Monday 31 March 2008

An update...running late...whoops

The other day I was asked by someone in an IRC to do some stats for the creatures in Gears of War.

I said I'd have one done by now...I don't.

Whoops.

I promise I'm doing it though ^_^

Check back soon...

Saturday 29 March 2008

New Weapon - Greatsword - 3,550 gold value - "The Wedding Dress Pillar"


This weapon came from an in-joke which I really can't be bothered to go in to. To be honest, it's not that funny anyway.

Anyhow, the image used is "borrowed" from a guy called Wen M. Please support the artist by visiting his DeviantArt page. Thankyou ^_^

And now...for stats!

The Wedding Dress Pillar. It's forged for medium-sized characters.

Magic Greatsword.

+1 to hit.


Surestriking. Harms creatures with damage reduction as if it had a +5 enchanment bonus.

Vampiric. Any living opponent struck by the blade must make a Fortitude save (DC 16) or lose an additional 1d4 hit points, which are immdiatly added to the wielder's current hit point total. Any hit points above the wielder's maximum are treated as temporary hitpoints (Multiple additions of temporary hit points don't stack) and dissapear after one hour.



3,550 gold


2d6 damage

19-20/X2

8lbs

Slashing.

Kamiki Theron - Cleric of Sharess - CR 10 - CG


This is an NPC I was going to use as an aid in the city of Domusremeny, if the party ever looked for a temple. When the party didn't find any of Mystra, they didn't bother thinking to go to any temples of any other Deities. Seeing that Sharess is allies with Selune and Mystra (especially in my campaign setting, what with a holy war agoing on) it was planned that she would b the one to help them...But our cleric doesn't seem to trust anyone who isn't with Mystra.

Oh well. Here she is anyway. She is based off of a piece of artwork by Enumasam. Please visit his gallery, as it's very good. She seemed very "Sharess-y" to me, so here she is...

---------------

Female Half-elf

Cleric Level 10:

CR 10;

Size M (4 ft., 10 in. tall);

HD 10d8+40;

hp 91;

Init +1 (+1 Dex);

Spd 30 ft.;

AC 11 (+1 Dex);

Attack +8/+3 melee, or +8/+3 ranged;

SV Fort +11, Ref +6, Will +9;

AL CG;

Str 13, Dex 12, Con 18, Int 12, Wis 15, Cha 18.

Languages Spoken: Common, Dwarven, Elven.


Skills and feats: Craft (Alchemy) +2, Diplomacy +6, Gather Information +6, Heal +7, Hide +1, Knowledge (History) +14, Knowledge (Local) +2.5, Knowledge (Religion) +8, Knowledge (The Planes) +5, Listen +3, Move Silently +1, Profession (Apocathery) +9, Search +2, Spot +3;

Negotiator [+2 to Sense Motive and diplomacy]

Brew Potion,

Leadership,

Craft Wondrous Item.



Possessions: 16,000 gp in gear.

Cleric Domains: Charm, Good.

Good Spells at +1 caster level.

She can boost her charisma by 4 points once per day. Activating this is a free action and lasts 1 minute.

Cleric Spells Per Day: 6/5+1/5+1/3+1/3+1/2+1.


0-level

1. Create Water
2. Detect Magic
3. Detect Poison
4. Read Magic
5. Purify Food & Drink
6. Virtue


1-level

1. Bless Water
2. Command
3. Deathwatch
4. Remove Fear
5. Moon Lust

D - Charm Person


2-level

1. Light of Mercuria
2. Stabilize
3. Summon Elysian Thrush
4. Consecrate
5. Enthrall

D - Calm Emotions


3-level

1. Create Food & Water
2. Light of Venya.
3. Visage of the Deity, Lesser

D - Suggestion


4-level

1. Divination
2. Imbue with Spell Ability
3. Tongues.

D - Emotion


5-level

1. Atonement
2. Hallow/MArk of Justice (Change daily)

D - Charm Monster

Elmira Suval - CR7 - LG - Wizard


This character is based on artwork by MizzDraconia.

Please visit her gallery, as her collection is rather good.

Anyhow, on to the NPC...

------------------------

Female human Wiz7:

Elmira Suval

CR 7;

Size M (5 ft., 6 in. tall);

HD 7d4+28; hp 49;

Init +1 (+1 Dex);

Spd 30 ft.;

AC 11 (+1 Dex);

Attack +6 melee, or +4 ranged;

SV Fort +6, Ref +3, Will +6;

AL LG;

Str 17, Dex 13, Con 18, Int 19, Wis 12, Cha 12.

Languages Spoken: Common, Dwarven, Giant, Halfling, Orc.


Skills and feats: Concentration +11, Hide +1, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +12, Knowledge (Local) +13, Knowledge (Nature) +9, Knowledge (Nobility and Royalty) +12, Knowledge (Religion) +14, Knowledge (The Planes) +11, Listen +1, Move Silently +1, Spellcraft +12, Spot +1;

Craft Wand, Craft Wondrous Item, Empower Spell, Heighten Spell, [Scribe Scroll], Silent Spell.


Possessions: 7,200 gp in gear.


Wizard Spells Known (4/5/4/3/2):

0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.

1st -- Animate Rope, Cause Fear, Grease, Hypnotism, Magic Missile, Obscuring Mist, Shocking Grasp, Sleep, Summon Monster I, Unseen Servant.

2nd -- Acid Arrow, Blur, Knock, Minor Image, Misdirection, Spectral Hand, Whispering Wind.

3rd -- Daylight, Dispel Magic, Hold Person, Secret Page.

4th -- Confusion, Fire Trap.

New Deity - Oocata - God of Jungles and Enclosed Spaces

The usual disclaimer here; please buy the books if you like what you see...

Oocata - God of Jungles and enclosed spaces

Alignment = NE

(Represented by a snarling monkey)

[Domains: Darkness (BoVD), Plant, Shadow (Eberron), Animal.]

Favoured Weapon = Monkey's Claw (Spiked Gauntlet)

Darkness Domain.

(There is a darkness domain in the Faerun book, as well and it's different. However, to keep it removed from mainland Faerun, I've gone with the version as described in the Book of Vile Darkness. The way I see it, it'd be cool to see these guys go up against Clerics of Shar and with different spells at their disposal, it'd at least be an interesting fight. In case of confusion though, I'll refer to it in spell-level lists as...*thinks*..."Shrouding Darkness".)


Granted Power: -

Character gains the Blind-Fight feat.


Shrouding Darkness Domain Spells: -

1. Darkvision.

2. Darkbolt*.

3. Deeper Darkness.

4. Damning Darkness*.

5. Evard's Black Tentacles.

6. Wall of Force.

7. Shadow Walk.

8. Utterdark*.

9. Screen.






Shadow Domain

Granted Power: -

Bluff and Hide are Class skills. (Originally, this special ability was the same as the "Shrouding Darkness" one...so I changed it to this. Methinks it's still balanced nicely.)



Shadow Domain Spells

1. Obscuring Mist.

2. Darkness.

3. Deeper Darkness.

4. Shadow Conjuration.

5. Shadow Evocation.

6. Shadow Walk.

7. Shadow Conjuration, Greater.

8. Shadow Evocation, Greater.

9. Shades.








!!!Extra Spells!!!


Damning Darkness

Evocation [Darkness, Evil]

Level: Cleric 4, Shrouding Darkness 4, Sorceror/Wizard 4
Components: V, M/DF
Casting Time: 1 action.
Range: Touch
Target: Object Touched
Duration: 10 minutes / level (D)
Saving Throw: None.
Spell Resistance: No.

This spell is similar to Darkness, except that those within the darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor vil take 1d6 points of damage.

As with the Darkness spell, the area of darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damaging effect).

Damning Darkness counters or dispels any light spell of equal or lower level.

Arcane Material Component: A dollup of pitch with a tiny needle hidden inside it.











Darkbolt

Evocation [Darkness, Evil]

Level: Cleric 2, Shrouding Darkness 2, Sorceror/Wizard 2
Components: V, S.
Casting Time: 1 action.
Range: Close (25ft + 5ft / 2 levels)
Target: One creature.
Duration: Instantaneous.
Saving Throw: Fortitude Partial
Spell Resistance: Yes.

The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold and the other is no specific type.
When struck, the foe must succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.






Utterdark

Conjuration (Creation) [Evil]

Level: Shrouding Darkness 8, Demonic 8, Sorceror/Wizard 9.
Components: V, S, M/DF.
Casting Time: 1 hour.
Range: Close (25ft + 5 ft / 2 levels)
Area: 100ft/level radius spread, centredon caster.
Duration: 1 hour/level.
Saving Throw: None.
Spell Resistance: No.


Utterdark spreads from the caster, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the Deeper Darkness spell, but no magical light counters or dispels it.

Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly-lit area.

Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared on it.

New Deity - Alia - Goddess of Beauty and Serenity

Another Deity in the Evosan Pantheon I came up with.

Since I'm using this in a Ferunian pantheon, I've not included any spells which come with that resource book. This is because I originally only wrote these for my benefit and as such, didn't need them as I already had the Faerun book in front of me whilst playing anyway...

So...umm...sorry.

As usual, please buy the books if you see someting out of them you like.

----------------------

Alia - Goddess of Beauty and Serenity

(Portrayed as a beautiful elven woman.)

[Domains: Beauty (BoTR), Good, Elf, Purification (SC)]

Favoured Weapon = Rapier

Domain Lists: -



Beauty Domain

Granted Ability: -

This domain perains to intense physical and aristic beauty; most of the spells present the subjects with such overpowering beauty that they are unable to properly function.
You can perform a feat of beauty, which is a supernatural ability, to gain an enhancement bonus to your Charisma equal to your level. Activating this power is a free action; it lasts 3 rounds and is usable once per day.


Beauty Domain Spells: -

1. Charm Person.

2. Hypnotic Pattern.

3. Fair Light*.

4. Rainbow Pattern*.

5. Mind Fog.

6. Mass Sugestion

7. Statue.

8. Sympathy.

9. Power Word, Kill.






Purifiction


Granted Power: -

You cast all abjuration spells at +1 caster level.


