Showing posts with label Alessa. Show all posts
Showing posts with label Alessa. Show all posts

Thursday, 3 April 2008

Another Random NPC - Marduk, Fallen Paladdin of Alessa

Fallen Palladin

NE

CR = 7

Marduk Haku

Human

4 Paladdin / 3 Fighter

(7 X D10) + 7

Was from somewhere on another world and worshipped a soon-to-be destroyed deity.

He was taken to Evosa and was tempted away by Alessa.

Str 12 +1
Dex 12 +1
Con 12 +1
Int 14 +2
Wis 11 +0
Cha 15 +2




Skills: -

28 - paladin
12 - fighter

Knowledge Religion 2
Ride 2
Sense Motive 4
Heal 5
Handle Animal 3
Knowledge Nobility 1
Diplomacy 3
Survival 3
Listen 1
Intimidate 6
Spot 3



Proficiencies: -

Martial,
Simple.
All armour.
All shields.


!!!Gear!!!

Great Scimitar.
Splint Armour.

[Make these magic later]



!!!Feats!!!

Human: - Scorpion's Resolve. Like the scorpion, you are not easily distracted. +4 to saving throws against mind-affecting spells and ablities.

First: - Scorpion's Sense. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10 feet. This increases to 20 feet if you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth or sand. This ability only tells you what sqaure the creature is in, so you still have the normal miss chance from concealment if you cannot see the creature.

Third: - Martial Instructor. Page 254/255, Book of the righteous.

Fighter feat: - Exotic Weapon Proficiency (Great Scimitar)

200gp, 1d8, 18-20/X2, 8lbs

Fighter Feat: - Blindfight.

Sixth: - Leadership





Mount = Heartless WarHorse


This warhorse's hair is jet-black. It is wreathed in a thin aura of black mist.
It has vague symbols on it which seem to appear and dissapear, as if drawn and erased of their own accord, symbols depicting hearts and runes in blood...

L.E.

Large Outsider

HD = 4D8 + 12 = 37/37

Iniative = +1

Speed = 50ft. (10 squares)

AC = 16 (-1 size, +1 dex, +6 natural)
Touch = 10
Flat = 15

Base/Grapple = +3/+11

Attack = Hoof +6 melee (1d6+4)

Full Attack = 2 Hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)

Space/Reach = 10ft/5ft

Special Attacks: - When a creature is knocked out or killed by a heartless, the heartless uses the next round to consume that creatures heart, and the body is transported to the Plane of Shadows.


Special Qualities: - Low light vision, scent.

Darkvision 60ft, Create Spawn: Any creature thats heart is consumed by a heartless automatically is revived on the Plane Of Shadows with the Heartless template.



Saves: -

Fort +7
Ref +5
Will +2

Abilities: -

Str 18 +4
Dex 13 +1
Con 17 +3
Int 02 -4
Wis 13 +1
Cha 06 -2

Skills: -

Listen +5
Spot +4

+10 racial to hide.

Feats: -

Endurance,

Run.

Silent Spell.

CR = 3



The heartless template is provided by Zal on the DandD Wiki.

New NPCs! with feats and whatnot.

I've finished a few of the NPCs I needed for my campaign, so I figured I'd share them with you.

This one's liable to be rather one as I'm just going to do them all in on post. Yes, I'm that mean.

These are all original characters and as such have no images to accompany them. Two of them are based off of concepts from one of my players, as they're pertinent to her backstory. So for those two, she pretty much dictated what they're like, I just did stats around them.

As I've used stuff from the books, I'll put links pointing to the books...because I'm lovely like that...

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

And now for the first two. These character's are my own creations and will serve as antagonists and allies, both. The story currently is that a high-level Wizard the party knows has been captured by Shar's forces and is being held in the Shadow Plane. His eyes have been sown shut, his arms have been cut off and he is chained around his neck. He is naked and tortured constantly, having to life in a cell which isn't cleaned and is ignored when he isn't being tortured...

He isn't in a very good state. He just wants to die or have vengeance but he's not allowed to do eithger.

In a moment of madness and grief, he makes a prayer to anyone that will listen.

Alessa answers...

From the arms which were cut off, she forms two henchman. They're first duty is to help the party reach the Wizard and help him escape (which would make them even and she'd given in to his paryer). Once their task is complete, they will serve as Alessa's followers and do her bidding and what-not.

They are simply called "Left" and "Right," after the arms they were raised from. They both have a deathly pallor about them, except for the arm which originally came from the Wizard, which looks completely normal.

