Friday, October 20, 2017

General Rules - Vile Feats

This is a list of vile and otherwise evil-oriented feats that do not appear in the Player's Handbook, but that I use in my campaigns. Most of these feats require that the character be evil. As feats get added to my ongoing campaigns, I will add more to this listing.

Beloved Dictator [General] (from the Unholy Warrior's Handbook)
Your followers overlook your negative qualities.
   Prerequisite: Charisma 13+, Leadership, evil alignment.
   Benefit: You receive no penalties to your Leadership score for failure, aloofness, or cruelty, nor do you receive any penalty for killing your own cohort or followers.
   Normal: A character's Leadership score decreases if the leader exhibits unsavory qualities such as failure or aloofness, cruelty, or causing the death of her followers.

Blasphemer [General] (from the Unholy Warrior's Handbook)
You are skilled at defeating other clerics' ability to channel positive energy.
   Prerequisite: Ability to channel negative energy.
   Benefit: Anyone within 30 feet of you who attempts to channel positive energy (such as healing magic) must succeed at a Concentration check against a DC equal to 5 + your effective turning level. A failed check causes the channeling attempt to fail.

Brimstone Death [General] (from the Unholy Warrior's Handbook)
Upon your death, a horde of fiends are summoned to avenge you.
   Prerequisite: Charisma 19+, Damned, Servant of Darkness, evil alignment.
   Benefit: Whenever you take damage reducing you to -10 hit points or less, your corpse erupts with a horde of screaming dretch. One dretch appears for every two Hit Dice or levels you had in life. If you are lawful evil, lemures spawn from your corpse, numbering one per Hide Die or level. These creatures attack friend or foe mindlessly until destroyed.
   Special: Taking this feat prevents your returning from death by any means other than wish or miracle. If you were of neutral evil alignment, a neutral-aligned fiend of appropriate power level may be substituted.

Carrier [General] (from the Unholy Warrior's Handbook)
You are a walking contagion spreading disease and pestilence wherever you go.
   Prerequisites: Your chosen disease must have infected you at one time. In addition, you must have fully recovered from the disease's effects without the benefit of magical healing.
   Benefit: When you take this feat, choose a disease to which you have been exposed and from which you have recovered. You are now immune to this disease. Furthermore, you carry this disease and may infect others if you meet the infection requirement. Hence, diseases requiring contact need touching to transmit them. Likewise, injury requires a wound, and inhaled requires the victim to breathe your exhalations.
   Special: This feat excludes mummy rot and other naturally incurable diseases.

Damned [General] (from the Unholy Warrior's Handbook)
Your soul is condemned to the lower planes.
   Prerequisite: Evil alignment.
   Benefit: When you select this feat, your subtype changes to outsider, providing you with Darkvision 60 feet. In addition, all spells you cast with the fear descriptor gain a +4 bonus to their DCs.
   Special: Slain outsiders cannot be raised or resurrected, although a wish or miracle can restore them to life.

Demonic Awareness [General] (from the Unholy Warrior's Handbook)
You have an unholy knack for fighting in dim environments.
   Prerequisite: Damned.
   Benefit: You add 30 feet to your existing darkvision and reduce your opponent's percentage miss chance derived by concealment one degree, to a minimum of one-quarter concealment.
   Special: You may take this feat multiple times, each time adding 30 feet to your darkvision and reducing an opponent's concealment by an additional step. You may never reduce concealment below one-quarter.

Evil's Champion [General] (adapted from the Unholy Warrior's Handbook)
Your allegiance to evil's cause provides you with unusual resilience against the dark arts.
   Prerequisite: Servant of Darkness, evil alignment.
   Benefit: You are immune to all spells with the evil descriptor. In addition, you gain a +4 competence bonus to all Charisma-based skill checks when interacting with evil NPCs.

Executioner [General] (from the Unholy Warrior's Handbook)
Your killing strokes strike fear into the hearts of your enemies.
   Prerequisite: Unholy Warrior level 1st+, Intimidate 8+ ranks.
   Benefit: Whenever you perform a coup de grace action, all allies within 30 feet gain a +2 morale bonus to their attack and damage rolls and saving throws. In addition, all enemies who witnessed the action must make will saves against a DC equal to 10 + ½ your unholy warrior levels + your total Intimidate bonus. A failed save results in the enemy being shaken. Opponents with more Hit Dice than you or who are immune to fear are unaffected by this feat. All benefits and penalties awarded by this feat remain for 1d4 + 1 rounds or the end of combat, whichever comes first.

Lascivious [General] (from the Unholy Warrior's Handbook)
Your unnatural physical appetites manifest as a strange animal magnetism.
   Prerequisite: Must have Kivutar as your patron deity.
   Benefit: This feat provides a +4 insight bonus to all Bluff, Diplomacy, and Intimidate checks whenever you attempt to entice a being with the promise of a sexual favor, provided the target is normally attracted to your character's gender. You also receive a +2 insight bonus on all Gather Information checks due to your enthralling sensuality.
   Special: Once you have seduced an individual, he or she becomes more eager to fulfill your wishes, thereby providing a +2 circumstance bonus on all future checks against that individual.

Legion [General] (from the Unholy Warrior's Handbook)
Your body is home to a number of fiends.
   Prerequisite: Brimstone Death, character level 6th+.
   Benefit: You host a number of outsiders whose total Hit Dice do not exceed your character level. Harboring these evil entities can destroy your soul. You take an amount of ability damage equal to the sum of the individual CRs of your "guests". This damage cannot be healed as long as the fiends inhabit your body. In exchange, you may make use of their spell-like abilities as listed under each entity's description in the Monster Manual. For the purposes of caster level, use the one listed in the fiend's description or your own level (casting as a sorcerer), whichever is lower.
   Special: Once a fiend inhabits your body, it is difficult to make it leave. Only dispel evil, dismissal, wish, or miracle can remove a possessing fiend. Other spells replicating these effects may remove fiends at the DM's discretion.

Infernal Patron [General] (from the Unholy Warrior's Handbook)
You are the chosen servant of a powerful evil entity.
   Prerequisite: Servant of Darkness.
   Benefit: When you take this feat, the DM secretly rolls 1d6 to determine the amount of usefulness points and records the result. Thereafter, you may call upon your patron to aid you in desperate moments. By spending 1 usefulness point, you may reroll an one roll of a d20 result and choose the better of the two rolls. The forces of evil are fickle; they frown upon too-frequent invocations of their names. Hence, the more you try your master, the less useful you are. If at any time your usefulness point total reaches 0, you gain the enmity of your patron. The next time you roll a natural 20 on a d20 check, you must reroll the result and take the lesser roll.
   Special: You may take this feat multiple times, each time gaining a new 1d6 roll. However, if you run out of usefulness points prior to a second instance of this feat, you must sacrifice an amount of gold or items valued shillings equal to your character level times 1,000.