Purification Domain Spells: -

1. Nimbus of Light*.

2. Deific Vengeance*.

3. Recitation*.

4. Castigate*.

5. Dance of the Unicorn*.

6. Fires of Purity*.

7. Righteous Wrath of the Faithful*.

8. Sunburst*.

9. Visage of the Deity, Greater*






!!!Extra Spells!!!


Castigate

Evocation [Sonic]

Level: Cleric 4, Paladin 4, Purification 4.
Components: V.
Casting Time: 1 standard action.
Range: 10 ft.
Area: 10 foot burst radius centred on you.
Duration: Instantaneous
Saving Throw: Fortitude half.
Spell Resistance: Yes.

Shouting your deity's teachings, you rebuke your foes with the magic of your sacred words.

This has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both axes take d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours n one component take half damage and this spell does not deal damage to those who shre your alignment.

A fortitude saving throw reduces this by half.








Dance of the Unicorn

Abjuration

Level: Druid 5, Purification 5.
Components: V, S.
Casting Time: 1 standard action.
Range: 5 ft/level
Area: 5 ft/level-radius emanation centred on you.
Duration: 1 minute/level (D)
Saving Throw: None.
Spell Resistance: No.

You surround yourself with a purifying, siwrling mist that washes the air clean of smoke, dust and poisons.

Non-magical contaminents, including inhaled poisons are automatically negated within the cloud. Dance of the Unicorn also grants everyone within the mist a +4 bonus on saving throws against magical or supernatural gas effects; uch as Acid Fog, Cloudkil and green dragon's breath.

The cloud of mist leaves everything within the area damp.
















Deific Vengeance

Conjuration (Summoning)

Level: Cleric 2, Purification 2.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Close (25 ft + 5 ft / 2 levels)
Target: One creature.
Duration: Instantaneous
Saving Throw: Will half.
spell Resistance: Yes

You call out to your deity, declaring your foe's crimes and asking your deity to punish him.

As a result, this spell deals 1d6 points of damage per two caster levels (maximum 5d6) or 1d6 points per caster level (maximum 10d6) if the target is undead.









Fair Light

Evocation [Light]

Level: Cleric 4, Bard 4, Beauty 3.
Range: Personal.
Area: 60 foot.

As Daylight, but the light must centre on you. The Fair Light is just as bright as daylight, but it is filled with sparkles and pure luminescence, giving all who are good of heart cascading halos and all who are evil long, gloomy shdows and dark outlines.

Thse light effects not only clearly reveal whether the beings in the light are good or evil (unless their alignment is masked by any means), they also boost and decrease morale.

All good beings in the 60 foot radius of the Fair Light receive a +1 morale bonus to attack and save rolls. All evil beings in the light siffer a -1 morale penalty to such rolls.

As Daylight, Fair Light counters and dispels equal or lesser darkness spells such as Deeper Darkness.







Fires of Purity

Evocation [Fire]

Level: Druid 6, Purification 6, Sorceror/Wizard 6.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Touch
Target: Creature Touched.
Duration: 1 round/level.
Saving Throw: See text.
Spell Resistance: Yes (Harmless); See text.

The creature you touch bursts in to magical flames that do not harm the subject, but are capable of harming anyone else who comes in to contact with the creature.

With a succesful melee attack, the subject deals an extra 1 point of fire damage per caster level (max = +15).

If the defender has spell resistance, it applies to this effect.

Creatures that makes successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons that have reach, such as longspears.

The subject of Fires of Purity takes only half damage from fire-based attacks. If such an attack allows a Reflex save, for half damage, the subject takes no damage on a successful save.








Nimbus of Light

Evocation [Light]

Level: Cleric 1, Puification 1.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Personal.
Target: You
Duration: 1 minute/level or until discharged.

A glittering corona of sunlight surrounds your body at a few inches distance, until you release it as a focused blast of divine energy.

The nimbus of light glows around you like a lantern, providing bright illumination in a 30 foot radius (and shadowy immunination for an additional 30 foot) from you.

As a move action, you can coalesce the energy from a Nimbus of Light around your outstretched arm, and and then as a standard action fling it toward a foe within 30 feet.

You must succeed on a ranged touch attack with the energy to strike the target. A Nimbus of Light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum = 1d8 + caster level). Attacking with a Nimbus of Light ends the spell, whether your ranged attack is successful or not.





Recitation

Conjuration (Creation)

Level: Cleric 4, Purification 3.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: 60 ft.
Area: All allies within a 60 foot radius burst, centred on you.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: Yes

By reciting a sacred passage or decleration, you invoke your deity's blessing upon yourself and your allies.

The spell affects all allies within the spell's area at the moment you cast it.

Your allies gain a +2 luck bonus to AC, on attack rolls and on saving throws, or a +3 luck bonus if they worship the same deity as you.

Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.






Righteous Wrath of the Faithful

Enchantment (Compulsion) [Mind-Affecting]

Level: Cleric 5, Purification 7.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: 30 ft.
Targets: Allies within a 30 foot radius burst, centred on you.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: Yes.

Allies are suffused with a divine fury and gain one additional melee attack each round, at their highest attack bonus, when making a full-round attack. This additional attack is not cumilitive with other effects that grant extra attacks, such as a Haste spell. They also gain a +3 morale bonus on melee attack rolls and damage rolls. This bonus on melee atacks rolls does stack with the bonus provided by Haste.






Visage of the Deity, Greater.

Transmutation [Evil or Good]

Level: Cleric 9, Competition 9, Mysticism 9, Purification 9.
Components: V, S, DF.
Casting time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level.

You feel the hand of your deity upon you. Your appearance reflects the divine power and your deity's touch grants you resistance from some of the damages of this world.

You also take on many of the qualities of half-celestial or half-fiendish creature.

Your creature type changes to Outsider for the duration of the spell.

Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

Good clerics undergo the following transformation: -

- You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability)

- You gain +1 to natural armour.

- You gain low-light vision.

- You gain resistance to acid 10, cold 10, and electricity 10.

- You gain immunity to disease.

- You gain a +4 racial bonus on saving throws against poison.

- You gain damage reduction 10/magic.

- You gain spell resistance 25.

- You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.


Evil Clerics undergo the following transformation: -

- You grow batlike wings that allow you to fly at your normal speed (average maneuverability).

- You gain +1 natural armour.

- You gain bite and claw attacks. If you are medium sized or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage.
If you are small, your bite deals 1d4 points of damage and each claw attack deals 1d3 points of damage.

- You gain dark-vision out to 60 feet.

- You gain immunity to poison.

- You gain resistance to acid 10, cold 10, electricity 10 and fire 10.

- You gain damage reduction 10/magic.

- You gain spell resistance 25.

- You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.

New Deity - Wutabayo - Goddess of Pleasure

Another Deity for the Evosan campaign. As usual, please check out and buy the books I've taken stuff from. This is done in good faith and is here to encourage getting the new books and to showcase the stuff I've come up with.

--------

Wutabayo - Goddess of Pleasure.

Alignment = CG

Favoured Weapon = Unarmed Strike

(Depicted as a naked woman, with a cat's tail and bunny ears.)

[Domains: Pleasure (BoEF), Joy (BoED), Lust (SC), Charm]



Pleasure Domain

Granted Power: -
You may use a soothing touch once per day. Your soothing touch is a supernatrual ability that removes fatigue
and heals damage equal to your cleric level.


Pleasure Domain Spells: -

1. Vision of exquisite pleasure*.

2. Suggestion.

3. Orgasmic Vibrations.*

4. Vision of exquisite pleasure, mass*.

5. Symbol of Pursuasion.

6. Orgasmic Vibrations, Mass*.

7. Limited Wish.

8. Charm Monster, Mass.

9. Wish.







Lust Domain

Granted Power (Su): Once per day, as a free action, you gain an enhancement bonus to your Charisma equal to your cleric level. This power lasts for 1 round.


Lust Domain Spells: -

1. Charm Person.

2. Invisibility.

3. Clairaudience/Clairvoyance.

4. Planar Ally, Lesser.

5. Scrying

6. Symbol of Pursuasion.

7. Refuge.

8. Sympathy.

9. Trap the soul.




Joy Domain

Granted Power: -
You gain a +4 sacred bonus to diplomacy checks.




Joy Domain Spells: -

1. Vision of Heaven*.

2. Elation*.

3. Distilled Joy*.

4. Good Hope.

5. Wutabayo's Laugh*.

6. Heroism, Greater.

7. Starmantle*.

8. Sympathy.

9. Otto's Irresistable Dance.









Extra spells: -



Distilled Joy

Transmutation

Level: Joy 3, Sorceror/Wizard 3.
Components: V, S, F.
Casting Time: 1 day.
Range: Touch.
Target: One living creature.
Duration: Permenant.
Saving Throw: Fortitude negates (harmless).
Spell Resistance: Yes (Harmless).

You draw forth the material essence of joy from a living creature experiencing great bliss.
This physical manifestation of joy, called Ambrosia, can be used in the creation of good magic items, as a special spell component, or as a drug-like substance (with no addictive qualities).

The caster draws Ambrosia from the target and contains it within a tiny receptacle, such as a flask or vial. Ambrosia can only be dawn from a blissful creature; how the creature achieves this state of bliss can vary from one individual to the next. For example, Distilled Joy can be cast on a deliriously lovestruck character, a dryad dreaming near her tree, an artist crafting his life's msterpiece, or a character experiencing a moment of rapture or undiluted sexual pleasure.

Good spellcasters can use Ambrosia in magic item creation. Each dose provides the equivelent of 2 experience points needed to create the item. A dose of Ambrosia can also be used as an optional spell component (See below...)

A living creature that drinks a ose of Ambrosia experiences a soothing sensation that wipes away and minor aches and pains, takes the edge off of grief and sadness, and cures 1 point of damage. These positive sensations and emotions persist for 1d4+1 hours.