And now, to stats!

~~~

"Left"

Medium, Corrupted Human

CR = 7

This figure bears a bronze-like helmet exactly like the Pyramid head, although the figure fits the build of a bulky, muscular human. Most of his features are obscured, his face coverred by the helmet, his hands by black leather gloves and his body by long, grey robes. What little skin can be seen is grey and seems dead, except for his left arm which, if you could see it, would look normal enough.
He wields a longsword seemingly too large for him. It is as tall as he is and seems to have endured a lot of use...

He can also be seen riding his utterly horryifying mount...




Alignment = NE

+4 to natural armour bonus

Damage: Claw's lengthen, teeth multiply, and muscles harden.

Natural damage die increases by one type, as if the creature were one size larger.

Special Qualities: Gains Darkvision with a range of 60 ft.

Gains Acid immunity.

Damage Reduction: - 5/+1

Disruptive Attack (Su): The corrupt creature deals additional Vile damage (chapter 2 of BoVD) when it touches uncorrupted, living, corporeal non-outsiders. [Details are also below]
The amount of Vile Damage dealt is equal to half the creature's Hit Dice (maximum 20 points of damage) [2 in this case.] This applies only to natural attacks.

Enchanced Power (Su): The save DC of any and all of the corrupt creature's special attacks increase by +4.

Fast Healing (Su): Each round, a corrupted creature heals damage equal to half of it's Hit Dice (maximum of 10 points per round healed) [In this case, 2].


Armour Class: -

AC: 10 + Size + Dex + Armour + Natural + Shield

AC =

Touch: 10 + Size + Dex + Deflection

Touch =

Flat: 10 + Size + Armour + Natural + Shield + Deflection

Touch

Cleric 3
Fighter 2

Cleric of Alessa

Str 20 +5
Dex 13 +1
Con 22 +6
Int 12 +1
Wis 14 +2
Cha 14 +2

HD = 3d8 (cleric) + 2d10 (fighter)


Cleric BAB Fort Ref Will

3 +2 +3 +1 +3

Fighter BAB Fort Ref Will

2 +2 +3 +0 +0

--------------------------------------------
Total BAB Fort Ref Will

5 +4 +6 +1 +3


!!!Skills!!!

Cleric

2+Int [1] X 4
2 + Int [1]
2 + Int [1]

18

Fighter

2 + Int [1]
2 + Int [1]

6



Concentration 6 Con
Craft Alchemy 2 Int
Heal 4 Wis
Knowledge Religion 2 Int
Spellcraft 2 Int
Spot 1 Wis
Intimidate 3 Cha
Listen 1 Wis
Ride 1 Dex


Proficiencies: -

Simple,
Martial
Longsword,
All Armour,
All Shields





!!!GEAR!!!

Huge Longsword

60 gp. 3d6 19-20/X2 16lbs Slashing



Armoured Robe (Ultimate Equipment Guide, Volume 1)

This mundane looking garment appears as a typical grey robe. Small, metal plates are woven in to the fabric. Whilst useful, these slightly limit agility and speed.

Medium Armour

55 gp. +3 AC Max Dex = +3 Check -4 Spell Failure = 25% Speed = 20ft/15ft 30lbs.



Pyramid Helmet.

Fashioned to look like the feared helmets of the Red Pyramids, this helmet is made from the dire metal, Dahlium, a metal forged by Alessa herself.
This helmet grants a +1 bonus to AC (stackable with other armour, so long as there is no helmet worn already). [See below for Dahlium].
The inside of the helmet is crafted with padding and inlaid with enchantments to allow it to be worn...

(I wil give stats for the normal version of this, and the Dahlium version)

Normal - Medium Armour

10 gp +1 AC Max Dex (Decrease by 3) Ac Penalty (Stackable -3) Arcane Failure (Stackable 10%) Speed 20ft/15ft 10lbs


Dahlium - Light Armour

2,010gp +1 AC (+2 at night, +3 in Otherworld) AC Penalty = 0 Arcane Failure = 0% Speed 30ft/20ft 5lbs.




!!!FEATS!!!

Most of these are taken from the Libris Mortis, The Book of the Undead.

1st Level - Tomb Tainted Soul

Prerequisite: Non-good Alignment [General]

Benefit: You are healed by negative energy and harmed by positive energy, as if you were an undead creature.
This feat gives no other penalties or benefits of the undead type.

---

Human - Tomb-Born Resilience [General]

The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison and disease.

Prerequisite: Non-good alignment, Tomb-tainted Soul.

Benefit: You gain a +2 bonus on saving throws made to resist mind-affecting spells and abilities, poison, and disease.

Your nails grow yellow and rotten. Although this change has no efect on the damage of your unarmed strike, most indiviuals find such cretures horrid looking.

---

3rd Level - Tomb-born Fortitude

The Power of undeath taints your body and soul. It's power has hardenned your flesh and given it the foul look of the grave.

Prerequisite: Nongood alignment, Tomb-tainted Soul.

Benefit: You have a 25% chance to resist critical hits. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
In addition, you do not risk death from massive damage.
Your skin takes on the pallor and texture of dead human flesh.

---

Fighter Feat 1 - Huge Weapon Proficiency

Prerequisite = Proficiency with Weapon & Str = 19+

Benefit: You can wield a specific weapon that you
take this proficiency with that is two sizes larger than
you. Wielding this weapon requires two hands and all
attacks suffer a -2 circumstance penalty on the attack
rolls. Increasing a weapon’s size by one category
increases its weight four-fold.

Normal: You fall over backwards.

Special: This feat can be taken multiple times, each
time you take this feat it applies to a new weapon.

---

Fighter Feat 2 - Daunting Presence [General]

Prerequisites: Cha 13, BAB +1

Benefit: You may take a standard action to awe an opponent.
The opponent must be within 30 ft, have line of sight of you, and have an intelligence score.
If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + Cha modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already taken.

Special: This may be selected as a fighter feat.

---



Speaks:

Infernal
Celestial
Common



!!!SPELLS!!!

Domains: -

Pain (BoVD)

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.


Death

Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect.
You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per
cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).


Per Day

0-level = 4

1. Read Magic
2. Detect Magic.
3. Slash Tongue* (BoVD)
4. Resistance.

1-level = 2+1+D

1. Bane.
2. Divine Favour.
3. Doom.

D. Cause Fear.

2-level = 1+1+D

1. Spider Legs*. (BoVD)
2. Undetectable Alignment.

D. Death Knell.



Extra Spells: -




Slash Tongue

Transmutation [Evil]

Level: Cleric 0, Sorceror/Wizard 0
Components: V, S.
Casting Time: 1 action.
Range: Close (25ft + 5 ft/2 levels)
Target: One living creature with a tongue.
Duration: 1 round
Saving Throw: Fortitude Negates
Spell Resistance: Yes.

The subject's tongue gets a thin cut.
The subject takes 1 point of damage and takes a -1 penalty on attack rolls, saving throws, skill checks, and ability checks on the following round due to the annoying pain.






Spider Legs

Transmutation

Level: Cleric 2.
Components: V, S, DF.
Casting Time: 1 action.
Range: Personal.
Target: Caster.
Duration: 1 minute/level.

The caster grows four long spider legs from the sides of his torso. He can use these legs to move as a speed of 30 feet, no matter what the caster's normal speed is, as long as he carries less than his maximum load.
The caster can also use these extra legs to climb vertical surfaces or even traverse ceilings as well as a spider does, with his hands completely free. The caser has a climb speed of 15 feet.

A creature with a Strength score of at least 20 +1 per caster level can pull the caster off a wall or ceiling.





!!!Extra Rules!!!

Dahlium Material

A bronzey-looking substance, it is imbued with qualities akin to Alessa's Otherworld.

During the day, the material seems like new brass, though is much, much harder.

During darkness (such as night-time, the plane of shadow, etc), however, the blade appears to turn rusty and battered.
In the Otherworld, the metal does the same.
Despite it's appearance, however, there is no reduction in performance...quite the opposite, in fact.

If the metal is used for Armour, the armour gains a +1 Supernatural bonus to AC. If the armour is in the Otherworld, this bonus increases to +2.

Dahlium armour is treated as being one armour-type lighter for the purposes of movement (just like Mithril - 285 DMG). Heavy armour is treated as medium, medium as light, but light is still light armour.

Spell Failure Chance for armour and shields made from Dahlium are decreasd by 10%, maximum Dexterity bonus is increased by 2, and Armour Check Penalties are lessened by 3 (to a minimum of 0).

If the metal is used for a weapon, the weapon gains a +1 supernatural bonus to attacks and a +2 when in Otherworld.

An item made from Dahlium weighs half as much as the same item made from other metals. In the case of weapons, the lighter weight does not change the weapon's size categor or ease with which it can be wielded.

Items not primarily made from metal do not benefit from being made of Dahlium.

Weapons and Armour fashioned from Dahlium are always masterwork items as well; the masterwork cost is included in the prices given below.

Anyone Appraising Dahlium suffers a -10 penalty in darkness or in Otherworld, unless they've witnessed Dahlium changing or pass a Knowledge Arcana check of DC 30 [Base, DM may amend based on circumstance].


Type of Dahlium Item Item Cost Modifier


Light Armour + 2,000gp

Medium Armour + 6,000gp

Heavy Armour + 11,000gp

Shield + 3,000gp

Other Items + 1,500gp/lb


---

Vile Damage

Vile Damage, like regular damage, results in the loss of hit points or ability score points.
Unlike regular damage, vile damage can only be healed within the area of a Consecreate or Hallow spell. Vile damage represents such an evil violation to a character's body or soul that only in a holy place can healing magic repair the damage.

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

Corrupted Nymph

Fey Mount

Large Fey

HD = 7D6+21 (53)
Iniative = +3
Speed = 35ft (7 squares), Swim 25ft.

AC = 13(+1 dex, +1 deflection, +2 natural armour, -1 size)
Touch = 11
Flat = 12

Base/Grapple = +3/+3

Attack = 1d8 + Str slam attack.

Full attack = none...

Space/Reach = 10ft/5ft

Special Attacks: -

Blinding Beauty; affects all humanoids within 30 feet of the creature. Those who look directly at the creature must succeed on a DC17 Fortitude save or be blinded permanently as though by the Blindness spell. The creature can supress or resume this ability as a free action. The save DC is Charisma based.


Spell-like abilities; 1/day - dimension door. Caster level 7th.


Stunning glance; As a standard action, the creature can stun another creature within 30 feet with a wrathful look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2D4 rounds. The save is Charisma based.


Special Qualities: - Damage Reduction 10/cold iron

Low-light vision.

Unearthly grace; The creature adds it's charisma modifier as a bonus on all it's saving throws and as a deflection bonus to it's armour class.

Wild empathy; works like a druid's wild-empathy ability, except the creature has a +6 on the check.

Skills: -

+8 racial bonus on any swim check to avoid hazard or take special action. Can run, so long as it's a straight line. Can always take 10 on a swim check.

Saves: -

Fort +7
Ref +12
Will +12

Abilities: -

Str 12
Dex 15
Con 16
Int 10
Wis 08
Cha 12

Feats: - Dodge, Weapon Finesse.

CR = 8

Alignment = LE

The creature has the appearance of a large, naked woman with long coppery hair, perfect skin, large eyes and long, swept back ears.

It was once a nymph, a long time ago but has been corrupted and perverted and now is a haplessly loyal beast of burden, serving as a mount of dark powers.

This once large-fey has been bred with a contorted and strengthened spine and back, leaving it hunched over, therefore it uses it's hands to walk as if it were a quadraped.

This poor creature wears a bondage-esque saddle, which a rider can comfortably sit on. It seems cruel to look at; a vile mix of sexually perverted masochistic apparel and bridle equipment.

Is capable of basic speech and speaks with a slow drawl, with a seductive purr to it.