Quicken Granted Power [General] (from the Unholy Warrior's Handbook)
You may use a power granted from an unholy warrior domain as a free action.
   Prerequisite: You must have access to an unholy warrior domain granting a power requiring a standard action to activate.
   Benefit: Choose one granted power you possess that requires a standard action to activate. You may now activate that power as a free action. You cannot quicken any power that requires a full round action or more.

Rotting Touch [General] (from the Unholy Warrior's Handbook)
Your touch sloughs the skin from your foes.
   Prerequisite: Damned, Carrier.
   Benefit: Once per day, as one of your smite attacks, you may choose to inflict 1d6 + your Charisma modifier in Constitution damage. You must declare this attack prior to the attack roll. Targets lacking a Constitution score are immune to this ability. If the attack succeeds, all of the target's allies within 30 feet are forced to make Will saves against a DC 10 + your Charisma modifier + ½ your total Hit Dice. A failed check results in their being shaken for 1d4 rounds by the horrible liquefaction of their comrade's flesh.

Vestigial Twin [General] (from the Unholy Warrior's Handbook)
Awakening within you is a latent twin who is fully intelligent, aware, and resentful to its subordinate level within your body.
Vestigial Ego
AttributeEgo Points
Class I Power
1
Class II Power
2
Class III Power
4
Per level of the character
1
Each +1 of Intelligence bonus
1
Each +1 of Wisdom bonus
1
Each +1 of Charisma bonus
1
   Prerequisite: Damned, character level 6th+.
   Benefit: When you take this feat, a presence awakens from torpidity. The fiendish spirit forms of your own flesh to manifest within your body, using your cells to form its features - and possibly arms and legs, depending on the level at which you take this feat. The "twin" has an independent personality and a variety of level-dependent capabilities. Each time you take this feat, create an additional twin using the following rules.

Vestigial twins, though visible in the naked body of their host, normally lack any means of self--propulsion, except at the highest levels. They rely upon your strength, your hit points, and your locomotive skills. Consequently, each twin only has three ability scores: Intelligence, Wisdom, and Charisma. Determine each attribute by rolling 4d6 -2 per existing vestigial twin. These growths are always of the same alignment as their host.

Vestigial Potency
Level Attained
Powers
6 - 10
Class I Power
11 - 15
Class II Power
16 - 20
Class III Power
Like intelligent magic items, twins have an Ego score. While no vestigial twin has a special purpose other than to spread discord and evil, they resent being contained in a mortal body, and will attempt to seize control when their host is weak of will and stamina. To measure a twin's ego, consult the Vestigial Ego table to the right.

Your twin has a will of its own. Twins with Ego scores of 20 or higher always consider themselves superior to their hosts, and a personality conflict results if the possessor does not always agree with the twin. If such a personality conflict occurs, you must make a Will saving throw (DC = the vestigial twin's Ego). If you succeed, you are dominant. If you fail, the twin assumes dominance. Dominance lasts for one day or until a critical situation occurs.

All twins speak your primary tongue and may communicate telepathically with you. In addition, twins have the possibility of extra powers based upon the level at which you grew them. As you grow in power, you attract more potent spirits. Consult the Vestigial Potency table to the right for details on their special abilities.

Using the number of capabilities determined above, find the twin's specific abilities by choosing one relevant ability from the following twin powers.

Vestigial twins act independently of their hosts, rolling initiative separately. Though they share your physical attributes, they may take only partial actions. The more potent the twin, the more pronounced its presence in your body. A class I vestigial twin appears as a sub-dermal face on your neck, torso, or face. A class II twin exists in the same locations, but has at least one arm or leg with semi-functional digits. A class III twin is mostly intact, although your bodies intersect at some point. the raw evil of your parasitic twin does not impede you, and the terrifying appearance of your combined bodies provides a +4 circumstance bonus to all Intimidate checks.

Vestigial Twin Powers

Class I Powers (as 5th-level Sorcerer)
Twin has Survival 10 ranks
Twin has Sense Motive 10 ranks
Host gains Combat Reflexes
Host gains Blind-Fight
Host gains Improved Initiative
Host gains Mobility
Host gains Sunder
Host gains Combat Expertise
Twin may detect good at will
Host may find traps at will
Host may detect secret doors at will
Twin may detect magic at will
Twin may cast cure light wounds on host once per day
Host gains Uncanny Dodge as a 5th-level barbarian
Host gains Evasion
Host may see invisible at will
Twin may feather fall the host once per day
Host need no longer sleep
Host need no longer breathe

Class II Powers (as 9th-level Sorcerer)
Host may charm person on contact, three times per day
Host gains clairaudience/clairvoyance with a 100-foot range, for 10 rounds, three times per day
Host may cast magic missile three times per day
Host may cast shield three times per day
Host may detect thoughts three times per day
Host may levitate three times per day
Host may become invisible once per day
Host may fly three times per day
Twin may cast cat's grace on host once per day
Twin may cast bull's strength on host once per day
Twin may cast haste on host once per day

Class III Powers (as 13th-level Sorcerer)
Twin may cast blindness once per day
Twin may cast confusion once per day
Twin may cast fear once per day
Twin may cat hold monster once per day
Twin confers a +2 luck bonus on all saves, a +2 deflection bonus to Armor Class, and spell resistance 15

Violating Strike [General] (from the Unholy Warrior's Handbook)
You make an attack so heinous, it destroys a piece of your victim's soul.
   Prerequisite: BAB +8, evil alignment.
   Benefit: As a full-round action, you may make one attack against an opponent as normal. On a successful hit, you inflict 1d4 points of Charisma damage, and you and your opponent make opposed Charisma checks. You may substitute your Intimidate skill for this roll. If you beat your opponent, he is staggered fir 1 round, and shaken for 1 minute. If your opponent wins the opposed roll, there is no additional effect beyond the Charisma damage. If you critically hit your opponent, the Charisma is drained instead of damaged, but you do not double the amount, and you receive a +4 competence bonus to the opposed check. Creatures immune to critical hits are immune to the effects of this feat.