Focus: A vial or similar container in which to contain the Ambrosia.








Elation

Enchantment [Mind-Affecting]

Level: Bard 2. Cleric 2, Emissary of Barachiel 2, Joy 2, Sorceror/Wizard 3.
Component: V, S.
Casting Time: 1 standard action.
Range: 80ft.
Targets: Allies in an 80-foot radius spread of you.
Duration: 1 round / level.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (Harmless)

Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity and their speed increases by +5 feet.
Elation does not remove the condition of ftigue, but it does offset most of the penalties for being fatigued.









Orgasmic Vibrations.
Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 3, Sorceror/Wizard 4, Pleasure 3.
Components: V, S, M.
Casting Time: 1 action.
Range: Close (25 ft + 5ft/2 levels)
Target: One Living Creature.
Duration: 1 round/level.
Saving Throw: Will Negates.
Spell Resistance: Yes.

A grand shuddering orgasm overwhelms a living creature that fails it's saving throw, making the target dazed for the duration of the spell. A target that makes it's saving throw still experiences pleasurable, bute merely distracting sensations.

Spellcasting or concentrating on spells during the duration of the orgasmic vibrations requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20).

Material Component: A drop of sexual fluid.



[Mass Version]

Level: Bard 6, Sorceror/Wizard 8, Pleasure 6.
Target: One or more creatures, no wo of which can be more than 30 feet apart.

As Orgasmic Vibrations, except this spell affects multiple creatures.





Starmantle

Abjuration

Level: Joy 7, Sorceror/Wizard 6.
Components: V, S, M.
Casting Time: 1 standard action.
Range: Touch.
Target: One living creature.
Duration: 1 minute / level.
Saving Throw: None.
Spell Resistance: Yes (Harmless)

This spell manifests a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground.

The cloak forms over the target's existing apparel and shed's light as a torch, although this is not the mantle's primary function.

The Starmantle renders it's wearer impervious to non-magical weapon attacks and transforms any non-magical weapon or missile that strikes it in to harmless light, destroying it forever.

Contact with a Starmantle does not destroy magic weapons or missiles, but theStarmantle's wearer is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon; success indicaes that the wearer takes only half damage from the weapon (rounded down).

Material Component: A pinch of dust from a pixie's wing (20gp street value).








Vision of Exquisite Pleasure.

Enchantment (Charm) [Mind-Affecting]

Level: Bard 1, Cleric 1, Pleasure 1.
Components: V, S, DF.
Casting Time: 1 action.
Range: Close (25ft + 5ft/level)
Target: One Person.
Duration: 1 round/level (D)
Saving Throw: Will negates.
Spell Resistance: Yes.

Images of tantalising and overwhelmingly sexual pleasure consume the affected target, causing him to pause in his tracks and revel in erotism. Shilst affected by the spell, the person is stunned. He can make a Will save each round to shake off the effect.



[Mass Version]

Level: Bard 4, Cleric 5, Pleasure 4.
Range: Medium (100ft ft + 10ft/level)
Targets: ONe or more humanoid creatures, no two of which can be more than 30 feet apart.

As Vision of Exquisite Pleasure, except that the spell affects multiple cretures.









Vision of Heaven

Enchantment [Mind-Affecting]

Level: Apostle of Peace 1, Cleric 1, Celestial 1, Exalted Arcanist 1, Joy 1, Slayer of Domiel 1.
Components: V.
Casting Time: 1 standard action.
Range: Close (25ft + 5ft/2 levels)
Target: One Evil Creature.
Duration: 1 Round.
Saving Throw: Will negates.
Spell Resistance: Yes.

Your words allow the target creature the merest glimpse of the blessed joy of the Heavenly planes, spuring the target to a moment of regret for it's evil deeds. For 1 round, the target is dazed.
In addition, the creature is more susceptible to future redemption. For the next 24 hours, the creature takes a -1 penalty on all Will Saves related to redemption (See below...)







Wutabayo's Laugh

Enchantment (Compulsion) [Good, Mind-Affecting]

Level: Cleric 5, Joy 5.
Components: V.
Casting Time: 1 standard action.
Range: 40 feet.
Area: 40-foot radius spread, centred on you.
Duration: 1 minute / level.
Saving Throw: Will negates (See text).
Spell Resistance: Yes.

You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.
Good creatures within the spell's area gain the following benefits for the duration of the spell:

- A +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8+caster level (to a maximum of 1d8+20 atcaster level 20th).

Evil creatures within the spell's area that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.

Creatures must be able to hear the laugh the be affected by the spell. Creatures that are neither good nor evil are unnaffected by this spell.











!!!AMBROSIA RULES!!!

Some spell components are optional (and not specified as a component in any spell description). These components sometimes increase the potency of a good spell and the component is consumed whether it helps or not.

You can only use one optional component in the casting of a good spell, so using two doses of Ambrosia, or a dose of Ambrosia and another optional component (you'll have to get the book to find out about more of these wonderful things ^_^) wont improve your chances.

As with any spell component, you must be touching a optional good spell component and have it displayed prominentely for it to function. These optional components can only be applied to spells with the good descriptor.

Spell components that are derived from the body of a good creature must generally be given frely, not taken from a dead creature. Killing a good creature in order to harvest it's parts or organs is an evil act, and often inflicts a curse or affliction upon the perpetreator, at the DM's discretion. Though these items must be given freely, they can still be sold and thus have suggested market prices. Most oft he time, however, they are given as gifts and not stolen.

- Ambrosia 200gp Value.

A mysterious substance made from distilled joy, Ambrosia is a celestial food, the heavenly sustenance of some gods. Created by means of a Distilled Joy spell, Ambrosia can be used as a special spell component, in addition to the other uses mentioned in the spell description.

As an optional component, Ambrosia automatically increases the effective caster level of a single good spell by +2. This increase doesn't stack with previous applications of distilled joy or any other bonuses to effective caster level.






!!!REDEMPTION RULES!!!

When an evil enemy throws down his arms and pleads for mercy, a good character faces a host of new issues, sometimes enough to make her wis hthe enemy had simply fought to the bitter end.

Justice demands mercy, so killing an enemy who surrenders is out of the question for a character pursuing the exalted path of good. Righteousness also encourages the virtue of prudence, and a prudent character certainly recognises that an evil person requesting mercy is quite possibly hoping for an opportunity to kill her when her back is turned.

However, a character with many ranks in Diplomacy can attempt to turn a hostile character friendly on a lasting basis, whether to extract needed information or to convert them to their side.

At a DM's discression, good treatment of a prisoner can grant a circumstance bonus to the check, from +2 (minimum standard of care that a good character would expect) to +6 (for truley exceptional treatment).

To redeem a prisoner to the ways of good, firstly the evil prisoner must be treated with exceptional care and respect - far better than the prisoner knows he would treat the characters if the situation were reversed. initially, an evil character might greet this treatment with scorn and look for opportunities to escape.

When he finds the character's gentle but firm, kind but smart in their defenses, he gains a new degree of respect for them, gleaning at least a glimpse of an idea that one needn't be cruel to be strong.

Secondly, the captors must display a willingness to forgive the evil that the prisoner has done. If their convresation is laced with talk of punishing their captive, or gleeful anticipation of the punishment he will receive when they turn him over to the authorities, he sees little purpose in even contemplating a change of heart, instead directing all of his energies towards escaping the grim fate they have planned for him. He can only be redeemed if there is the possibility for forgiveness.

Third, a character must spend at least an hour evey day with the prisoner, encouraging him to talk about the evil he has done, and in turn describing the benefits and rewards of the life of Good. Thi task is best performed by a cleric who can speak with authority, not only about moral forgiveness, but also divine mercy. Often it is important for a villain to know that the deities of good will welcome him as a worshipper.

Each day this conversation takes place, even if it begins rather one-sided, the good character makes a Diplomacy check. The evil character then makes an opposed Will save, adding his level as a bonus on the saving throw against a DC equal to the good character's Diplomacy check result.

The DM can give the same circumstance bonus on the Diplomacy checks as for checks made to interrogate prisoners.

Creatures whose alignments are listed as "always" a specific alignment, and characers who would lose class abilities if they changed alignment (including evil clerics and blackguards) gain a +4 to their Will saves.

Outsiders with the Evil subtype are immune to redemption in this maner. Neutral (neither good nor evil) characters take a -2 penalty on their Will saves. Creatures who have been enthralled by an Emmisary of Barachiel (you'll have to read the book - The Book of Exalted Deeds) or who have been subject to a Vision of Heaven spell take penalties on their Will saves.

If an evil character fails 7 saving throws in a row at any point during the process of redemption, the evil component of their alignment changes to neutral. If a neutral character (including a former evil character who has already failed his save 7 times) fails seven sving throws in a row, his alignment changes to good. The change is permentant.

Redeemed villains have no special link to the good characters who facilitated their redemption. They might choose to continue assosiating with te PCs, or they might strike out on their own, the DM decides. However they are always friendly to the characters and feel that they owe a debt of gratitude to them, which the PCs can collect sooner or later.

New Deity - Miyun - Goddess of Life and Growth.

Another Deity! This one's fairly basic. The only domain not from the Phb is from the Eberron book.

I advise you to get a hold of it, as it's pretty good fun.

As usual, please don't abuse the fact that I post some stuff for free. I do it in good faith to encourage people to play, to try new things and because I quite like what I've come up with...

So please, check out the books if you lke what you see.

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Miyun

NG

Favoured Weapon = Vine Whip (Whip)

Goddess of Life and Growth

(Depicted as a field-mouse or sometimes a woman with the head of a field mouse.)

Domains: Life (Eberron), Healing, Plant, Animal.]





Life Domain

Granted Power: -

Once per day, you can grant 1D6 temporary hit points +1 per cleric level to a creature you touch. These temporary hit points last for a maximum of 1 hour / level.