~~~~~~~~~~~~~~~~~~~~~~~~~~

"Right"

Medium, Shadow Human

Clad in long, black robes with the arcane symbol of the Halo of the Sun on the back, this figure clasps a bronze dagger and is followed by an undead cat seemingly reconstructed from the parts of formerly living cats.

His beard is shabby and his skin is dead-looking, except for his right arm which looks completely healthy.



CR = 7

Alignment = NE

Speed = 30ft

Special Qualities: -

Resistance to Cold = 11

Darkvision out to 60ft.

Low-light vision.

Shadow Blend (Su): In any other conditions other than full daylight, a shadow creature can dissapear into the shadows, giving it total concealment.
Artificial illuminations, even a Light or Continual Flame spell, does not negate this ability, but a Dalight spell will.

Plane Shift Ability (Sp): He can Plane Shift to or from the Shadow Plane to the Material Plane once a day. Caster Level = 15th.


6 Wizard


Str 11 +0
Con 11 +0
Dex 14 +2
Int 16 +3
Wis 17 +3
Cha 12 +1


HD = 6 X d4 + (Con X Char level [0])

13/13




WIZARD BAB FORT REF WILL

6 +3 +2 +2 +5

---



Skills: -

(2 + Int [3]) X 4 = 20

2 + 3 X 5 = 25


Concentration 9 Con
Decipher Script 6 Int
Knowledge Arcana 5 Int
Knowledge Planes 4 Int
Knowledge Religion 3 Int
Spellcraft 7 Int
Craft Alchemy 5 Int
Spot 1 Wis
Listen 1 Wis
Survival 1 Wis

+6 Racial on Move Silently.