Home     General Rules

Thursday, October 19, 2017

House Rules - Order's Tyrant Spell List

This is an attempt to create a comprehensive spell list for Order's Tyrants that includes all of the spells drawn from the various sourcebooks that I own. In some cases, I have added particular spells from third party sourcebooks that I thought were thematically appropriate as expansions to the spell list for this class. For the most part, this list does not include spells that appear in either the Player's Handbook or the Spell Compendium, although I may get around to including them at some point. Spells drawn from sources other than those two volumes are marked with a notation by the spells in question. For guidance as to what sourcebooks these notated abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

1st-Level

Cause Fear
Command
Detect Chaos
Divine Favor
Ease Labor (W&R)
Magic Weapon
Protection from Chaos
Ray of Frost
Remove Fear
Resistance

2nd-Level

Darkness
Death Knell
Enthrall
Hold Person
Multiply (W&R)
Silence
Spiritual Weapon
Undetectable Alignment
Zeal

3rd-Level

Bestow Curse
Dispel Magic
Emotion (Friendship)
Keen Edge
Magic Circle Against Chaos
Magic Vestment
Prayer
Suggestion
Wind Wall

4th-Level

Charm Monster
Discern Lies
Dismissal
Dispel Chaos
Divine Power
Fear
Greater Magic Weapon
Lesser Geas
Order's Wrath

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Wednesday, October 18, 2017

Campaign Design - Prestige Class: Order's Tyrant

Order's Tyrant (adapted from the Unholy Warrior's Handbook)

In contrast to the knights of bedlam, order's tyrants are rigid mechanical warriors of oppressive evil. Dedicated to the service of Darmas, these warriors seek to expend the Infernal Tyrant's influence into the Three Worlds. These tyrannical figures are always in a position of significant power, commanding droves of servants to do their bidding. He has no regard for any individual's suffering, provided that the letter of the law is upheld. These knights dominate the field of battle, employing their impressive arsenal of weapons and abilities against the erratic forces of disorder.

Hit Die: d8.
Luck Die: d3.

Requirements
To become an order's tyrant, one must meet the following criteria:
  • Alignment: Lawful evil or lawful neutral.
  • Base Attack Bonus: +5.
  • Skills: Diplomacy 4+ ranks, Knowledge: Law 3+ ranks.
  • Feats: Iron Will, Leadership.
  • Languages: Must be able to speak Infernal.
  • Special: Must have Darmas as their patron deity.
  • Special: Must hold a rank of clergy or nobility, whether granted, purchased, or seized.
Class Skills
  • The order's tyrant's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Knowledge: Law (Int), Knowledge: Religion (Int), Ride (Dex), Spellcraft (Int), and Speak Language (None).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the order's tyrant prestige class.
  • Base Attack Bonus: Good. An order's tyrant gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An order's tyrant gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An order's tyrant gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An order's tyrant gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Order's tyrants gain no new proficiency with any arms or armor.

  • Spells: Beginning at 1st level, an order's tyrant gains the ability to cast a small number of divine spells. To cast a spell, he must have a Wisdom score of at least 10 + the spell's level, so an order's tyrant with a Wisdom score of 10 or lower cannot cast these spells. This prestige class' bonus spell are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the tyrant's Wisdom modifier. Tyrants cast spells from the Order's Tyrant Spell List. The character has access to any spell on this list and may freely choose which spell to prepare as in the case of a cleric.

  • Domain: At 1st level, the order's tyrant receives access to one of Darmas' cleric domains. By gaining access to this domain, the character gains the ability to spontaneously cast the domain spells just as an evil cleric (or a neutral cleric of an evil deity), can convert prepared spells to inflict spells. In addition, the tyrant gains the granted power of the domain.

  • Smite Chaos (Su): Once per day, an order's tyrant may attempt to smite chaos with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per order's tyrant level. If the order's tyrant accidentally smites a creature that is not chaotic, the smite has no effect but is still used up for that day.

  • Resistance (Ex): Starting at 3rd level, and at every other level thereafter, the order's tyrant gains 5 points of resistance to acid, cold, or fire. Multiple selections of the same energy stack, so if a character chooses acid resistance initially, and then selects acid again at 5th level, his total acid resistance is 10.

  • See in Darkness (Su): When the order's tyrant achieves 4th level, he gains the ability to see perfectly in darkness. This ability extends to magical darkness created by spells of 2nd level or below.

  • Telepathy (Su): At 10th level, the order's tyrant may communicate with any creature within 100 feet that has an intelligence score. Language remains a barrier. Thus, although the target of the order's tyrant may hear the telepathic speech, if it does not understand the language, the attempt at communication fails.
Order's Tyrant
Spells
Level
Special
1st
2nd
3rd
4th
1stDomain
1
-
-
-
2ndSmite chaos
2
-
-
-
3rdResistance
2
1
-
-
4thSee in Darkness
2
2
-
-
5thResistance
2
2
1
-
6th
-
2
2
2
-
7thResistance
3
2
2
1
8th-
3
2
2
2
9thResistance
3
3
2
2
10thTelepathy
3
3
3
2

Home     Prestige Classes

Tuesday, October 17, 2017

Campaign Design - Prestige Class: Knight of Bedlam

Knight of Bedlam (adapted from the Unholy Warrior's Handbook)

Attributing a moral component to the force of chaos as an agent of good or evil is nearly impossible, as chaos lacks an independent intelligence. Chaos is madness. Chaos is amoral. Chaos engenders elements of creation and destruction, art and violence, and offers the spark of life with the randomness of death. Chaos is responsible for demons, yet checks them with other forces that uphold liberty and virtue.

Chaos has a seductive appeal to those of an evil bent. It offers them an easy path to spreading mischief and woe. They receive complete license to do as they wish to whomever they want. Rising above the rest, defeating all contenders among the anarchic kind, is a champion of a sort. He is a knight with no code, no honor, and no soul, erroneously titled for his armored façade and his choice of arms. Those who expect fair treatment on the field of battle are in for a surprise, for this chaos knight is anything but noble. He is all that is chaotic, all that is insane, and often, all that is evil.

Knights of Bedlam are, to the extent that anyone is, the servants of Lyssa. They revel in the raw chaos of madness and insanity, seeking to spread destruction in as wide an area as possible. Their nihilistic tendencies make them fitting targets for holy warriors, clerics, and good-aligned adventuring parties. Knights often lead armies conscripted from hordes of orcs, gnolls, and depraved humans. Their armies are anything but orderly, controlled only through force of will, slaughtering opposition. Knights of Bedlam never serve a mortal master, their insanity leading them instead to prefer to be cajoled by the very substance of the corrupted chaos of their mentally unstable mistress.