Life Domain Spell: -

1. Hide from Undead.

2. Restoration, Lesser.

3. Plant Growth.

4. Death Ward.

5. Disrupting Weapon.

6. Animate Objects.

7. Regenerate.

8. Animate Plants.

9. Heal, Mass.

New Deity - Gai'Jing - God of Warmth and Comfort.

Same as before, this blokey is a new Deity for my Evosan Pantheon. This pantheon is set on Toril (forgotten realms) on a set of islands west of Maztica.

[As usual, please buy the books if you like the look of any content taken from them. I'm doing this is good faith and if this free content is abused, then it wont last for long.]

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Gai'Jing

LG

Favoured Weapon = Shuriken (Shining Sun)

God of Warmth and Comfort.

(Percieved as a Lynx sometimes, other times human wrapped in comfortable furs.)

[Domains: Community (BoED), Sun, Home (BoTR), Protection.]



Community Domain


Granted Ability: -

Use Calm Emotions as a spell-like ability once per day. Gain a +2 competence on Diplomacy checks.


Community Domain Spells: -

1. Bless

2. Status.

2. Prayer.

4. Greater Status

5. Rary's Telepathic Bond

6. Heroe's Feast

7. Refuge.

8. Sympathy.

9. Mass Heal



Home Domain


Granted Ability: -

Once per day you may designate a location as "home" by lighting and rending a hearth thise. The area within a 30 foot radius of the hearth is considered to be hallowed, like the spell, the following ways: -

- That area is guarded as if by Magic Circle Against Evil.
- All charisma checks to turn undeath gain a +4 sacred bonus.
- All charisma checks to command undead suffer a -4 sacred penalty (spell resistance does not apply to this effect).

As soon as the fire is out, the location is no longer considered hallowed. A hearth may be anything from a campfire to a full, stone hearth.


Home Domain Spells: -

1. Rope Trick.

2. Leomund's Tiny Hut.

3. Leomund's Secure Shelter

4. Leomund's Secure Chest.

5. Hallow.

6. Heroes' Feast.

7. Guards and Word.

8. Mord's Magnificient Mansion.

9. Gai'Jing's Elysian Palace*: Door leads to palace in Elysium.






Gai'Jing's Elysian Palace.

Transmutation

Level: Home 9
Components: V, S, DF, XP
Casting Time: 1 action
Range: Touch
Targe: Creature Touched.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.

You move yourself and one other creature to the great palace of Gai'Jing on the plane of Elysium (one of his many homes, though he is rarely present there.)
This palace is staffed by five solars; Atterix (the body servant), Miallira (the handmaid), Rigar (the door warden), Ayalla (the chamberlain), and Yovarra (the chef). You arrive in the palace's atrium where, if the companion brought with you is hostile, is set upon by the five solars.

You may leave the palace and return to the spot you left from, at will. No mortal may reside within the palace for longer than 24 hours (the mortal vessel begins to deteriotate when too long in the presence of the divine).

Anyone spending eight hours or more within Gai'Jing's palace is treated to splendid feasts and perfect restfulness. This has all the following effects:

- All present are cured of any hurts, diseases, curses and other deleterious magical or natural effects other than those put on them by a god.

- If the companion brought is dead, the solars use True Resurection to bring back such allies.

- The solars may be asked 20 questions with yes or no answers, as per the Commune spell, during the stay.

- All divine spells are considered prepared after eight hours of rest within the palace, without need for prayer or proper observance of "time and day." The solars act as a direct conduit for the provision of these spells.

- For 12 hours after leaving the palace, all who ate and rested in te palace are under the effect equal to Bless; they are also immune to magical Fear and Hopelessness.

There is a 1% chance that the caster will arrive at the Elysian palace while Gai'Jing is in residence. In such cases, if the caster is a follower of Gai'Jing , he may be granted an audience with his god. The GM must determine the effects of such an audience.

XP Cost = 5,000XP
Focus = The ash from the central hearth of a consecrated holy site of Gai'Jing.

New Deity - God of Honour -"Mudabiya"

Another original deity for you all, from the Evosan pantheon. This pantheon is set on the world of Toril, on a set of islands west of Maztica, roughly where Fiji would be.

------------------

Mudabiya

LG

Favoured Weapon = Longsword

This god is depicted as having the body of a lion, but a Sun for a head.

He is the God of Honour in the Evosan Pantheon.


[Domains: Wrath (BoED), Good, Righteousness (AoA), Justice (BoTR), Nobility (SC)]




Wrath Domain


Granted Power: -

Once per day, you may make a free attack of opportunity against any opponent that damages you with a melee attack. This ability does not allow you to take more than one attack of opportunity in a round.


Wrath Domain Spells: -

1. Doom

2. Energise Potion*: Transforms potion in to grenade that deals energy damage in a 10-ft burst radius.

3. Affliction

4. Radiant Shield*: Creatures attacking you take electricity damage; you're protected from Electricity.

5. Righteous Might.

6. Vengeance Halo.

7. Righteous Smite*: Deals 1d damage/level (1d8 damage / level to evil outsiders) in 20ft radius and blinds evil foes.

8. Last Judgement*: Evil creatures are struck dead and sent to Lower Planes.

9. Storm of Vengeance.






Righteousness Domain

Granted Power: -

You gain a +1 sacred bonus to saving throws.
You can either cast Good or Law spells at +1 caster level. (You must choose one or th other and the choice is irrevocable once made.)

Righteousness Domain Spells: -

1. Command.

2. Magic Circle Against Evil.

3. Cloak of the Righteous#.

4. Bestow Grace of the Champion#.

5. Holy Sword.

6. Geas/Quest.

7. Holy Word.

8. Holy Aura.

9. Summon Monster IX.





Justice Domain

Granted Power: - This domain pertains to the enforcement of just laws. You gain a free martial Weapon Proficiency with the Longsword and Weapon-Focus with the Longsword.

Justice Domain Spells: -

1. Command.

2. Zone of Truth.

3. Bind Oath#.

4. Mark of Evil#.

5. Mark of Justice.

6. Geas/Quest.

7. Destruction.

8. Shibboleth#.

9. Storm of Vengeance.





Nobility Domain


Granted Power (Sp): - Once per day, as a standard action, you can inspire allies. This gives them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts for a number of rounds equal to your Charisma bonus (minimum 1 round).

Nobility Domain Spells:-

1. Divine Favour.

2. Enthrall.

3. Magic Vestment.

4. Discern Lies.

5. Command, Greater.

6. Geas/Quest.

7. Repulsion.

8. Demand.

9. Storm of Vengeance.






EXTRA SPELLS


Bestow Grace of the Champion

Evocation [Good, Law]
Level: Cleric 4, Paladin 4, Righteousness 4.
Components: V, S, DF.
Casting Time: 1 full-round action.
Range: Touch.
Target: Lawful Good Creature Touched
Duration: 1 round/level
Saving Throw: No (Harmless)(See text)
Spell Resistance: Yes (Harmless)

You channel the power of good and law into the target, temporarily giving her the powers and responsibilities of a Paladin whose level is equal to half your caster level (so a 10th level Cleric bestows the target with the abilities of a 5th level Paladin).

While her base attack bonus and saving throws do not change, she gains a +1 sacred bonus to attack and damage for every caster levels.

She also gains the Aura of Courage, Detect Evil, Divine Health (suspending the effects of any disease on her), Divine Grace, Lay on Hands, Remove Disease, Turn Undead and Smite Evil abilities of a Paladin of the appropriate level.
She does not gain the Paladin's special mount.
She gains the Paladin's spell casting ability, but since she does not have time to prepare any spells, this only allows her to use Spell Completion, Spell Trigger or Other Items that require the ability to cast spells as a Paladin.

Any abilities not used by the end of the spell are lost.

If the target violates the Paladin's code with this spell in effect, she imediatly gains two negative levels. The saving throw to overcome these negative levels are equal to the spell's Difficulty Class.
If cast on a Paladin, this spell has no effect other than to grant the sacred bonus to attack and damage.






Bind Oath

Enchantment (Compulsion) [Language Dependant, Mind Affecting]

Level: Cleric 3, Justice 3.
Components: V, S, DF.
Casting Time: 10 minutes.
Range: Touch
Target: Creature Touched.
Duration: Permenant (See text)
Saving Throw: None.
Spell Resistance: Yes.

You are able to bind the ubject to an oath that she voluntarily swears. No one can be forcd to be bound toan oath with this spell and any efforts to trick or coerce a person in to doing so will result in the failure of the spell (you can't even threaten to put someone in jail unless they swear to be good).

During the casting, the subject agrees to be bound to an oath before the witness of the gods. Anything the subject says after the words "I swear to" is the oath. Anything prior to that is merely preamble and has no effect on the spell.

f the subject violates the oath, she suffers from the effects of Bestow Curse until she atones. Because she swore the oath voluntarily, the curse cannot be lifted by any means short of the Atonement spell or divine intervention.












Cloak of the Righteous.


Abjuration [Good]

Level: Cleric 4, Paladin 4, Righteousness 3.
Components: V, S, DF
Casting Time: 1 Standard Action.
Range: Personal.
Target: You
Duration: 1 minute / level.

You surround yourself with a glowing nimbus of divine energy that protects and guides you, as well as demonstrating your faith to others.

You get a +2 sacred bonus to Armour Class, saves and checks. If you take a moment to contemplate an action you are about to perform, the spell informs you whether that action would adversely affect your alignment and standing with your deity.

Your sacred bonus to diplomacy checks increases to +4 when dealing with good creatures or creatures of your faith. Lisewise, the sacred bonus to intimidate checks increases to +4 when dealing with evil creatures or creatures of a different faith.

You shed light as a candle, though you may conceal or reveal this light whenever you wish. Doing so is not an action. The visibility of the light does not affect any other aspects of the spell.












Energise Potion.