---

Proficiencies: -

Club,
Dagger,
Heavy Crossbow,
Light Crossbow,
Quarterstaff.
No armour or shield.



---

Speaks: -

Sylvan,
Common,
Draconic.

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

Gear: -

Shadow Robes - Jet-Black Robes with the Halo of the Sun on the back in dark grey stylised embroidery.
These robes blur the wearer whenever they try to hide, granting them a +5 competence bonus on Hide checks.

Faint Illusion; CL 5th; Craft Magic Arms and Armour, Invisibility; Price +3,750

Costs 3,800 gp.

---

Dahlium Dagger

Damage 1d4 (1d4+1 in darkness, 1d4+2 in Otherworld) Crit = 19-20/X2 Range inc = 10ft. 0.5lbs

Piercing and Slashing.

1,500gp


---

Spellbook

---



!!!FEATS!!!

Most of these are taken from the Libris Mortis, The Book of the Undead.

1st Level - Tomb Tainted Soul

Prerequisite: Non-good Alignment [Gneral]

Benefit: You are healed by negative energy and harmed by positive energy, as if you were an undead creature.
This feat gives no other penalties or benefits of the undead type.

---

Human - Tomb-Born Resilience [General]

The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison and disease.

Prerequisite: Non-good alignment, Tomb-tainted Soul.

Benefit: You gain a +2 bonus on saving throws made to resist mind-affecting spells and abilities, poison, and disease.

Your nails grow yellow and rotten. Although this change has no efect on the damage of your unarmed strike, most indiviuals find such cretures horrid looking.

---

3rd Level - Tomb-born Fortitude

The Power of undeath taints your body and soul. It's power has hardenned your flesh and given it the foul look of the grave.

Prerequisite: Nongood alignment, Tomb-tainted Soul.

Benefit: You have a 25% chance to resist critical hits. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
In addition, you do not risk death from massive damage.
Your skin takes on the pallor and texture of dead human flesh.

---

6th Level - Stitched Flesh Familiar [General]

When you are ready and able to acquire a nw familiar, you may choose to gain a stitchd flesh familiar.

Prerequisites: Ability to acquire a new familiar, ability to cast three or more necromancy spells.

Benefit: When choosing a familiar, you may choose a stitched flesh familiar.
A stitched flesh familiar appears similar to any of the standard familiars available in the Player's Handbook, except that the stitched flesh familiar is obviously sewn together from many different creatures of that kind and, to the practised eye, is clearly undead.

A stitched flesh familiar is magically linked to it's master in the same way as a normal familiar. A stitched flesh familiar uses the basic statistics for a creature of it's kind, as given in the Monster Manual, except as noted below:

Hit Dice: A stitched flesh famliar has a D12 hit Die and gains no bonus hit points from Constitution (since it is an undead creature). For effects that depend upon Hit Dice, use the master's character level or the familiar's normal Hit Dice total, whichever is higher.

Hit Points: Use 1/2 the master's total or the familiar's normal total, whichever is higher.

Attacks: Use the master's BAB or the familiar's, whichever is higher.

Saving Throws: For each saving throw, use either the familiar's base save bonus or the master's (as calculated from his character level), whichever is higher.

Familiar special abilities: Use the second table in the Familiars sidebar on page 52 on the Player's Handbook to determine additional abilities, just as you would for a normal familiar.
Stitched flesh familiars do not grant their masters any of the benefits that appear on the first table in that sidebar. Instead of the noted special ability, a stitched flesh familiar grants it's master the ability to control 4 more Hit Dice of undead than he is normally capable of controlling (both through the rebuke undead ability and through spells such as Animate Dead).

---

Wizard Bonus - Scribe Scroll

---

Wizard Bonus - Brew Potion

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

Spells per day: -

0-level 4
1-level 3+1
2-level 3+1
3-level 2+1





Spells marked with "¬" are from the Libris Mortis, The Book of the Undead.

Spells marked with "*" are from the Book of Vile Deeds.

Spell Book: -

0-level

All cantrips from Player's Handbook.

---

1-level

Summon Undead I¬,
Ectoplasmic Armour¬,
Necrotic Awareness¬,
Endure Elements,
Shield,
Magic Misile,
Identify,
Sleep,
Magic Weapon.,
Tongue Tendrils*,
Darklight*,
Aberrate*

---

2-level

Summon Undead II¬,
Necrotic Cyst¬,
Melf's Acid Arrow,
Web,
Detect Thoughts,
Darkness,
Blindness/Deafness,
Darkvision,
Cat's Grace,
Spiderclimb,
Darkbolt*,
Grazz'zt's Long Grasp*.

---

3-level

Summon Undead III¬,
Phantom Steed,
Tongues,
Clairvoyance,
Hold Person,
Lightning Bolt,
Fly,
Haste,
Keen Edge,
Tongue Serpants*,
Wall of Chains*.

---



!!!Extra Rules!!!

Dahlium Material

A bronzey-looking substance, it is imbued with qualities akin to Alessa's Otherworld.

During the day, the material seems like new brass, though is much, much harder.

During darkness (such as night-time, the plane of shadow, etc), however, the blade appears to turn rusty and battered.
In the Otherworld, the metal does the same.
Despite it's appearance, however, there is no reduction in performance...quite the opposite, in fact.

If the metal is used for Armour, the armour gains a +1 Supernatural bonus to AC. If the armour is in the Otherworld, this bonus increases to +2.

Dahlium armour is treated as being one armour-type lighter for the purposes of movement (just like Mithril - 285 DMG). Heavy armour is treated as medium, medium as light, but light is still light armour.

Spell Failure Chance for armour and shields made from Dahlium are decreasd by 10%, maximum Dexterity bonus is increased by 2, and Armour Check Penalties are lessened by 3 (to a minimum of 0).

If the metal is used for a weapon, the weapon gains a +1 supernatural bonus to attacks and a +2 when in Otherworld.