DM's Note: Knights of Bedlam are not all evil, but they are, at best, chaotic neutral. Consequently, just as a player character could technically play a character who chose Lyssa as their patron deity, a player character could technically enter into this prestige class. While most Knights of Bedlam find that the madness inherent in following Lyssa as a patron leads one down the path of evil, some manage to avoid falling to the side of perfidy. A player could choose this prestige class, but the role-playing challenge would be great. Consequently, I reserve the right to approve of player's taking on this character class on a case-by-case basis.

Hit Die: d12.
Luck Die: d3.

Requirements
To become a knight of bedlam, one must meet the following criteria:
  • Alignment: Chaotic evil or chaotic neutral.
  • Base Attack Bonus: +5.
  • Skills: Knowledge: the Planes 8+ ranks.
  • Feats: Power Attack and Cleave.
  • Special: Must have Lyssa as their patron deity.
  • Special: Prospective knights of bedlam must have committed a random act of heinous violence for nothing more than the pleasure of the act.
Class Skills
  • The knight of bedlam's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge: the Planes (Int), Ride (Dex), Sense Motive (Wis), Use Magic Device (Cha), and Use Rope (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the knight of bedlam prestige class.
  • Base Attack Bonus: Good. A knight of bedlam gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A knight of bedlam gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A knight of bedlam gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A knight of bedlam gains +13 base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Knights of bedlam gain no new proficiency with any arms or armor.

  • Detect Law (Sp): At will, the knight of bedlam may detect law as a spell-like ability. This ability duplicates the spell detect law.

  • Chaotic Aura (Su): By embracing the raw energies of chaos, the knight emits an aura of unusual power. This halo, of sorts, provides a +1 deflection bonus against all melee attacks made by lawful creatures. In addition, the chaotic aura confers a +2 insight bonus to Will saves against spells with the lawful descriptor and spell-like abilities from creatures of the lawful subtype such as coatl, efreeti, formians, and so on.

  • Spellcasting: A knight of bedlam continues training in magic as part of the advancement in this prestige class. Upon the 1st level earned in this class, as well as the 4th, 7th, and 10th levels, the knight of bedlam gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained such as an improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on. If a character had more than one spellcasting class before becoming a knight of bedlam, she must decide to which class she adds each level of knight of bedlam for purposes of determining spells per day when she adds the new level. Knights of bedlam may not cast spells with the law or good descriptors.

  • Mutation (Su): At 2nd level, chaos' taint leaves its first indelible mark on its champion. When the knight of bedlam receives a mutation, she undergoes a physical change. As the source of the mutation is chaos itself, the exact nature of the mutation is necessarily random. For every level at which the character receives a mutation, the player must roll on the mutation chart below.

  • Smite Law (Su): Once per day, a knight of bedlam of 3rd level or higher may attempt to smite law with pone normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per knight of bedlam level. If the knight accidentally smites a creature that is not lawful, the smite has no effect but is still used up for that day.

  • Boon of Chaos (Su): At 5th level, the knight of bedlam receives a potent gift from the powers of chaos. Once per day, for each time this feature is granted, the knight of bedlam may reroll and attack, save, or check. She must take the second roll regardless of the result. At the cost of two uses of this supernatural ability, she may force a target opponent to reroll an attack, save, or check. The targeted opponent does not receive a saving throw against this ability.
Knight of Bedlam

LevelSpecialSpells
1stDetect law, chaotic aura+1 level of existing class
2ndMutation-
3rdSmite law-
4th-+1 level of existing class
5thBoon of chaos-
6thMutation-
7thBoon of chaos+1 level of existing class
8th--
9thBoon of chaos-
10thMutation+1 level of existing class

Mutations

d100 rollEffect
01 - 30Physical Transformation
01 - 32Height Change
01 - 10Reduce one size category (such as from Medium to Small).
11 - 50Character shrinks 1d10 inches (modify weight accordingly).
51 - 90Character grows 1d10 inches (modify weight accordingly.
91 - 00Grow one size category (such as from Medium to Large).
33 - 64Weight Change
01 - 50Character loses 1% - 10% of their total weight.
51 - 00Character gains 1% - 10% of their total weight.
65 - 81Hair Color Change
01 - 50Player's choice.
51 - 00DM's choice.
82 - 92Eye Color Change
01 - 50Player's choice.
51 - 00DM's choice.
93 - 99Skin Color Change
01 - 50Player's choice.
51 - 00DM's choice.
00Gender Change
01 - 99Opposite gender.
00Hermaphroditic.
31 - 60Body Covering
01 - 60Hair: You may ignore uncomfortable climates of cold, but gain no special resistance to cold damage.
61 - 80Scales: You gain a +1 bonus to natural armor and suffer a -2 penalty to all Charisma-based checks.
81 - 00Carapace: You gain a +2 bonus to natural armor and suffer a -4 penalty to all Charisma-based checks.
61 - 75Extras
01 - 10Extra Eye: You gain a +1 mutation bonus to all Search and Spot checks.
11 - 20Extra Ear: You gain a +1 mutation bonus to all Listen checks.
21 - 30Extra Nose: You gain the scent special ability.
31 - 40Extra Mouth: You may add Speak Language to your list of character skills for free.
41 - 50Extra Arm: You are now eligible for the Multiattack feat.
51 - 60Extra Leg: You gain +5 feet to your base speed score.
61 - 70Grow Tail: You gain a +1 mutation bonus to all Balance checks.
71 - 82Extra Fingers: You gain a +1 mutation bonus to all Climb checks.
83 - 95Extra Toes: You gain a +1 mutation bonus to all Balance checks.
96 - 99Extra Head: You gain the feat Skill Augmentation (Listen and Spot) as a bonus feat, and at least three opponents are required to flank you.
00Vestigial Twin: You grow a latent sibling, as per the Vestigial Twin feat.
76 - 90Sensory Mutations
01 - 80You gain low-light vision. If you already have this ability, your vision multiplier doubles each time this mutation is rolled.
81 - 90You gain darkvision with a range of 30 feet. If you already have this ability, extend the range of your darkvision by 30 feet each time you roll this mutation.
91 - 95You gain the Scent ability.
95 - 98You gain tremorsense with a range of 30 feet. If you already have this ability, extend the range of your tremorsense by 30 feet each time you roll this mutation.
99 - 00You gain blindsight with a range of 30 feet. If you already have this ability, extend the range of your blindsight by 30 feet each time you roll this mutation.
91 - 95Locomotion Mutations
01 - 40You gain a +4 mutation bonus to Initiative.
41 - 80You gain +5 feet to your base speed.
81 - 90You gain a Swim speed equal to ½ your base land speed. Each subsequent time you gain this ability, you add +5 feet to your Swim speed.
91 - 95You gain a Burrow speed equal to ½ your base land speed. Each subsequent time you gain this ability, you add +5 feet to your Burrow speed.
96 - 00You grow wings and gain a Fly speed equal to ½ your base land speed, with poor maneuverability. Each subsequent time you gain this ability, you add +5 feet to your Fly speed and improve your maneuverability by one step.
96 - 99Attribute Mutation: Gain a +1 inherent bonus to a random ability (roll 1d6)
00Player's Choice