Transmutation

Level: Cleric 3, Druid 3, Sorceror/Wizard 2, Wrath 2.
Components: V, S, M.
Casting Time: 1 standard action.
Range: Close (25 ft + 5 ft/2 levels)
Effect: 10-ft-radius burst.
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact.
The caster must specify the energy type (acid, cold, electricity, fire or sonic) when the spell is cast.

The potion deals 1d6 points of damage (of the energy type) per spell level of the potion (maximum 3d6).

Fire energy from this ignites combustables within the area.

Material Components: A Magic Potion.









Last Judgement

Necromancy [Death, Good]

Level: Cleric 8, Sorceror/Wizard 8, Wrath 8.
Components: V, Celestial
Casting Time: 1 round
Range: Close (25ft + 5ft/2 levels)
Target: One evil humanoid, monstrous humanoid, or giant/2 levels.
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes.

eciting a list of the targets' evil deeds, you call down the judgement of the heavens upon their heads. Creatures that fail their saving throw are struck dead and bodily transported to the approriate Lower Plane to suffer their eternal punishment.

Creatures that succeed nevertheless take 3d6 points of temporary Wisdom damage as guilt for their misdeeds overwhelms their minds.

This spell affects only humanoids, monstrous humanoids and giants of evil alignment.

A True Ressurection or Miracle spell can restore life to a creature slain by this spell normally. A Ressurection spell works only if the creature's body can be recovered from the Lower Planes before the Ressurection is cast.






Mark of Evil

Transmutation

Level: Cleric 4, Justice 4.

This spell is cast and removed in the same fashion as MArk of Justice, but it has mostly leser effects. Unlike Mark of Justice, the Mark of Evil is invisible most of the time, so it is possible for the subject not to realise he has been so marked (if he is unconcious while eing marked, for instance).
The Mark of Evil is a mar on the subject's immotal soul and has two effects, neither of them resulting in anyting as nasty as Mark of Justice:

First, anyone so marked who is in the area of effect of a Detect Evil spell is detected clearly in the first round of the spell. In fact, the person casting the Detect Evil sees the mark hovering over the subject's head, which clearly indicates that he's evil. The mark carries with it whatever clear information about the subject's crimes you wish to convey to others in a simple form:

For instance, it is common for necromancers to be given the Mark of Evil in the form of a runic "N." Later, if they are caught in a Detect Evil, the caster of that detect will immediatly see that the subject has been caught and marked as a Necromancer in the past.

Second, should the marked subject die. he may not be brought back for one year and a day. This is because the mark is clear on the subject's soul in the land of the dead. It's presence weighs more heavily on him when he is judged than most transgressions.

It is possible to be marked with both a Mark of Justice and Mark of Evil. These marks must be removed individually.

Mark of Evil is removed by an Atonement spell.











Radiant Shield

Evocation [Electricity, Good]

Level: Sorceror/Wizard 4, Wrath 4.
Components: V, S, Abstinence
Casting Time: 1 standard action
Range: Personel
Target: You
Duration: 1 round/level (D)

A scintilating aura of white rdiance wrethes you and causes damage to each creature that attacks you in melee. The radiance also protects you from electricity attacks.
Any creature striking you with a natural or handheld weapon deals normal damage, but also takes 1d6 points of electricity damage + 1 point per caster lvel (the creature' spell resistance applies).

You take only half damage from electricity based attacks. If an electricity based atack allows a Reflex save for half damage, you take none on a successful save.

The radiance is as bright as a Light spell, casting bright light in a 10-foot radius and shadowy immuniation to 20 feet.

Abstinence Component: You must not have cast a darkness or Necromancy spell within the last 24 hours before casting this spell.







Righteous Smite

Evocation [Good]

Level: Cleric 7, Exalted Arcanist 7, Wrath 7.
Components: V,S.
Casting Time: 1 standard action.
Range: Medium (100ft + 10 ft/level)
Area: 20-foot personal radius.
Duration: Instantaneous.
Saving Throw: Will partial; see text.
Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by this spell; good creatures are unnaffected.

The pell deals 1d6 damage per caster level (maximum 20d6) to evil creatures (or 1d8 points per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinding effect.

The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one quarter of the roll) with a successful Will save.










Shibboleth

Evocation [Sonic]

Level: Cleric 8, Justice 8.
Components: V.
Casting Time: 1 Action.
Range: 30ft.
Area: Creatures in a 30-foot-radius spread, centred of you.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: Yes.

A shibboleth is a word that setsone group of people part from another. In this case, the caster utters a single word, perhaps the name of his deity, that has a profound effect on those within hearing range who are different from him. These are:

If you are on your home plane, the shibboleth instantly banishes any extraplanar creatures within the area, back to their home planes. Creatures so banished cannot return for at least a day. This effect takes place regardless of whether the creatures hear the shibboleth and will even affect extraplanar creatures aligned to you and your deity.

Cretures native to your plane who hear the holy word and are oppositely aligned from you in any way (e.g. if you are lawful good and they are chaotic or evil) suffer the following ill effects:

HD Effect

14 or More Deafened.
Less than 14 Blinded, deafened.
Less than 10 Paralysed, blinded, deafened.
Less than 6 Killed, paralysed, blinded, deafened.

The effects are cumilative.

Deafened: The creature is deafened for 1d6 rounds (see blindness/deafness)

Blinded: The creature is blinded for 2d6 rounds (See blindness/deafness).

Paralysed: The creature is paralysed and helpless for 1d10 minutes, unable to move or act in any way.

Killed: Living creatures die. Undead creatures are destroyed if you are living. If you are undead, they are controlled.

Anastacia - True Neutral Wizard - Lich - CR14 (Plus Vampire Unicorns and Zombie Crocodiles - CR 5&2)


I wasn't going to post this until I'd figured out what magic weapon she was using, but I figured it's not that important, so long as the rest of her was done...

Anyway, backstoryness...

She was the former lover of the BBEG from my campaign. He treated her horrible and she endured a very abusive relationship with him. She was batshit insane and a genius to match and eventually managed to transform herself in to a Lich (I've severly abridged the full story so you can make up your own stuff). No longer alive, she wasn't subject to the insanity of mortals and eventually grew repentant. She locked herself in her tower, forever hating her former lover.

Her tower stands in the middle of a forest, which her sadness and grief has corrupted. The inahabitants, a herd of unicorn, have been corrupted in to vampiric versions...(They're included after the Lich). As well as this, she has zombie crocodiles guarding the now dried-up moat (also included afterwards).

Anyhow, this is the first image I found on deviantart that I'm actually making a significant character out of...at least as far as my campaign is concerned. It's made by a guy called "gotitguey" and can be found here. Please visit his gallery, as all of his images are amazing.

And now, on to the creatures!

As always, some of this may still be in note form. If that is the case, then I've probably left it there to help me work out what I did later...

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Anastasia,

female lich Wiz11/Ftr1:

Medium Undead

CR 14;

Size M (5 ft., 3 in. tall);

HD 12d12; 81/81;

Init +0;

Spd 30 ft.;


Calculating AC = 10 + Dex + Natural Armour[+5] + Armour + Magic


AC = 15
Flat = 15
Touch: AC 10;

Attack +7/+2 melee, or +6/+1 ranged;

Touch Attack - 1 per round. Can use that or weapon.
Negative Energy = 1d8+5 points of damage to living creatures. Will halves (DC17)

Fear Aura - Shrouded in a dreadful aura of evil and death. Creatures of less than 5 HD in a 60-foot radius that look at a lich must suceed on a Will Save or be affected as though by a Fear spell from a sorceror of the Lich's level.
A creature that saves cannot be affected by the same lich's aura for 24 hours.

Paralyzing Touch - Any living creature a lich touches with it's touch attack must suceed on a fortitude save or be permenantly paralyzed Remove paralysis or any spell that can remove a curse can free the victim. This effect cannot be dispelled. Anyone paralysed by a lich seems dead though a DC 20 spot check or a DC 15 heal check reveals that the victim is alive.

Turn Resistance - +4

Damage Reduction = 15/Bludgeoning and Magic.

Immunities - Cold, Electricity, polymorph (though she can use polymorph effects on herself) and mind-affecting attacks.



SV Fort +5, Ref +3, Will +7;

AL N;

Str 12, Dex 10, Con --, Int 16, Wis 12, Cha 12.

Languages Spoken: Common.


Skills and feats: Craft (Blacksmithing) +16, Handle Animal +1, Hide +0, Intimidate +4, Knowledge (Dungeoneering) +15, Knowledge (Nobility and Royalty) +10, Knowledge (The Planes) +16, Listen +0, Move Silently +0, Perform (Oratory) +0.5, Perform (Percussion Instruments) +0.5, Spellcraft +16, Spot +0;

RACIALS - +8 to hide, listen, move silently, search, sense motive, spot.

Brew Potion, Combat Casting, Combat Expertise, Enlarge Spell, Craft Construct, Persuasive, [Scribe Scroll], Skill Focus (Knowledge (Dungeoneering)), Still Spell, Craft Wondrous Item.




Wizard Spells Known (4/5/5/5/3):

0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
1st -- Cause Fear, Charm Person, Color Spray, Comprehend Languages, Endure Elements, Erase, Hypnotism, Identify, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement.

2nd -- Acid Arrow, Blur, Detect Thoughts, Invisibility, Rope Trick.

3rd -- Flame Arrow, Fly, Haste, Heroism, Magic Circle against Chaos, Slow.

4th -- Bestow Curse, Enervation, Lesser Geas, Mass Reduce Person, Phantasmal Killer, Scrying, Summon Monster IV, Wall of Fire.



TREASURE - STANDARD COINS, DOUBLE GOODS, DOUBLE ITEMS


Phylactery - CL = 11
Sealed in a metal box containing strips of parchment o which magical phrases are inscribed. The box is Tiny and has 40 hit points, hardness 20 and a break DC of 40.

Unless destoryed, the lich reappears 1D10 days after apparent death.


She used to be mad, cursed by an insanity of the mind. In her twisted state, she made herelf a lich. Free from her madness in undeath, she is sorrowful and regretful.