An item made from Dahlium weighs half as much as the same item made from other metals. In the case of weapons, the lighter weight does not change the weapon's size categor or ease with which it can be wielded.

Items not primarily made from metal do not benefit from being made of Dahlium.

Weapons and Armour fashioned from Dahlium are always masterwork items as well; the masterwork cost is included in the prices given below.

Anyone Appraising Dahlium suffers a -10 penalty in darkness or in Otherworld, unless they've witnessed Dahlium changing or pass a Knowledge Arcana check of DC 30 [Base, DM may amend based on circumstance].


Type of Dahlium Item Item Cost Modifier


Light Armour + 2,000gp

Medium Armour + 6,000gp

Heavy Armour + 11,000gp

Shield + 3,000gp

Other Items + 1,500gp/lb


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

Familiar: -

Vorador the stitched-flesh Cat.


Ability Granted - Ability to control 4 more Hit Dice of undead than he is normally capable of controlling (both through the rebuke undead ability and through spells such as Animate Dead).

HD = 6 X D12

= 33/33

Use master's BAB and saves.

Tiny Undead

Iniative = +2

Speed = 30ft

AC = 14 (+2 size, +2 dex)
Touch = 14
Flat = 12

Attack = Claw +4 melee (1d2-4)

Full Attack = 2 claws (1d2-4) and bite -1 melee (1d3-4)

Space/Reach = 2-1/2 ft/0 ft.

Special Qualities = Low light Vision, SCcent



Saves: -

Fort +2
Ref +4
Will +5 (Uses Wizard's as it's higher)



Abilities: -

Str 03
Dex 15
Con --
Int 02
Wis 12
Cha 07



Skills: -

Balance +10
Climb +6
Hide +14
Jump +10
Listen +3
Move Silently +6
Spot +3

+4 Racial on Climb, Hide and Move Silently.
+8 Racial on Balance.

Uses Dex mod instead of strength for Climb and Jump checls.

In areas of tall grass or heavy undergrowth, the racial bonus to the Hide skill rises to +8.


Feats: -

Weapon Finesse

CR = 1/4

~~~~~~~~~~~~~~~~~~~~~~

And now on to two NPCs done for the story of the Cleric in my campaign. Finn is an old friend ho went darkside and Kansei is her mentor, a busty, interesting cleric of Mytra. I just did the stats and filled in the blanks.

---

Name - Finn

Left the monastery at about fourteen.


If allowed to repent, he will escape and go looking for the city of Angia...
He knows about it, because he's coordinated the captured of two C.O. agents, who revealed it's existance under torture.
If he doesn't repend, his mission was to seek it out and report it's location to the Clergy, a well as report the new location of the Evosan colony.

N.E.


"Koma" (Real Name = Finn Teel)

Human.

Shaved head.

A little older than Nailo.

Anxious during youth. Was a nervous child and blamed his own bad behaviour as a child for the percieved scorn he feels from dillusions of his mother returning.

He also developed a false persona of a happy child in order to protect his friend, Nailo.

He couldn't take the lies anymore and left.

He didn't get to see the body of his parents and didn't get a chance to say goodbye.


Str 12 +1
Dex 14 +2
Con 12 +1
Int 10 +0
Wis 11 +0
Cha 12 +1


Level 6 human ranger.


Perhaps wanderred for a time and was a ranger...

"Evil rangers, though rare, are much to be
feared. They revel in nature’s thoughtless
cruelty and seek to emulate her most fearsome
predators. They gain divine spells just as good
rangers do, for nature herself is indifferent to
good and evil"

Found himself on the shadow plane...



Will have: -

Knowledge Religion (Low)
Knowledge (Planes)
Survival

!!Skills!!!

54 points.

Knowledge Religion (Low) 1
Knowledge (Planes) 2
Survival 7
Craft Alchemy 4
Healing 2
Listen 7
Spot 7
Search 6
Move Silently 7
Concentration 3
Handle Animal 5


Bitter and cruel. He wants the world to suffer as he suffered. He still has loving feelings for Nailo, which he denies and buries deep down.

Has feral wolf for familiar.

Specialises in diseases...and causing them.

!!!Gear!!!


Blood Glutton [Longsword]

2,560 gp.

+1 to Hit.

1d8 (Medium) 19-20/X2 4lbs Slashing

Everytime this weapon deal damage to a creature with blood, it gains 1 blood point.
When the weapon has 5 blood points, it can deal an aditional 1 point of damage at the user's behest (spending the blood points).
The weapon can stor up to 50 blood points, allowing an aditional 10 points of damage, usable at once or divided up over a number of attacks.

CL = 7th; Prerequisites: Craft Magic Arms and Armour, Bestow Curse; Vampiric Touch; Market Price: +1 bonus

(BoVD)
-----

"Defiler"

+1 Battle Axe. [+1 to hit & +1 to damage]

2,510 gp.

1d8 [Medium] X3 6lbs Slashing



---

"Pain Shroud" [Robes marked with the Oricalum Nox emblem on the back. Shifts between black and red colours, almost hypnotically.]

Has a "Masochism" spell in constant effect on the robes.

18,500 gp

Enchantment [Evil]

Level: Assassin 3, Blackguard 3, Cleric 3, Soreceror/Wizard 2.
Components: v, S, M.
Casting Time: 1 action.
Range: Personal.
Target: Caster.
Duraton: 1 round/level.

For every 10 points of damage the caster (or in this case, wearer) takes in a given round, he gains a +1 luck bonus on all attack rolls, saving throws, and skill checks made in the following round.
The more damage the caster takes, the greater the luck bonus.
It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration (as these robes have a constant affect...it's likely).

Material Components: A leather strap that has been soaked in the caster's blood.




!!!Class Feats!!!

Proficiencies: - Simple & Martial Weapons , Light Armour and shields (except tower)

Favoured Enemy - Animal - +4

Favoured Enemy - Undead - +2

Track.

Wild Empathy.

Two-weapon combat fighting style (counts as having two weapon fighting feat.)

Also, Improved Two weapon fighting.

Endurance.

Spells...

Entangle, once a day.



!!!Feats!!!

Human

Lunatic: -

+1 to all attack rolls, fortitude saves, reflex saves and charisma modified checks whenever the moon is more than half full. This bonus rises to +2 during the three night period of the full mon. During thethree night period of the new moon, it's -2. The modifiers are reversed for will saves: +2 during new moon, -1 during more than half full moon, -2 during full moon. Ex. quality.


1st Level

Self Sufficient


At 3rd level.

Feral Animal Companion. (Champons of Ruin)

Instead of calling a normal animal companion, you can call a Feral Animal Companion that foams at the mouth. Any creature harmed by the animal's bite attack must succeed on a DC 15 Fortitude save or contract Red Ache (DM's guide, page 292). This disease has no harmful effect onthe Feral Animal. In addition, your feral animal gains a +2 bonus to Strength and Constitution. Attempts by others to influene your feral companion with Handle Animal checks take a -10 penalty.

Special: This does not transform a normal companion in to a feral one.



6th level

Alertness.


