Tuesday, January 4, 2011

Campaign Design - Unholy Warrior Domains: Horror

Horror Domain (from the Unholy Warrior's Handbook)
Infernal Power: Bål.

First Granted Power
Dissuade (Su): Once per day, by succeeding at a Concentration check (DC 10 + the opponent's Hit Dice or levels) the unholy warrior can force an opponent to rethink the action she is about to take. Essentially, the unholy warrior may force a target to change her action from the intended course. Actions affected can only be of the standard or move-equivalent varieties. Full-round actions cannot be dissuaded, as the target is more committed to the action. Affected targets may perform another action instead of the one they had initially chosen. The dissuade ability is a full-round action that provokes an attacks of opportunity.

Second Granted Power
Unspeakable Visage (Su): The unholy warrior is immune to fear, and all those seeing him catch sight of their own fears manifested in the unholy warrior's features. Characters with this special ability gain a +4 insight bonus to all Intimidate checks, and a +2 profane bonus to Bluff and Disguise checks due to the fluid nature of the fears he echoes.

Third Granted Power
Manifest Horror (Sp): once per week, the unholy warrior may conjure forth the deepest fears of his opponent and make them real. This power functions like phantasmal killer in that it preys on the fears of the victim. All similarities to the spell stop there. Everyone present can see the manifested horror. If the opponent fears some hideous monster, this power creates a replica of that creature. if the fear is a situation, event, or some other circumstance, the horror manifests as a quasi-real monstrous beast reflecting images related to the victim's worst fears.

The nightmarish creature persists for a number of rounds equal to the unholy warrior's Charisma modifier. Each round, the manifestation makes a melee touch attack at the unholy warrior's base attack bonus. On a successful attack, the manifestation inflicts 1d6 points of Wisdom damage and forces a Will save (DC 10 + the unholy warrior's Charisma modifier). A failed save means that the victim is shaken.

The manifestation is immune to all attacks and most spells except for dispel evil, dispel magic, limited wish, miracle, and wish. Each round, the victim may make an additional Will save (DC 10 + half the unholy warrior's level + the unholy warrior's Charisma modifier). On a successful save, the victim defeats the manifestation and is forever immune to the effects of this power as used by that particular unholy warrior. Allies of the victim may make aid another checks (Diplomacy checks against a DC of 10) to help the Will save. One a successful Aid Another check, the victim may add +2 to his Will save.

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Bål

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