Now she works to change herself once more, in to something better.


----------------------

Vampire Unicorn

AL = CE

Undead (Augmented Magical Beast)

This powerful equine creature has a mirky white coat and feral glowing red eyes. Long, shagy white hair hangs down in a mane and forelock. A single ivory-coloured horn, about two feet long, grows from the centre of the forehead and it's hooves are cloven and black. It casts no shadow (Spot DC = 28 in shadow) throws no reflection in mirror.

About 8 feet in length, stands 5 feet high and weighs 1,200 pounds.

Unicorns speak Sylvan and Common.

Horn of a living, ordinary unicorn can fetch for 2K for helaing potions and devices. An undead one...who knows?

Horn is a +3 magic weapon though it's power fades if removed from the unicorn.

!!!WEAKNESS!!!

Cannot tolerate the odour of garlic and will not enter an area laced with it.

Will recoil from a mirror or strongly presented holy symbol. They don't harm it, just keep it at bay.

Must stay away at least 5 feet and cannot touch or go within 5 feet of said thing or creature with thing.

Holding a vampire at bay is a standard action.

Vampire can't cross running water although they can be carried over it in a ship or in a coffin.

They can't enter a home or building unless invited in by someone with the authority to do so. They can freely enter public places.

SLAYING A VAMPIRE: - Reducing to 0 hit points incapacitates but doesn't kill the vampire. However certain atacks can slay vampires.

Exposing any vampire t odirect sunlight disorientates it. It can take only a single move action or attack action and is utterly destroyed in the next round if it cannot escape.

Immersing a vampire in running water robs it of 1/3 of it's hit points each round it is submerged until it is destroyed.

Driving a wooden stake through the vampire's heart instantly slays the monster. However, it returns to life if that stake is removed unless the body is destroyed. A popular tactic is to cut off the creature's head and fill it's mouth with holy wafers (or their equivalent).




Magic Circle Against Evil (Su): This ability continually duplicates the effect of a spell. A unicorn cannot supress this ability.

Damage Reduction: - 10/Silver or Magic.

Fast Healing (Ex): - So long as the vampire has 1 HP, it heals at a rate of 5HP per round. If reduced to 0 hit points in combat it automatically assumes a gaseous form and attempts to escape. It must reach it's coffin home (a hollow mounds under a large tree) within 2 hours or be utterly destroyed. Any additional damage done to the vampire in gaseous form has no effect. Once at rest in it's coffin a vampire is helpless. It regains 1 hit point after 1 hour then it is no longer helpless and resumes healing at a rate of 5 HP per round.

Gaseous Form (Su): - As a standard action, th vampire can assume gaseous form at will as the spell (CL-5) but it can remain gaseous indefinitely and has a fly sped of 20feet with perfect maneuverability.


Spell-like abilities: - Can use Detect Evil at will as a free action. Once per day, can use Greater Teleport to move anywhere witin it's home. It cannot teleport beyond the forest boundaries nor back from outside.

A unicorn can use Cure Light Wounds three times a day and Cue Moderate once (CL-5) by touching a wounded creature with it's horn.

Once per day it can use Neutralie Poison (DC 21, CL-8) with a touch of it's horn. The save is Charisma based.

Wild Empathy: - This power works like the druid's wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Alternative Form (Su): - Can asume the shape of a bat, dire bat, wolf or dire wolf as a standard action. This is similar to a Polymorph spell cast by a 12th-level character except that the vampire does not regain hit points for changing form.

Whilst in it's alternate form, it loses it's slam attack and dominate ability but gains the natural weapons and extraordinary abilities of the new form. It can remain in that form until it assumes another or until the next sunrise.

Skills: - +8 racial on Move Silently. +3 competance on survival inside it's forest. +8 racial on Bluff, Hide, Listen, Search, Sense Motive, Spot.

Jump +25
Listen +12
Move S. +2
Spot +12
Survive +9

Immune to poison, charm, compulsion.

Resistance (ex): - Resistance to Cold 10 and Electricity 10.

Spider Climb (ex): - Can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (ex): - +4 turn resistance.

Has low-light vision, scent.

Dark vision, 60ft.


HD = 4D12

Iniative = +9

Speed = 60ft.

AC = 26 (-1 size, +5 dex, +12 (6) natural)
Touch = 20
Flat = 21

Base/Grapple = +4/+13

Attack = Horn +11 melee (1d8+10)

or Slam Attack (1d8+10)

Full Attack = Horn + 2 Hooves +3 melee (1d4+4)

Special Attacks: -

DC = 21


Blood Drain (Ex): - Can suck blood from living victim with it's fangs by making a successufl grapple check. If it pins the foe, it drains blood, dealing 1d4 points of constitution damage each round the pin is maintained. On each successful attack, the vampire gains 5 temporary hit points.

Children of the Night (Su): - Can command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms or a pack of 3d6 wolves as a standard action. The creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Dominate (Su): - Can crush an opponent's will just by looking in to their eyes. This is similar to a gaze attack except that the vampire must use a standard action and those merely looking at it are not affected. Anyone the vampire targets must succeed on a will save or fall instantly under the vampire's influence as though by a dominate person spell (CL-12). This has a range of 30 feet.

Creatre Spawn (Su): - A humanoid or monstrous humanoid slain by the drain attack rises as a vampire spawn 1d4 days after burial.

If instead, the vampire drains the victim's Con to 0 or lower, the victim returns as a spawn if it had 4 or less HD and a vampire if it had 5 or more HD. In either case, the new vampire is under the command of the vampire that created it and remains enslaved until it's master's destruction.

At any given time a vampire may have enslaved spawn totalling no more than twice it's own HD. Any spawned creature that would exceed this limit are created as free-willed creatures or vampire spawn.

A vampire that is enslaved may create and enslave it's own spawn so a master vampire can control a number of lesser vampires in this fashion.

A vampire may voluntarily free and enslved spawn in order to enslave a new spawn but once freed a vampire or vampire spawn canot be enslaved again.

Energy Drain (Su): - Living creatures hit by the vampire's Slam Attack or any other natrual weapon gain twonegative levels. For each negative level bestowed, the vamprie gains 5 temporary hit points. A vampire can use it's energy drain ability once per round.



Space/Reach = 10ft/5ft

Fort = +4

Ref = +9

Will = +6


Str 26 +8
Dex 21 +5
Con -
Int 12 +1
Wis 23 +6
Cha 28 +9

Feats: -

Alertness,
Skill Focus (Survival).
Combat Reflexes.
Dodge.
Improved Iniative.
Lightning Reflexes.

CR = 5

If taken as a cohort = Level adjustment = +12

Treasure = Normal.



------------------


Crocodile

NE

Aggresive predators, 11 to 12 feet long. They lie mostly submerged in rivers and marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.

Medium Undead

HD = 6d12+3

CR = 2

Iniative + 1

Speed = 20ft (4 sqaures), swim 30 feet.

AC: 16 (+0 dex, +6 natural)
Touch: 12
Flat: 16

Base/Grapple: +3/+6

Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) or Slam Attack (1d6)

Full Attack: Same.

Space/Reach: 5ft/5ft


Special Qualities: Low Light Vision.

Single action only: - Has poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to it's speed and attack in the same round but only if it attempts a charge.

Saves: -

Fort +2
Ref +2
Will +2


Abilities: -

Str 21
Dex 10
Con --
Int --
Wis 10
Cha 01


Skills:

No skills

Feats: -

Toughness.

Tuesday 25 March 2008

Prelude to Rules


Well, not so much as a prelude...but simply my ideas for a new set of rules...in note form.

You see, I've worked out (mostly) a way to implement the Foggy and Otherworld environments from Silent Hill...and since one of my evil Deities is Alessa herself, it seemed only right that I show her off once. I'm thinking of having her take over the role of "main villain" once my players have beaten Shar and her cronies. Still, the plot's still in planning.

In any case. First of all, a mist will descend on whatever town it is that Alessa wants taken. This is where my notes come in...

(I bet you're wondering why I gave you a screenshot instead of copying the text...it's because I'm a fiend...)

So yeah. A mist descends (which conforms to the rules of mist in the DM's guide...it may be the DM's guide 2. I'm not sure, to be honest.

Not only this, but regardless of whether the character is in the Misty Zone or the Otherworld version, they make 2 will saves daily, a third if either of the first two are failed.

These saves serve to destabalise the character's mind. The thinking behind the modifiers is that chaotic minds are more resistant to chaotic thoughts and images (having to deal with them themselves anyway) and the Good V Evil Modifier is because the good will have better resistance to being tempted.

Anyhow, once a character is in a sufficiently maddened state, Alessa (or one of her Clerics) will offer salvation if they agree to join Alessa's faith. This will obviously require a will save (with probably eavy modifiers due to the daily will saves). Hence, a character converts.

The Zone will be split in to two "worlds." One will be simply the town as-is with the mist and the occasional Abberation (modelled on subconscious fears tailored to the characters, as well as ones from the games...I've already done Grey Children and Pyramid head but I want to redo them...). However, occasionally (I'm thinking a percentage roll?) there will be the sound of an air-raid siren. When this happens, everything will go black.

Over the course of three rounds, the area will gradually get darker. I'll work out specific rules later. For now though, I'm thinking that concealment increases by a certain amount every round? Perhaps a straight 30 percent, so it's (roughly) the same every round.
For one round after that, the area is under the affect of a Darkness spell, however nothing can dispell it for that round.
The round after that, light returns, but ambient light levels are classed as deep shadow (whatever the DM's guide says that is).

The creatures that I'll have come up with will be increased in hardness and made to look worse in appearance.

I may work out an "Otherworld" template, which can be applied.

It will essentially mean that the monster grows stronger, increass in CR (obviously) loks more terrifying or gruesome (or both) and receives the Undead subtype.

I'll also make it so that any undead become Abberations with Undead as the subtype...to explain corpes comnig to life in evil forms, etc, like the Janitor in the Film.