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Campaign Design - Prestige Class: Champion of the Dark Seven

Champion of the Dark Seven (adapted from the Unholy Warrior's Handbook)

In the Hells lurk evils incomprehensible to most good folk. In this place of torment are the personifications of the many vices of mortals. From gluttony to wrath, pride to lust, no vice is absent in this realm of strife and conflict. The Lords of Hell gain power by seducing mortals to one or more of the seven dark sins; they gain extraordinary might when they can corrupt a mortal into embracing all seven. These hated beasts strike fear into even the most noble of paladins. Light dims at their approach. Enter the champion of the dark seven.

The champion is the manifestation of all human iniquity. He devotes a portion of his soul to each of the Lords of Sin that inhabit the dark realms. The champion's name is foremost in the Dark Ledger, which records the sins of those corrupted. From condemned souls are his power born. He is entirely self-interested, driven buy the satiation of his desires. Wholly irredeemable, he walks the path to Hell, savoring pleasures and pains unimaginable.

All champions of the dark seven sell their souls to the greedy Lords of Sin. Each champion passes through mastery of a number of sins prior to achieving his particular status. Thus, to become a champion of gluttony, a champion of the dark seven must master the other six in any order, culminating with the Blessing of Gluttony. As the Blessings have physical alterations and characteristics based upon the level at which they are mastered, the combinations of champions are nearly limitless. In the end, however, the champion of the dark seven owes fealty to all seven of the Lords of Sin.

Hit Die: d10.
Luck Die: d4.

Requirements
To become a champion of the dark seven, one must meet the following criteria:
  • Alignment: Any evil.
  • Base Attack Bonus: +8.
  • Skills: Knowledge: the Planes 10+ ranks, Spellcraft 5+ ranks.
  • Domains: Must have chosen at least one of the following unholy warrior domains: Envy, Gluttony, Greed, Lust, Pride, Sloth, or Wrath.
  • Special: The prospective champion of the dark seven must have made peaceful contact with a daemon, demon, or devil representing the unholy warrior's favored domain.
Class Skills
  • The champion of the dark seven's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Forgery (Int), Innuendo (Wis), Intimidate (Cha), and Sleight of Hand (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the champion of the dark seven prestige class.
  • Base Attack Bonus: Average. A champion of the dark seven gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A champion of the dark seven gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A champion of the dark seven gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A champion of the dark seven gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: The champion of the dark seven gains no new proficiency with weapons or armor.

  • Blessing of Sin (Varies): The Lords of Sin hold dominion over seven circles, each personifying a deadly sin and fatal flaw of mortals. From pride to gluttony, all seven sins stand unchallenged. As a champion advances in this class, he succumbs to the seductive lure presented by the Infernal inhabitants, each harboring a vested interest in their particular deadly sin., Every successful seduction has corresponding benefits and penalties, depending upon the level at which the champion succumbed to that particular vice. Each time a character advances in this prestige class, he must choose one of the seven sins.

    All powers associated with the sin are level-dependent, meaning the associated powers gain potency depending on the level at which they are chosen. The level at which a certain Blessing is received is the "acquisition level" of that sin. Prior to advancing in any level of this class, the character must commit a sin of the same type as that of the blessing he will receive. The nature of the act is entirely at the DM's discretion.

    • Envy (Sp): The embrace of envy fills the character with dark thoughts of desire for what others possess. A character receiving the Blessing of Envy may, a number of times per day equal to the acquisition level, alter their opponent's emotional state of mind to one of greed and envy. When this mind-affecting ability is used, all enemies within 30 feet must make a Will save with a DC of 10 + ½ the champion's class level + the champion's Charisma modifier. Failure makes the victim's attitude towards their allies become Hostile. Furthermore, those affected fly into a rage, gaining a +2 morale bonus to Strength and Constitution, a +1 morale bonus to Will saves, and a -1 penalty to Armor Class. They are compelled to fight, regardless of the danger. These effects last for one round per champion level. Those who successfully save against this ability cannot be affected by it for 24 hours.

      Embracing this sin also confers a profane bonus equal to the acquisition level to Listen and Spot checks, as the envious are always aware of the affairs of others. Unfortunately, desire consumes these characters, making them vain, aggressive, and covetous. They suffer a profane penalty equal to the acquisition level to all Charisma checks.

    • Acquisition
      Bite
      Level
      Damage
      1
      1d4
      2
      1d6
      3
      1d8
      4
      1d10
      5
      1d12
      6
      2d8
      7
      2d10
      Gluttony (Ex): These corpulent monstrosities bask in the exquisiteness of feeding. Champions receiving this blessing suffer a frightening physical side effect. They increase their weight by 100 pounds multiplied by the acquisition level. Regardless of their new weight, recipients of this blessing retain their normal base size.

      In addition, champions with this ability may make a bite attack, once per round, at their base melee attack modifier. This attack may be in conjunction with other melee attacks, but only during a full-round action and at a -5 penalty to the attack roll. The damage for this attack depends on the acquisition level. Consult the table to the right for bite damage.

      Gluttonous characters are monstrous to behold, instilling fear and revulsion in those who behold them. These characters receive a profane penalty to Charisma-based skill checks equal to the acquisition level of Gluttony. In addition, the increase in weight hinders the character's movement, reducing his base speed by 5 feet.