~~~~~~~~~~~~

Kansei

A volumptious woman, (partly)dressed in the garbs indicative of Mystra. She is a lithe figure and beautiful to look at and her demeaner indicates that she, not only isn't afraid to use that, but is proud of her form.

As wel as this, she is a charismatic and good person and is adept and turning evil to good.

Alignment = LG

Medium, Human

Level 7 Cleric of Mystra

Languages: Common
Celestial
Elven



Str 10 +0
Dex 12 +1
Con 12 +1
Int 13 +1
Wis 15 +2
Cha 16 +3

---

HD

7 X d8 + 7 (Con bonus X level)

24

---

Skills

30

Concentration 4 Con
Diplomacy 3 Cha
Bluff 3 Cha
Knowledge Religion 5 Int
Knowledge Arcana 5 Int
Spellcraft 5 Int
Spot 1 Wis

Bonuses: -

+2 Concentration
+2 Spellcraft
+5 Diplomacy
+4 Bluff
+1 Perform

---

Proficiencies: -

Simple,
All Armour,
All Shilds (except Tower).

---

BAB = +5

Fort = +5

Ref = +2

Will = +5

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

Spells per day: -

0-level 6

1-level 4+1+D

2-level 3+1+D

3-level 2+D

4-level 1+D


0-level

1. Create Water
2. Detect Magic
3. Guidance
4. Read Magic
5. Light
6. Virtue

1-level

1. Bless
2. Command
3. Detect Evil
4. Divine Favour
5. Shielf of Faith

D. Protection from Evil.

2-level

1. Augury
2. Consecreate
3. Bull's Strength
4. Shield Other

D. Aid.

3-level

1. Prayer
2. Create Food and wWater

D. Magic Circle Against Evil.

4-level

1. Divination

D. Holy Smite.






Domains: -

Good & Spell

---

Good: -

Granted Power: You cast spells at +1 caster level.

---

Spell: -

Granted Power: You get a +2 bonus on Concentration and Spellcraft checks.

-----------

!!!Feats!!!

1-level - Fair Visage (General) (Ultimate Feats - Mongoose Publishing)

You are unually comely for your race and gender, something you are well skilled in using to your advantage.
Others find you pleasant to look at and you can usually dominate a conversation or gathering through apperance alone.

Benefits: You gain a +1 to Diplomacy and Perform checks if the audience ivolved is primarily made of beings that would find you attractive.

---

Human - Seduction (General) (Ultimate Feats by Mongoose Publishing)

Benefit: Sex sells and friends can be won by seduction. You get a +4 bonus to Bluff and Diplomacy attempts against people who find your race and gender sexually attractive.

After you use this feat, some people might seek to be itimate with you. They will resent a blunt rejection, worseing their attitude towards you one step.

Notes: Using this feat a lot might give you some notoriety.

---

3-level - Reform (Book of Hallowed Might) (General)

You bring an evil creature into the light and show it the right
and proper path.

Prerequisites: Charisma 15, good alignment

Benefit: You use logic, moral lessons, persuasion, and
kindness to turn someone from the path of evil. After you
speak with an evil creature individually for at least one hour
per day, for one day per level of the creature, the creature
must make a Will saving throw (Difficulty Class equals your
Diplomacy skill bonus). If the saving throw fails, the creature
moves one step in alignment closer to you. For example, if a
lawful good cleric attempts to reform a captive chaotic evil
umber hulk, a failed save results in the umber hulk’s alignment
changing to either neutral evil or chaotic neutral, as
the DM considers appropriate. Further successful attempts
at reformation move the creature’s alignment closer toward
yours. The reformed creature suffers no penalties for changing
alignment.

The Difficulty Class is further modified by penalties or
bonuses that the DM deems appropriate. Reforming an evil
human may be easier than reforming a dark elf, which may
be easier than reforming a night hag. (Some creatures, like
demons, may very well be impossible to reform.) Further,
conditions can modify the saving throw by +/–2, depending
on how well you treat the creature.
A character can attempt to reform only one creature at a
time. A creature to be reformed must have Intelligence and
Charisma scores of at least 3. Note: DMs should decide for
themselves whether this feat can be used against player characters
in their campaigns.

---

6-level - Reform (Book of Hallowed Might) (General)

You skillfully bring an evil creature into the light and show it
the right and proper path.
Prerequisites: Reform†, Charisma 15, good alignment
Benefit: As Reform (see above), but you require only half
the number of days listed there to make a check. In addition,
the creature type does not modify the Difficulty Class,
although conditions can still influence the saving throw.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


There you are, all done.

Enjoy ^_^

Saturday, 22 March 2008

New Deity - Alessa - Goddess of Grief, Revenge and Madness.



This is another Deity I'm using in my foreign pantheon. However this one isn't quite as original as the last one. I originally included her in a mini-campaign...in a sort of "practise run" for the eventual campaign. I liked the idea of what she could stand for though and figured that she'd make a decent Deity.

This Alessa is a hybradised version of the game and movie canon.

