is able to manifest and wield the abilities drawn from the spirit. Weepers are strongly tied to the dead and water due to the origins of the power, the nature of the spirit's death and a Weeper's first experience with the dead. Weepers are very rare, many see their power as a curse, being constantly assaulted by the ghostly whisper of their guardian angel but some find harmony with their partner. No matter the relationship, the Weeper and their guardian are always drawn together in death.

Making a Weeper
The Weeper is a moderate caster, a capable necromancer backed up with some offensives and defensives abilities. A Weeper is able to deal with incorporeal undead with ease, but is less effective against corporeal ones. Without their mask, Weepers are barely more than experts (with some limited abilities). The Weeper must maintain her mask to continue being effective in combat, gaining most of her ability from the otherworldly spirit. The mask acts as a medium for the transference of the guardian's powers.

Abilities: A Weeper needs an excellent charisma score, since it affects most of her special abilities and spellcasting. A Weeper also needs good constitution and dexterity scores for hit point and AC respectively.

Races: Weepers can be of any races. Most come from humanoid races however.

Alignment: Any

Starting Gold: 3d4

Starting Age: Simple

Class Features
All of the following are class features of the Weeper.

Weapon and Armor Proficiency: A Weeper is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Weepers are proficient with light armor and shields (except tower shields).

She can cast any spell on her spell list as if it was a spell known. The weeper casting ability is charisma. Weepers cast their spells from the following list:

0&mdash;create water, detect magic, detect poison, guidance, inflict minor wounds, light, purify food and drink, read magic.

1st&mdash;bane, bless, bless water, cause fear, curse water, divine favor, entangle (with ghostly arms instead of plants), entropic shield, hide from undead, invisibility, obscuring mist, sanctuary.

2nd&mdash;animate dead, augury, calm emotions, death knell, gentle repose, hold person, inflict moderate wounds, shatter, silence, spiritual weapon, undetectable alignment, water breathing, water walk

3rd&mdash;bestow curse, blindness/deafness, control water , deeper darkness, helping hand, fear, inflict serious wounds, locate object, obscure object, speak with dead, lesser telepathic bond.

4th&mdash;commune, death ward, dismissal, freedom of movement, inflict critical wounds, raise dead, sending, slay living

5th&mdash;animate objects, antilife shell, banishment, create undead, forbiddance, harm, mass inflict light wounds, plane shift, scrying, telekinesis

When a Weeper manifests her mask, she gains the following traits.
 * See through mist.
 * See the souls of dead, or how close someone is from death. (constant deathwatch and detect undead on the wearer).
 * Allow the wearer to cast Weeper's spells.

In addition, a Weeper can choose 2 additional mask traits for her mask at 1st level. She can select another one each odd-numbered level. She gains access to stronger traits at 7th and 13th level.
 * Allow the wearer to breath underwater.
 * Grant a +1 bonus on all saving throw.
 * Allow the wearer to cast mage hand at will.
 * Grant Darkvision 120 ft.
 * Allow the wearer to use wisdom instead of charisma for Weeper spellcasting and class features.

Moderate Traits:
 * Allow the wearer to see in any darkness perfectly.
 * The wearer gains blindsight 30 ft.
 * The wearer gains fast healing 3.
 * The wearer may heal 1 point of ability damages per round.

Strong Traits:
 * The wearer may cast dimension door as a standard action at will.
 * The wearer gains a +4 insight bonus to AC.
 * The wearer gains a flight speed with perfect maneuverability equal to twice her land speed.
 * The wearer becomes immune to mind-affecting effect
 * The wearer is constantly invisible (as greater invisibility)

 (Su): As a swift action, a Weeper can bind their "guardian angel" in the form of a white featureless mask. The mask lasts for 1 round per Weeper level + the Weeper's charisma modifier. Once the mask's duration expires it requires a swift action to reactivate. A Weeper can bind her mask at will.

 (Su): As a standard action, a Weeper can, with a successful ranged touch attack, send a wave of ghostly cold at a target within medium range. This ability deals 1d6 cold damage per Weeper level. This ability is able to affect targets on the Ethereal plane and incorporeal opponent.

 (Su): A Weeper can rebuke undead as a cleric of her level. She gains a +2 to turning check against all incorporeal undead but takes a -2 against all other undead.

 (Su):When wearing her mask, a 2nd level Weeper gains her wisdom modifier as a deflection bonus to her AC.

 (Su): When wearing her mask, a 3rd level Weeper radiates a frightful presence. Any creature within 30 ft. of the Weeper must make a will save or be shaken for (1d4 - 2) rounds per level of the Weeper. A successful will save negates the effect and makes the creature immune to the Weeper's frightful presence for 24 hours. The will save is against the Weeper's charisma.

 (Ex): A 3rd level Weeper is immune to fear-effects.

 (Su): A 4th level Weeper wearing her mask can call as a free action a ghostly mist, duplicating the effect of obscuring mist but centered on the Weeper. The mist moves with the Weeper.

 (Sp): A 5th level Weeper wearing her mask can cast silent image as a spell-like ability at will.