    • Greed (Ex): Avarice is most despicable, as it is one of the most insidious of all sins. Adventurers are common sufferers of this vice, feeling its touch every time they come across an open chest of coins, a fabled magical sword, or some dusty tome holding all manner of spells fantastic and mundane. More often than not, greed is the first step for many a champion of the dark seven, reflecting their craving for power and riches. Characters receiving the Blessing of Greed receive a profane bonus equal to the acquisition level to Appraise, Hide, Move Silently, Open Locks, Search, and Sleight of Hand. These skills are added to the character's list of skills if they are not already character skills for that character.

      In exchange for his heightened filching abilities, the power the champion receives makes it harder for him to resist taking what he wants, even in the face of danger. When spotting a valuable whose total shilling value exceeds his total character level multiplied by 50, the champion must make a Will save (DC 10 + the acquisition level). A failed save indicates that the champion must attempt to steal the object, regardless of what guards the object and where it lies. If he succeeds at the saving throw, he may resist the temptation for 24 hours. Thereafter, if he encounters the object of his desire, he must make another save. Of course, nothing prevents the character from attempting to steal an object if he wants to.

    • Lust (Ex): A character receiving the Blessing of Lust gains a "Comeliness" bonus equal to the acquisition level to all Charisma-based skill checks. In addition, these characters benefit from improved reactions from NPCs. All such interactions are improved by one step.

      Lust-driven characters rely on appearance to compensate for wellness of spirit. These characters lack the fundamental fiber needed to fuel their spall abilities. Consequently this gift imp[arts a profane penalty equal to ½ the acquisition level (rounded up) to the champion's effective Charisma score when determining spell casting ability and potency for spell casting.

    • Pride (Ex): Many hold that to be confident in one's abilities is never prideful. Instead, it shows an unwavering dedication to one's abilities and potential. Perhaps this could be a virtue, but an overabundance of self-love corrupts a soul more quickly than any other sin. It is self-righteousness. The most noble cleric or paladin can fall sway to this belief, especially when humility always seems to fail. A character embracing pride believes, perhaps correctly, that he is good at everything. From this point on, all skills are class skills for the champion. In addition, he receives bonus skill points equal to the acquisition level multiplied by 4, to be divided up in whatever way the champion sees fit.

      Characters with this blessing are overconfident and arrogant. Regardless of when the character receives this blessing, he can never conceal his thoughts, alignment, or image in any way. He is always susceptible to scrying, and can never use any spell or spell-like ability that conceals his nature. Finally, when others interact with this character, they receive an insight bonus equal to the acquisition level for this blessing to all Sense Motive checks against the champion.

    • Sloth (Su): The path of receiving the Blessing of Sloth is to seek no blessing whatsoever. A character receiving this blessing becomes a tool to slow progress, distract the good-hearted from their goals, and ultimately erode the power of Good's collective will. As sloth precludes action, the manifestation of this power is passive and may not be "turned off". A field of supernatural malaise surrounds the champion at all times, extending in a circle centered on the champion with a radius of 5 feet multiplied by the acquisition level. All creatures in the area must make a Will save against a DC of 10 + ½ the sum of champion and unholy warrior levels + the champion's Charisma modifier. Failure indicates the victim is overcome with fatigue and is slowed, as by the spell, for as long as they are within the area of effect. Opponents making the save are unaffected by this mind-affecting ability for the next 24 hours.

      Recipients of the Blessing of Sloth have little impetus for action. They prefer nigh-catatonic states and resent anything requiring active involvement. A character embracing sloth must succeed at a Will save (Dc 10 + the acquisition level) prior to any combat. A failed save indicates that the champion is also slowed.

    • Wrath (Su): The champion gains the ability to draw upon an unwholesome fury, much like a barbarian's ability to rage, receiving a bonus to his Strength and Constitution scores equal to the acquisition level. This rage lasts for a number of rounds equal to 3 plus his newly improved Constitution modifier. Champions in the heat of wrath always attack the nearest ally or foe.

      In addition to the rage ability, champions with the wrath ability gain a profane bonus to Intimidate checks equal to the acquisition level. Recipients of this blessing also suffer a profane penalty on all Bluff, Innuendo, and Sense Motive checks equal to the acquisition level.

  • Champion of Sin (Ex): When the champion reaches 7th level, he chooses his final blessing, as he does at any previous level. Whatever gift he chooses confers the normal level-dependent bonuses, but lacks the drawback component.

    In addition to receiving the final blessing, the champion changes his type to Outsider, as the taint of Infernal sin changes him into something otherworldly. As an Outsider, he is immune to all spells that target humanoids, and gains Darkvision with a 60-foot range, but may not be restored to life except by means of a wish or miracle spell. Champions of the dark seven cannot advance beyond 7th level in this class. Having achieved seven levels in this class, champions are free to pursue other classes as normal.
Champion of the Dark Seven
LevelSpecial
1stBlessing of Sin
2ndBlessing of Sin
3rdBlessing of Sin
4thBlessing of Sin
5thBlessing of Sin
6thBlessing of Sin
7thChampion of Sin

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Campaign Design - Prestige Class: Angel Hunter

Angel Hunter (adapted from the Unholy Warrior's Handbook)

The angel hunter is a killer of celestials. A mad figure of no remorse, without any sense of or respect for the sacred, he preys on the servants of the Lords of Heaven. He destroys all that is pure and clean. He is worse than a fiend, for he has chosen this wicked life. He has fallen irredeemably, with no hope at all of mercy from those who would judge him. Unholy warriors devoted to Halpas or Ishi are the most likely to choose this prestige class, although unsavory individuals of almost every stripe have been known to become angel hunters.

Hit Die: d10.
Luck Die: d4.

Requirements
To become an angel hunter, one must meet the following criteria:
  • Alignment: Any evil.
  • Base Attack Bonus: +8.
  • Skills: Knowledge: the Planes 6+ ranks.
  • Abilities: Favored Enemy (Outsiders).
  • Special: Must have killed a celestial in single combat and violated the remains.
Class Skills
  • The angel hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge: the Planes (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Use Rope (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the angel hunter prestige class.
  • Base Attack Bonus: Good. An angel hunter gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An angel hunter gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An angel hunter gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An angel hunter gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Angel hunter's are proficient with all simple and martial weapons. They are proficient with all armor and shields except for tower shields.

  • Enemy of the Light (Ex): At 1st level, the angel hunter gains a number of abilities to aid him in his unholy war against celestials. Angel hunters gain an insight bonus equal to ½ of their angel hunter levels (rounded down, minimum of 1) to all Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against celestials. In addition, any enchantment spells or effects cast or triggered by the angel hunter that specifically target humanoids may also target celestials as well. Celestials continue to receive saving throws and spell resistance as normal.