She was summoned by a madman from another dimensio. As such, she is only a reflection of the original "Alessa," but she is still afforded great power. She is a perversion of a young girl's wish for revenge, embodied in several forms.

I'll post the rules for "Liquid Pain" in a later entry, with another Deity who needs the rules.

Before then, you'll have to wait or buy the relevent book.

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

Alessa: -

Alignment = CE

Prefered Weapon = Knife (Dagger)

Domains...

She is a perverted incarnation of the a girl's wish for revenge. She is Neutral Evil.

Her followers simply call themselves "The Order"

They are composed of power-hungry evil-doers, most of them lunatics or bearing some kind of hateful grudge and want vengeance.
Mostly though, they're all absoloutely mad.

Her portfolio encompasses corruption, grief, madness, vengeance and pain. She offers salvation from that by revelling in it and giving in to those feelings.

Her followers believe (although most of them are mad) that she will allow them to live in piece by cleansing the world, by bringing an "enlightened" view of the world where all people will simply accept their madness...

Because of her erratic and chatotic nature though, she can not have many followers, thus dooming her to failure. This doesn't stop her trying though.



Corruption (Book of Vile Darkness - 80)
Death
Decay (Eberron - 105)
Madness (Eberron - 107)
Mists (Ravenloft 55)
Pain (Book of Vile Darkness - 80)



CLERIC DOMAIN DETAILS



CORRUPTION DOMAIN: -

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


Corruption Domain Spells

1. Doom: One subject takes -2 on attack rolls, damage rolls, saves and checks.

2. Blindness/Deafness: Makes subjct blind or deaf.

3. Contagion: Infects subject with chosen disease.

4. Morality Undone*: Subject becomes Evil.

5. Feeblemind: Subject's Int drops to 0.

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

7. Insanity: Subject suffers continuous Confusion.

8. Befoul*: LAge amounts of water become poisonous.

9. Despoil*: Kills plants, damages objects in 100ft radius/level.




DEATH DOMAIN: -

Granted Power: You may use a death touch once per day. Your
death touch is a supernatural ability that produces a death effect.
You must succeed on a melee touch attack against a living creature
(using the rules for touch spells). When you touch, roll 1d6 per
cleric level you possess. If the total at least equals the creature’s
current hit points, it dies (no save).

Death Domain Spells

1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2
to Str, and +1 caster level.

3 Animate Dead M: Creates undead skeletons and zombies.

4 Death Ward: Grants immunity to death spells and negative
energy effects.

5 Slay Living: Touch attack kills subject.

6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.

7 Destruction F: Kills subject and destroys remains.

8 Create Greater Undead M: Create shadows, wraiths, spectres, or
devourers.

9 Wail of the Banshee: Kills one creature/level.




Decay: -

Granted Power: You may use a touch of decay once per day. Your
touch of decay is a supernatural ability that causes putrescence in organic matter and weakens inorganic matter.
You must succeed on a melee touch attack against a living creature
(using the rules for touch spells).
If you touch a living creature (including constructs with the living subtype), you deal 1D4 points of constitution damage. If you touch an undead creature, object or construct without the living suvbtype, you deal 2D6 points of damage +1 point per cleric level.


Decay Domain Spells

1. Doom : One subject takes -2 on attack rolls, damage rolls, saves and checks.

2. Ray of enfeeblement: Ray deals 1D6 + 1/two levels Str damage.

3. Contagion: Infects subject with chosen disease.

4. Enervation: Subject gains 1D4 negative levels.

5. Blight: Withers one plant or deals 1D6/level damage to plant creature.

6. Antilife Shell: 10 ft radius field hedges out living creatures.

7. Withering Palm*: Touch attack deals 1 point Str and 1 point Con damage per two caster levels.

8. Horrid Wilting: Subject gains 2D4 negative levels.




Madness: -

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.

Madness Domain Spells

1. Confusion, Lesser: One creature acts randomly for 1 round.

2. Touch of Madness*: Dazes 1 creature for 1 round/level.

3. Rage: Subject gains +2 to Str and Con, +1 on Will Saves, -2 to AC.

4. Confusion: Makes subject behave oddly for 1 round/level.

5. Bolts of Bedevilment*: One ray/round, dazes for 1D3 rounds.

6. Phantasmal Killer: Fearsome Illusion kills one creature or deals 3D6 damage.

7. Insanity: Subject suffers continual Confusion

8. Maddening Scream*: Subject has -4 to AC, no shield, Reflex save on 20 only.

9. Weird: As Phantasmal Killer, but affects all within 30ft.






Mists: -


Granted Power: Once per day, you may call on the Silent Mist, a film of luminous mist that envelops your body for one round per cleric level. The form of protection granted is determined by your alignment.

Lawful Neutral: 25/+5 damage reduction vs metal weapons.
Chaotic Evil: 15/+1 damage reduction versus all physical attacks.
Neutral: +1 to all Fortitude and Reflex saves vs damaging spells.
Lawful Evil: +10 to all Will saves versus mind-affecting spells and effects.

This is a supernatural ability.


Mists Domain Spells:

1. Obscuring Mist. Fog surrounds you.

2. Fog Cloud. Fog obscures vision.

3. Gaseous Form. Subject becomes insubstantial and can fly slowly.

4. Solid Fog. Blocks vision and slows movement.

5. Mind Fog. Subjects in fog suffer -10 Wis, Will checks.

6. Wind Walk. You and your allies turn vaporous and travel quickly.

7. Teleport without error. Mists appear and instantly transport you anywhere, with no off-target arrival.

8. Vanish. Instantly transport a touched object in a cloud of mist.

9. Imprisonment. Traps subject.





PAIN DOMAIN: -

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.








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)







BEFOUL.

Transmutation [Evil]

LEVEL: Cleric 8, Corruption 8
COMPONENTS: V, S, M
CASTING TIME: 1 minute
RANGE: Touch
AREA: Water in a volume of 100 ft/level by 100 ft/level by 100 ft/level (S)
DURATION: Permenant (See text)
SAVING THROW: None (See text)
SPELL RESISTANCE: No.