The victim is allowed a fortitude save, if they succeed they are not stunned but still take the damage. This ability isn't affected by mettle or similar abilities.

 (Su): At 8th level, any undead creature killed by a Weeper's spells, spell-like or supernatural abilities cannot raise again as undead. Additionally a Weeper can as a standard action make sure a dead mortal victim does not raise as a undead spawn.

 (Su): As a standard action, a masked 8th level Weeper can send a powerful wave of necromantic energy, dealing 2d6 negative damage per Weeper level to every creature in a 60 ft. cone. After using this ability however, the Weeper's mask vanishes from her face and she cannot manifest it again for 1d4+1 rounds.

 (Ex): A 9th level Weeper no longer loses a level when raised from the dead.

 (Su): At 10th level, a Weeper gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the Weeper’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Weeper’s appearance, within the limits described for the spell.

 (Su): A 10th level Weeper wearing her mask is under the effect of see invisibility spell.

At 14th level, she is under the effect of True Seeing when wearing her mask.

 (Su): An 11th level Weeper wearing her mask, may as a standard action force a soul into afterlife. With a successful ranged touch attack she may force any undead to make a will save or be destroyed. A Weeper can use this ability at will.

 (Su): When wearing her mask, a 12th level weeper is under the effect of nondetection.

 (Su): At 14th level a masked Weeper may as a standard action, make a gaze attack against a creature within 30 ft. of her. The creature is entitled a will save, if they fail the save they die.

 (Ex): After attaining 15th level, a Weeper no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the Weeper still dies of old age when her time is up.

 (Ex): A 15th level Weeper gains immunity to energy drain, ability damage, ability drain and soul-trapping.

 (Su): At 17th level, any creature killed by the Weeper's abyssal gaze is permanently killed as his or her soul is banished from the world of the living. Only a wish or a miracle followed by a true resurrection spell can bring the creature back.

 (Su): An 18th level Weeper, wearing her mask may as an immediate action fuse with her "guardian angel", becoming incorporeal. This ability lasts as long as the weeper is wearing her mask. A weeper can dismiss this ability as a free action.

' (Sp):' A 19th level Weeper gains the ability to cast revivify and finger of death'' as spell-like ability at will.

The mask no longer requires any action to manifest and no longer has any duration. The only exception to this ability is ghostly breath, this ability still requires the Weeper to have her mask on to used and it will still be dismissed afterwards.

Epic Weeper
A weeper cannot progress beyond 20, she must select Prestige class or other base class in order to advance into epic levels.

Human Weeper Starting Package
Weapons: Shortbow.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Feat: Persuasive.

Bonus Feats: Extend Spell.

Gear: Leather armor, 20 arrows.

Gold: 2d4

Playing a Weeper
Religion: Weeper tend to worship god and goddess or water and/or of the dead and death. Being able to see unliving they tend to have a great respect for the dead and burial. Weeper even assist shamans of some less advanced cultures.

Other Classes: Weepers are creepy, not everyone get along with them. Very religious characters such as cleric and paladin tend to shun them, wizards often take interest in a weeper. Interestingly weepers tend to share an hatred with necromancer, however many evil weepers tend to join necromancer cabals.

Combat: A weeper is a moderate spell caster, and most of it ability are used at a a range. Weepers should never go in melee, it a one way ticket to death. Weeper are ranged support, more often than not fighting at the lats line.

Advancement: Weeper typically remain weeper as long as they can, some may multiclass into prestige class but few do.

Weeper in the World
"No, I'm never really alone...She's always with me."

A Weeper is usually a loner, common folks often hate and shun them. Few society openly accept Weepers, most think they are freaks who have lost part of themselves in the spirit worlds.

Daily Life: A Weeper's life is a sad one - victims of prejudice and abuse they tend to develop a natural hatred for common folks. Fortunately few take this hatred to the point of committing horrible acts. Most Weepers simply isolate themselves or fake a normal life.

Notables: The faceless, a powerful human Weeper. She was born in a small town next to a waterfall; one day she fell in the river and half-drowned. She was barely rescued but changed after the experience. She began talking with a "guardian angel", causing the villagers to actively avoid the seemingly mad child. Unfortunately her parents died in a plague several years later, leaving her to grow up in an abusive orphanage. One day she manifested the Weeper's mask after a particularly vicious attack from another child. She was immediately abandoned from the orphanage, left to die in the nearby forest alone. She came back many years later, as a fully grown adult. She helped the village temple with burial and brought peace to many restless spirits. Eventually a respected elder, she give advices to those willing to listen.

Organizations: Weeper are too rare and far between to have any organization of their own. They usually belong to necromancer or shamanic organization.

NPC Reactions: NPCs tend to be afraid of Weepers. They are often detached from reality, thus tend to disturb the commoner.

Weeper Lore
Characters with ranks in knowledge (religion) can research Weepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Weeper in the Game
Weepers are... COMING SOON.

Adaptation: COMING SOON.

Sample Encounter:COMING SOON.

EL 7: COMING SOON.