Still, that's to be tidid up at a later date. I just wanted to share thoughts.

If you folks have any ideas, I'd be happy to hear them.

It's a shame I don't use Ravenloft rules, or this'd be a good addition.

Mental note...as part of this template, all creatures get "cause fear" effect-type attack of some description...

It'll be my first time making a template too, so I'd appreciate help balancing it.

Toodles.

Saturday 22 March 2008

Kagidan Deity - God of Violence.

Ok, last post for today. This is an original Deity, which I'll be using in my foreign pantheon. The pantheon is a hybrid of the beliefs of settlers from the orient and of african lineage.

---------


Kagidan - God of violence and melees

Alignment = CE

(Represented by a vicious, snarling dog.)

[Domains: Endurance (BoED), Bestial (BoVD), Pain (BoVD), Suffering (SC), Destruction.]

Favoured weapon = Spiked Chain.


Endurance Domain

Granted Power: -

You can perform a feat of endurance, which is the supernatural ability to gain an enhancement bonus to Constitution equal to one-half your level. Activating the power is a free action and the power lasts 1 minute. This is usable once per day.


Endurance Domain Spells: -

1. Endure Elements.

2. Bear's Endurance.

3. Refreshment*.

4. Sustain*.

5. Stoneskin.

6. Mass Bear's Endurance.

7. Globe of Invulnerability.

8. Spell Turning.

9. Iron Body.








Bestial Domain

Granted Power: -

Character gains the scent extraordinary ability.


Bestial Domain Spells: -

1. Magic Fang.

2. Bull's Strength.

3. Greater Magic Fang.

4. Claws of the Savage*.

5. Charm Monster.

6. Hold Monster.

7. Whirlwind of Teeth*.

8. Spread of Savagery*.

9. Were-doom*.







Pain Domain

Granted Power: -

Granted power: Character converts damage that he deals in one blow per day in to healing for himself, up to 1 point of damage per level.


PAIN DOMAIN SPELLS:

1. Angry Ache*: Subject takes -2 penalty on attack rolls.

2. Sadism*: For every 10HP damage caster deals, he gains + on attacks, saves and checks.

3. Wrack*: Blinds subject and renders it helpless for 1 round/level, then -2 on attacks, saves and checks for 3D10 minutes.

4. Liquid Pain*: Extracts one dose of liquid pain from tortured victim.

5. Thousand Needles*: Piercing needles deal 2d6 damage and target taes -4 penalty on attacks, saves and checks.

6. Pox*: One creature/level takes 1D4 Con drain.

7. Wave of Pain*: Stuns all within cone fo 1 round/2 levels.

8. Symbol (Pain only): Triggered Rune causes Pain.

9. Eternity of Torture*: Target is renderred helpless, ageless and has all ability scores except for Con drop to 0.








Suffering Domain

Granted Power (Sp): -

You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack.
This ability does not affect creatures that have immunity to extra damage from critical hits.


Suffering Domain Spells: -

1. Bane.

2. Bear's Endurance.

3. Bestow Curse.

4. Enervation.

5. Feeblemind.

6. Harm.

7. Eyebite*.

8. Symbol of Pain.

9. Horrid Wilting.







!!!Extra Spells!!!


ANGRY ACHE.

Necomancy.

LEVEL: Assassin 1, Cleric 1, Pain 1
COMPONENTS: V, S
CASTING TIME: 1 action.
RANGE: Close (25ft + 5ft / 2 levels)
TARGET: One living creature.
DURATION: 1 minute / level
SAVING THROW: Fortitude Negates.
SPELL RESISTANCE: Yes.

The caster temporarily strains the subject's muscles in a very specific way.
The subject feels a sharp pain wheneever she makes an attack. All her attack rolls have a -2 circumstance penalty for every four caster levels (max penalty -10)









Claws of the Savage.

Transmutation [Evil]

Level: Bestial 4, Blackguard 4, Cleric 4, Druid 4.
Components: V, S.
Casting Time: 1 action.
Range: Touch
Target: One creature.
Duration: 10 minutes/level.

The caster grants one creature two long claws that replace it's hands, tentacle tips, or whatever else is approriate. The claws deal damage basd on the creature's size: -


Size Damage

- Fine 1
- Diminuitive 1d2
- Tiny 1d3
- Small 1d4
- Medium (human size) 1d6
- Large 1d8
- Huge 2d6
- Gargantuan 2d8
- Colossal 4d6

The creature can make attack with both claws as if it were proficient with them. Just as with a creature that has natrual weapons, the subject takes no penalty for making two claw attaCKS. The subject is treated as armed. Furthermore, these claws gain a +2 enhancement bonus on attack and damage rolls.

If the creature already has claws, those claws gain a +2 enhancement bonus on attack and damage rolls and the claw's damage increases as if the creature were two size categories larger.










ETERNITY OF TORTURE

Necromancy [Evil]

LEVEL: Pain 9
COMPONENTS: V, S, DF
CASTING TIME: 1 action.
RANGE: Close (25 ft + 5ft / 2 levels)
TARGET: One creature.
DURATION: Permenant.
SAVING THROW: Fortitude Partial.
SPELL RESISTANCE: Yes.

The subject's body is wisted and warped, wracked forever with excrutiating pain.
The subjct is renderred helpless but--as long as the spell continues--it is sustained and has no need for food, drink or air. The subject does not age--all the better to ensure a true eternity of unimaginable torture.

The subject takes 1 point of drain to each ability each day until all scores are reduced to 0 (except constitution, which stays at 1). The subject cannot heal or regenerate.

Lastly, the subject is completely unaware of it's surroundings, insensate to anything but the excrutiating pain.

A single fortitude saving throw is all that stands between a target and this horrible spell. However, even if the saving throw is successful, the target still feels terible (but temporary) pain. The target takes 5D6 points of damage immediatly and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks and ability checks for 1 round per level of caster.








LIQUID PAIN:

Necromancy
LEVEL: Pain 4, Sor/Wiz 4.
COMPONENTS: V, S, F
CASTING TIME: 1 Day.
RANGE: Touch
TARGET: One living creature.
DURATION: Permanent.
SAVING THROW: Fortitude negates.
SPELL RESISTANCE: Yes.

Over the course of one day, the caster takes a subject already in great pain---wracked with disease, the victim if torture, or dying of a wound, for example---and captures its pain in liquid form.

This physical manifestation of agony can be used to create magic items or enhance spells (See Pain as Power in Chapter 2 of the Book of Vile Darkness, or below.)
It can also be used as a potent drug.

Focus: A jar, vial or other container for the liquid pain.






POX.

Necromancy [Evil]
LEVEL: Corruption 6, Druid 6, Pain 6.
COMPONENTS: V, S, DF.
CASTING TIME: 1 action
RANGE: Close (25ft + 5ft/2 levels)
TARGETS: Up to one living creature/level, no more two of which can be more than 10 ft apart.
DURATION: Instantaneous.
SAVING THROW: Fortitude Negates
SPELL RESISTANCE: Yes.

Subjecttakes 1D4 points of Consitution drain, Their skin breaks out in lesions and takes on a yellow pallor.












Refreshment

Conjuration (Healing) [Good]

Level: Apostle of Peace 3, Bard 3, Cleric 3, Endurance 3, Vassal of Bahamut 3.
Components: V, S.
Casting Time: 1 standard action.
Range: 20 foot.
Target: 20 foot raqdius burst centred on you.
Duration: Instantaneous.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (Harmless)

Refreshment channels celestial energy to remove non-lethal damage the targets have taken, including damage from environmental conditions, starvation and thirst, and related effects as well as damage dealt by non-lethal attacks.




SADISM.

Enchantment [Evil]

LEVEL: Assasin 3, Blckguard 3, Cleric 3, Pain 2, Sor/Wiz 2
COMPONENTS: V, S, M.
CASTING TIME: 1 action.
RANGE: Personal
TARGET: Caster (Self)
DURATION: 1 round/level.

For every 10 points of dage the caster deals in a given round whilst under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws and skillchecks in the next round. The more damage the caster deals, the greater the luck bonus.
It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.

Material Components: A leather strap that has been soaked in human blood.






Spread of Savagery

Enchantment [Evil]

Level: Bestial 8, Cleric 9.
Components: V, S, M/DF
Casting Time: 1 hour.
Range: Long (400 ft + 4o ft/level).
Area: 10 ft/level radius spread.
Duration: 1 hour/level.
Saving Throw: Will negates.
Spell Resistance: Yes.

All living creatures within the area become hostile to anyone not affected by the spell, whether in or out of the area and regardless of alignment or former assosiation. They are likely to attack such creatures, although they retain their intellect and thus retreat or avoid opponents obviously too powerful for them to overcome.

Affected creatures are likely to continue with their normal activities until presented with someone not affected by the spell. Subjects of Spread of Savagery can identify unnaffected creatures by sight through an instinctive, supernatural snese granted by the spell.

Arcane Material Component: Three drops of brain fluid from a beast.











Sustain

Transmutation

Level: Apostle of Peace 4, Cleric 4, Endurance 4.
Components: V, S, M.
Casting Time: 1 round.
Range: Touch
Target: Up to one living creature touched/2 levels.
Duration: 6 hours/level.
Saving Throw: None.
Spell Resistance: Yes (Harmless)

This sell instantly releives the negative effects of hunger and thirst and allows the targets to go without food or water for the duration of the spell, suffering no ill-effects from the deprivation.

An affected creature can eat or drink normally without difficulty.

When the spell ends, the creatures must resume normal eating and drinking habits, but do not feel any adverse effects from the missed meals. The size of the creature is not a factor; a Tiny lizard and a Colossal dragon are both fully nourished by the spell.

Material Components: A flask of warm wine and a loaf of bread.



Thousand Needles

Conjuration (Creation) [Evil]

Level: Pain 5, Cleric 6.
Components: V, S, M.
Casting Time: 1 action.
Range: Medium (100 ft + 10 ft/levels)
Target: One living creature.
Duration: 1 minute / level.
Saving Throw: Fortitude Partial.
Spell Resistance: Yes.