The caster makes water (or other liquid) foul and mildly poisonous. All creatures with 1 HD or less that are in the water die immediatly.
Anyone drinking this water must succeed at a Fortitude save or take 1D4 points of Constitution damage.
Any creature immersed must make a save as if drinking t.

If the caster affects only part of a larger body of water, the befouled water mixes with the purer water.
If the entire body of water is no more than four times the size of the area affected, all the wter in the area is befouled 24 hours later but the damage from drinking the water or swimming in the water is only 1D2 points of Constitution damage.
If more thn four but less than twnty times, after 24 hours all of the water tastes foul.
If the entire body is larger than twenty times the affected area, the fouled water mixes with the clean water and loses all effect after 24 hours.

Material Components: A dead fish and a drop of poison.







BOLTS OF BEDEVILMENT.

Enchantment [Mind Affecting]

LEVEL: Madness 5
COMPONENT: V,S
CASTING TIME: 1 standard action.
RANGE: Medium (100ft + 10 ft/level)
TARGET: Up to three creatures.
DURATION: 2 rounds/level
SAVING THROW: Will negates.
SPELL RESISTANCE: Yes

This spell empowers you with the with the ability to use three ray attacks, one per round, during a period of one round per level.
Using a ray attack is a standard action.
The ray affects one living creature, clouding his mind so that he takes no action.
The subject is dazed, not stunned, so attackers get no special advantage against him.








DESPOIL.

Transmuation [Evil]

LEVEL: Cleric 9, Corruption 9.
COMPONENTS: V, S, M
CASTING TIME: 1 minute.
RANGE: Touch
AREA: 100-ft/level radius.
DURATION: Instananeous
SAVING THROW: Fortiude Partial (Plants) or Fortitude Negates (Other Living Creatures)
SPELL RESISTANCE: Yes.

The caster blights and corrupts a vast area of land. Plants with 1 HD or less shrivel and die and the ground cannot support such plant life ever again.

Plants with more than 1 HD mus succeed at a Fortitude Save or die.
Even those successful on their saves take 5D6 points of damage.

All living creatures in the area other than plants (and the caster) must succed on a Fortitude Save or take 1D4 points of strength damage.

Unattended objects, including structural features such as walls and doors grow brittle and lose 1 ponit of hardness (to a minimum of 0), then take 1D6 points of damage.

Only the affects of mltiple Wish or Miracle splls can undo lasting efects of this spell.

Material Components: Corpse of a freshly dead or preserved (still bloody) living creature.




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).
It can also be used as a potent drug.

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








MADDENING SCREAM:

Enchantment (Compulsion) [Mind-Affecting]

LEVEL: Madness 8, Wizard/Sorceror 8
COMPONENTS: V
CASTING TIME: 1 standard action.
RANGE: Touch
TARGET: Living creature touched.
DURATION: 1D4+1 rounds.
SAVING THROW: None.
SPELL RESISTANCE: Yes.

The subject cannot keep from screaming, gibbering and leaping about as though completely mad.
This spell makes it impossible for the subject to do anthing other than acfe about caterwauling. The Armour Class of the creature takes a -4 penalty, it suceeds on Reflex saves only on a roll of 20 and it does not benefit from any shield it may be bearing.



MORALITY UNDONE:

Enchantment [Evil, Mind-Affecting]

LEVEL: Brd 5, Clr 5, Corruption 4, Moral Hunter 4.
COMPONENTS: V, S, M/DF
CASTING TIME: 1 action
RANGE: Close (25 ft + 5ft/2 levels)
TARGET: One non-evil creature.
DURATION: 10 minutes/level
SAVING THROW: Will negates
SPELL RESISTANCE: Yes.

The caster turns one creature evil. The chaotic/neutral/lawful component is unchanged.
The subject retain whatever outlooks and allegiances it had before, so long as they do not conflict with the new alignment.
Otherwise, it acts with it's new selfish, bloodthirsty, cruel outlook on all things.

For example, a fighter may not immediatly turn on her companion for no apparent reason, particularly in the middle of a combat on the same side, but she might try and steal the companion's bag of gems, even using applicable spells agait her friend. She might even eventually decide to betray or attack her friend if there is some potential gain involved.

Usig this spell in conjunction with Dominate Person or Sugestion is particularl useful, because it changes what acts are against a subject's nature.

Arcane Component: A powdered holy symbol.



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.



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.




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.






TOUCH OF MADNESS.

Enchantment [Mind-Affecting]

LEVEL: Madness 2
COMPONENTS: V,S
CASTING TIME: 1 standard action
RANGE: Touch
TARGET: Creature touched
DURATION: 2 rounds/level
SAVING THROW: Will Negates
SPELL RESISTANCE: Yes.

By touching one living creature, you cloud his mind so that he takes no action. The subject is dazed, not stunned, so attackers get no special advantage against him.




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.




WITHERING PALM.

Necromancy

LEVEL: Druid 7
COMPONENTS: V,S
CASTING TIME: 1 action.
RANGE: Touch
TARGET: Living Creature Touched
DURATION: Instantaneous
SAVING THROW: Fortitude Negates.
SPELL RESISTANCE: Yes.

A touch from your hand causes the bosy to weaken and wither. With a successful melee touch attack, you deal 1 point of Stregth damage and 1 point of Constritution damage per two caster levels to the target. If you score a critical hit, the dmage from the hit is ability drain instead of ability damage.




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.











FORMS: -

A teenage girl with jet black hair, coverred in blood, burns and scabby boils, with a knife.

A little girl with matted, oily hair and a tattered child's dress.

A beautiful young woman, naked with a lithe figure and every orifice is an abyss of black death. Mortals can be driven mad by the sight.






Notes from original: -

The most noticeable group in Silent Hill is a corrupted version of Gnostic Christianity known simply as The Order. This cult has been divided into three different sects (although still connected) with the time: the Valtiel sect, the Holy Mother sect and the Saint Ladies sect.