  • Smite Celestial (Su): Once per day, the angel hunter may attempt to smite a celestial with one normal melee attack. He adds his Charisma modifier (if positive) to the attack roll and adds the sum of his unholy warrior levels to his angel hunter levels, applying the total to his damage roll for the single attack. The smite attempt must be declared prior to making the attack roll. If the angel hunter attempts to smite a non-celestial, the smite attempt fails, but the attempt is still used up for the day. At 7th level, the angel hunter may make two smite celestial attempts per day.

  • Honed (Ex): At 3rd level, the angel hunter perfects his skills with a weapon of his choice. He gains the feat Improved Critical as a bonus feat.

  • Clip the Wings (Su): A magical field, emanating in a 30-foot spread centered on the angel hunter, prevents any celestial from entering or leaving the area by means of any spell or effect that provides extradimensional movement. Hence, no celestial within 30 feet of the angel hunter can use teleport, dimension door, gate, or any similar effect.

  • Buttressed by Evil (Su): At 5th level, the angel hunter receives a +4 insight bonus on all saves against spells and spell-like abilities with the good descriptor. Furthermore, he receives a +2 profane bonus to all saves against divine spells cast by a good caster.

  • Blinding Bolt (Sp): When the angel hunter reaches 6th level, he may hurl a bolt of negative energy once per day. This is a ranged attack that is only usable against celestials. If the bolt strikes its target, the creature must make a Will saving throw against a DC of 10 + ½ the character's angel hunter and unholy warrior levels (rounded down) + the angel hunter's Dexterity modifier. On a successful save, the celestial takes 2d6 points of damage. On a failed save, the celestial suffers 4d6 damage and is blinded for 1d6 minutes.

  • Blaspheme Celestial (Su): Once per day, the angel hunter may make a normal melee attack against a target celestial, adding his Charisma modifier (if positive) to the attack roll. Blaspheming a celestial must be declared prior to the attack roll. If the angel hunter attempts to blaspheme a non-celestial, there is no additional effect. On a successful blasphemy attack, the angel hunter renders all celestial qualities dormant for 1d3 rounds.

  • Corrupt Celestial (Su): All melee and ranged attacks made by the angel hunter inflict corruption damage. Corruption damage only affects good-aligned outsiders, inflicting an additional 1d3 points of Wisdom damage with each successful hit. The angel hunter must exceed the target creature's spell resistance on the attack for the corruption damage to take effect.

  • Turn or Destroy Celestial: Angel hunters may attempt to turn or destroy celestials as a good-aligned cleric turns or destroys undead. Angel hunters add their unholy warrior levels to their angel hunter levels for the purposes of determining the effects of their attempts to turn celestials.
Angel Hunter
LevelSpecial
1stEnemy of the light
2ndSmite celestial once per day
3rdHoned
4thClip the wings
5thButtressed by evil
6thBlinding bolt
7thSmite celestial twice per day
8thBlaspheme celestial
9thCorrupt celestial
10thTurn or destroy celestials

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Friday, October 6, 2017

Campaign Design - Base Classes: Unholy Warrior

Unholy Warrior
(adapted from The Unholy Warrior's Handbook)

Forces of evil empower these characters. Unholy warriors are offensive powerhouses that champion the cause of wickedness. As leaders of the diabolic, they employ weapons and armor that instill fear in their foes. They employ a number of savage techniques aimed at maiming their enemies and spreading the chill hand of fear among the good.

Reinforcing their combat skills are supernatural abilities determined by their own particular lord of darkness. These powers manifest themselves in the form of domains similar to clerical domains, except that they provide distinct bonuses, feats, or unusual options for use in and out of combat. Each domain confers two tiers of abilities. Most abilities granted from these domains improve as the character grows in power, while others are front-ended, giving quick reward with no long-term benefit. In addition to these powers, unholy warriors gain gifts of darkness, spells, and servants to round out their abilities.

In the Three Worlds campaign, unholy warriors serve one of seven Lords of Hell, collectively referred to as the Seven Sins or the Dark Seven. Technically, there are eight Demonic Lords represented, but Tunar and Tuni are so closely aligned that they share the sin of Envy and their unholy warriors serve both of them together. These infernal powers are:

BaalDemon Lord of Gluttony
HalpasDemon Lord of Wrath
Iku-TyrmaDemon Lord of Sloth
IshiDemon Lord of Pride
KivutarDemon Mistress of Lust
SurtanDemon Lord of Greed
Tunar and TuniDemon Mistress and Lord of Envy

Unfortunately, evil masters are fickle. The unholy warrior must consistently prove his worth to his lord, whether by slaying entire villages or simply sacrificing powerful magic relics stolen from temples devoted to good deities. The dedicated unholy warrior may grow mighty indeed, but must be vigilant against his rivals, for each seeks the status of his better while reviling his lesser.

Abilities: Charisma is the defining statistic determining one's capacity for self-realization, and is key to many of the unholy warrior's skills of deception and treachery. Many of the domain powers granted to holy warriors determine their potency on this attribute; for unholy warriors, Charisma is the determining factor for all things related to casting spells, including level availability, DCs, and bonus spells. Next to Charisma, the unholy warrior should focus on Strength, as this attribute is vital for combat. Finally, Constitution increases hit points, aids in Concentration checks, and is the determining factor in resisting the many poisons and diseases to which this character is exposed.

Alignment: Any evil.
Hit Die: d10.
Luck Die: d3.

Class Skills
  • Skill List: The unholy warrior's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft: Any (all skills taken individually) (Int), Handle Animal (Cha), Knowledge: Religion (Int), Knowledge: the Planes (Int), and Ride (Dex).

  • In addition, each Lord of Sin grants their unholy warriors access to additional skills, as follows:

    BaalDisguise and Intimidate
    HalpasIntimidate and Spot
    Iku-TyrmaIntimidate and Swim
    IshiAny one Knowledge skill and Sense Motive
    KivutarDiplomacy and Intimidate
    SurtanDisable Device, Open Lock, and Sleight of Hand
    Tunar and TuniDiplomacy, Gather Information, Innuendo, and Intimidate

  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the unholy warrior:
  • Base Attack Bonus: Medium. An unholy warrior gains +1 base attack bonus per class level.

  • Fortitude Base Save Bonus: Good. An unholy warrior gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Poor. An unholy warrior gains +13 base Reflex save bonus per class level.