A thousand needles surround the subject and pierce his flesh, worming through armour or any type of pretection, although creatures with damage reduction are immune to this spell.

The subject takes 2d6 points of damage immediatly and takes a -4 circumstance penalty on attack rolls, saving throws, skil checks and ability checks for the rest of the spell's duration.

A successful Fortitude save reduces damage to half and negates the circumstance penalty.

Material Components: A handful of needles, all of which have drawn blood.








WAVE OF PAIN.

Necromancy [Evil]

LEVEL: Bard 6, Pain 7.
COMPONENTS: S, M
CASTING TIME: 1 action.
RANGE: Close (25ft + 5 ft / 2 levels)
AREA: Cone.
DURATION: 1 round / 2 levels.
SAVING THROW: Fortitude Negates.
SPELL RESISTANCE: Yes.

All living creatures within the cone are overcome with pain and suffering.

They are stunned for the duration of the spell. A creature with no discernible anatomy is unnaffected by this spell.

Material Component: A needle.










Were-Doom

Evocation [Evil, Chaos]

Level: Bestial 9, Cleric 9, Druid 9.
Components: V, S, M.
Casting Time: 1 minute.
Range: Long (400 ft + 40 ft/level)
Area: 50 ft/level radius.
Duration: 24 hours.
Saving Throw: Fortitude Negates.
Spell Resistance: Yes.

This spell must be cast at night. Lycanthropy infects 1d4 humanoid creatures in the area, designated randomly. These creatures immediatly change in to their animal or hybrid forms (their choice) and begin savagely attacking all those around them.

To determine the type of lycnthropy that afflicts a subject, roll on the following table: -

D% Lycanthrope Type

01-25 Wererat
26-60 Werewolf
61-80 Wereboar
81-100 Weretiger

See the Lycanthrope template in the monster manual for more information on lycanthropy, including how to cure it.

Material Components: A bit of lycanthropes fur or skin.







Whirlwind of Teeth.

Evocation [Evil]

Level: Bestial 7, Sorceror/Wizard 7.
Components: V, S, M/DF
Casting Time: 1 action.
Range: Medium (100ft + 10ft/level)
Area: 5ft/level radius cylinder, 10ft high per level.
Duration: 1 round per level.
Saving Throw: Reflex Half.
Spell Resitance: Yes.



The caster creates an opaque area of swirling energy in the form of roaring, screaming mouths of teeth.

Anyone within the area takes 1d8 points of damage for every 2 caster levels (max = 10d8) from the magically created biting mouths and tearing teeth.

The whirlwind moves as the caster mentally directs (as a free action) with a speed of 40 feet.

Arcane Material Component: A handful of bloody teeth.






WRACK.

Necromancy [Evil]

LEVEL: cleric 3, Mortal Hunter 3, Pain 3, Sor/Wiz 4.
COMPONENTS: V, S.
CASTING TIME: 1 action.
RANGE: Close (25 ft + 5 ft / 2 levels)
AREA: One humanoid creature.
DURATION: 1 round / level.
SAVING THROW: Fortitude Negates.
SPELL RESISTANCE: Yes.

The subject is wracked with such pain that he doubles over and collapses.
His face and hands blister and drip fluid and his eyes cloud with blood, rendering him blind.

Fo the duration of te sell the subject is considered helpless and cannot take actions. The subject's sight returns when the spell's duration expires.

Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on all attack rolls, saves and checks for 3D10 minutes.







!!!Extra Rules!!!

Pain as Power...

Some spells and items (such as the Liquid Pain spell and the Pain Extractor windrous item [available from the Book of Vile Darkness]) allow pain to be stored in a special receptacle. This distilled pain, often called Agony is a thick liquid.

Evil spellcasters can use a liquid pain in magic item creation. Each dose is the equivalent of 3 experience points needed to create the item. Liquid pain can be used in conjunction with dark-craft experience points and souls used for experience points (something else in the Book of Vile Darkness).

A dose of Agony can also be used as a special evil spell component. Some infernal magic items are powered by pain (See Chapter 6 of the Book of Vile Darkness for "Diabolic Engines and Demonic Devices")

It takes a full day to distil a dose of liquid pain with the Liquid Pain spell. A victim cannot endure-or produce, to put it another way-more extractions of pain than it has points of Constitution.


Agony - 200gp, street value.

Agony is distilled pain distilled in liquid form, as extracted by certain spells or items, automatically increases the effective caster level of a single spell by +2. This increase doesn't stack with previous applications of Agony o any other such bonuses to effective caster level.

This evil spell component is optional (and not mentioned along with other spell components in the spell's descriptive text). These components sometimes increase the potency of an evil spell; the component is consumed whether it helps or not.

A spellcaster can use only one optional component in the casting of an evil spell, so using two Agonys or an Agony and another evil optional component (see the Book of vile Darkness for more information on these wonderful things) wont improve the spellcaster's chances.

As with and spell component, the caster must be touching an optional evil spell component and have it displayed prominenely for it to function.

These optional components can only be applied to spells with the evil descriptor.

Cleric of Alessa - CR 9

Below is a Cleric to go with Alessa. He uses spells which aren't from the player's handbook, but I'm not posting them this time. I'm afraid you'll have to get the books or hope I've posted them somewhere else here.

I'm sorry about that, but I'm probably on dodgy terms with legality anyway and I have to encourage you to actually get the books. I can get away with a few freebies methinks, so long as I do it in good faith...so there you are.

Anyway, I've left the feats in so it should only be a matter of substituting spells.

Any spells with (SC) refer to the spell compendium, whilst (BoVD) is the Book of Vile Darkness.

Lastly, this is an original character, besides the obvious last-name reference. Alot of this is written in note form, understandable by, most likely, only me. I'd never originally intended to post this, but as it turns out none of the people in my campaign particularly care enough to look at this so they'll never know what's coming ^_^

There is an image to go with it, which somebody drew for me. If it's ever available, I'll post it.

-------------

Edwin Valtial

Created by Alessa from the wrath of captured men, coupled with her abberations.

Human

CE

Level 9

Cleric of Alessa

Domains = Corruption & Madness

Granted Power: Once per day, character can attack an object and ignore it's hardness rating.

Granted Power: Your insanity gives you insight. You subtract 1 from all wisdom-basd skill checks and all will saves. However, once per day, you can see and act with the clarity of true madness: Add 1/2 your level to a single wisdom-based skill check or will save. You must choose to use this benefit before the check or save is rolled.


!!!Feat [Level 1]!!!

Aberration Blood [ABERRANT]

Gain a physical feature that grants a racial bonus on one type of check;

Bulging Eyes - +2 on spot checks


!!!Feat [Human]!!!

Scavenging Gullet

Can get nourishment from eating any organic material. +4 racial on fortitude saves to resist the effect of ingested poisons, as well as on Fortitude saves to resist diseases caused by ingested substances (such as spoiled food)


!!!Feat [Level 3]!!!

Willing Deformity. Through scarification, self mutilation and supplication to dark powers, the character intentionall mars their own body.

Benefit: - +2 deformity bonus on Intimidate checks.


!!!Feat [Level 6]!!!

Deformity (Gaunt). Through intentional starvation and macarbe operations, the character is grossly underweight. He has a skeletal appearance and his weight is now half normal for creatures of his kind.

Benefit: - +2 deformity bonus to Dexterity, -2 deformity penalty to Constritution. +2 circumstance bonus on escape artist and intimidate.

!!!Feat [Level 9]!!!

Starspawn

His abnormal body has become more pronounced. He has grown membranous wings and is comfortable in extreme elevations.

He has a fly speed (with average maneuverability) equal to one half of his base land speed (round down to the nearest 5 foot increment). He can use his flight for a number of consecutive rounds equal to 1 + his constitution modifier (minimum, 1 round); between these uses, he cannot fly for 1 round.

He also has resistance to cold 5 and is immune to altitude fatigue and altitude sickness.



HD 9d8; hp 40/40;

Init +4 (+4 Dex);

Spd 30 ft.;

AC 14 (+4 Dex);

Attack +7/+2 melee, or +10/+5 ranged;

SV Fort +7, Ref +7, Will +10;

Str 13, +1
Dex 20, +5
Con 11, +0
Int 12, +1
Wis 19, +4
Cha 14, +2


Proficiencies

All simple.
All armour.
All shields (except tower)

!!!Gear!!!

Dark, tatterd, grey robes.

Magical Quarterstaff...work out later.


36

12 Class
6 Class

Skills...

Concentration - 6
Knowledge (Planes) - 6
Knowledge (Religion) - 6
Spellcraft - 4
Intimidate - 4
Listen - 2
Spot - 2

-------------
Possessions: 12,000 gp in gear.

Languages Spoken: Common, Infernal.

Cleric Spells Per Day:

Domain Spells Taken - Corruption.

0-LEVEL

1. No Light (BoVD)
2. Slash Tongue (BoVD)
3. Inflict Minor
4. Read Magic
5. Detect Magic
6. Cure Minor


1-LEVEL

1. Sorrow (BoVD)
2. Cold Fire (SC)
3. Ebon Eyes (SC)
4. Faith Healing (SC)
5. Inflict Light [1d8 + 1/level (max +5)]

D. Doom.

2-LEVEL
1. Boneblast (BoVD)
2. Spiderlegs (BoVD)
3. Spores of the Vrock (BoVD)
4. Dark Way (SC)
5. Living Undeath (SC)

D. Blindness/Deafness.

3-LEVEL

1. Devil's Eye (BoVD)
2. Animate Dead
3. Masochism (BoVD)
4. Sadism (BoVD)

D. Contagion.

4-LEVEL

1. Claws of the Savage (BoVD)
2. Hell's Power (BoVD)
3. Wrack (SC)

D. Morality Undone.

5-LEVEL

1. Doomtide.

D. Feeblemind.


6/5+1/5+1/4+1/3+1/1+1.