  • Will Base Save Bonus: Poor. An unholy warrior gains +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Unholy warriors are proficient with all simple and martial weapons, and with all armor and all shields (except for tower shields).

  • Domains: Unholy warriors gain domains granted by the dark powers they worship. Unlike clerical domains, these abilities are not enhanced spell lists and granted powers. Instead, they reflect the martial nature of the unholy warrior. At 1st level, an unholy warrior may choose two domains from those granted by their patron. This grants four abilities, two from each domain. At 2nd level, he gains an additional ability from each domain. Thus, by 2nd level, the unholy warrior has six domain abilities.

    The unholy warrior domains associated with each of the Seven Sins are as follows:

    BaalEarth, Gluttony, Horror
    HalpasAir, Hate, Wrath
    Iku-TyrmaPain, Sloth, Water
    IshiMagic, Pride, Treachery
    KivutarCorruption, Disease, Lust
    SurtanEvil, Fire, Greed
    Tunar and TuniDarkness, Envy, Undead

  • Rebuke Undead: At 3rd level, the unholy warrior gains the ability to rebuke, command, or bolster undead as a cleric two levels lower would. This ability can be used a number of times per day equal to 3 + his Charisma modifier (minimum 1). Unholy warriors may take the Extra Rebuking feat to rebuke more times per day.

  • Gift of Darkness: Unholy warriors gain rewards for their services to the powers of evil. At each level an unholy warrior receives a Gift of Darkness, she gains a supernatural or spell-like ability as defined by her particular faith.

    • Baal: Unholy warriors devoted to Baal become corpulently obese. As the unholy warrior grows in weight, his fat forms a touch blubber, resistant to piercing and bludgeoning attacks. At 5th level, an unholy warrior dedicated to Baal gain DR 1/slashing. Every time the unholy warrior gains a new gift of darkness, his DR increases by 1. Therefore, at 8th level, an unholy warrior devoted to Baal will have 2/slashing. Magically enhanced weapons add no benefit to bypassing this supernatural ability.

    • Halpas: Upon reaching 5th level, an unholy warrior devoted to Halpas gains Halpas' Fury, usable once per week. Similar to a barbarian's rage ability, Halpas' Fury is more violent and mindless. The unholy warrior gains +6 to Strength, +4 to Constitution, and a +4 morale bonus on Will saves. His frenzy in combat reduces him to a mere beast without regard for his own well-being, so he suffers a -4 penalty to Armor Class, a -4 penalty to Intelligence, and a -6 penalty to Charisma. Every time the unholy warrior gains a new gift of darkness, he may use this ability one additional time per week. Otherwise, Halpas' Fury functions as a barbarian's rage. The barbarian's rage ability stacks with the bonuses and penalties granted by this supernatural ability.

    • Iku-Tyrma: An unholy warrior devoted to Iku-Tyrma gains the ability to smite non-aquatic creatures once per week. Before attacking the target, the unholy warrior must declare that his smite ability is being used. He adds his Charisma modifier as a bonus to his attack roll and adds his unholy warrior class level to any resulting damage roll. Every time the unholy warrior gains a new gift of darkness, he may use this ability one additional time per week. This is a supernatural ability.

    • Ishi: Once per week per gift of darkness, an unholy warrior devoted to Ishi gain the spell-like ability to cast true strike as a free action. As with any free action, he may not use this ability more than once per round. Aside from its quickened casting time, this ability functions as the spell of the same name.

    • Kivutar: Unholy warriors devoted to Kivutar gain the spell-like ability to cast contagion, usable once per week, using their unholy warrior level as their caster level. Every time the unholy warrior gains a new gift of darkness, he may use this ability one additional time per week.

    • Surtan: Unholy warriors devoted to Surtan gain the spell-like ability to cast combust, usable once per week, using their unholy warrior level as their caster level. Every time the unholy warrior gains a new gift of darkness, he may use this ability one additional time per week.

    • Tunar and Tuni: Unholy warriors devoted to Tunar and Tuni gain the spell-like ability to cast death armor, usable once per week, using their unholy warrior level as their caster level. Every time the unholy warrior gains a new gift of darkness, he may use this ability one additional time per week.

  • Dark Ally: At 6th level, the dark forces lend a foul ally to serve the unholy warrior on his question to spread misfortune. The unholy warrior may choose to call this companion at any point during or after this level. The unholy warrior's master determines the exact nature of the companion insofar as form, alignment, and other abilities. All dark allies receive benefits based upon the level of the unholy warrior as described in the table here. The dark ally is a tool. Despite the master-slave relationship, there is no empathic link between the steed and rider. The dark ally is hereafter a magical beast regardless of its base creature type.

  • Spells: Beginning at 4th level, an unholy warrior gains the ability to cast a small number of divine spells, which are drawn from the unholy warrior spells list. To cast a spell, the unholy warrior must have a Charisma score of at least 10 + the spell's level, so an unholy warrior with a Charisma of 10 or lower cannot cast these spells. Unholy warriors gain bonus spells are based on Charisma, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the unholy warrior gets 0 spells of a given level, the unholy warrior gains only bonus spells. An unholy warrior without a bonus spell for that level cannot cast a spell of that level. An unholy warrior has access to any spell on the list and can freely choose which to prepare. An unholy warrior prepares and casts spells just as a cleric does.

    The unholy warrior's list is modified by the power he worships, as detailed on the unholy warrior spell list.

    Through 3rd level, an unholy warrior has no caster level. Starting at 4th level, an unholy warrior's caster level is half his class level.
Unholy Warrior

Level
Special
1st
2nd
3rd
4th
1st
2 unholy warrior domains
-
-
-
-
2nd
Secondary domain powers
-
-
-
-
3rd
Rebuke undead
-
-
-
-
4th
-
0
-
-
-
5th
Gift of darkness
0
-
-
-
6th
Dark ally
1
-
-
-
7th
-
1
-
-
-
8th
Gift of darkness
1
0
-
-
9th
-
1
0
-
-
10th
-
1
1
-
-
11th
Gift of darkness
1
1
0
-
12th
-
1
1
1
-
13th
-
1
1
1
-
14th
Gift of darkness
2
1
1
0
15th
-
2
1
1
1
16th
-
2
2
1
1
17th
Gift of darkness
2
2
2
1
18th
-
3
2
2
1
19th
-
3
3
3
2
20th
Gift of darkness
3
3
3
3

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