Tuesday, October 31, 2017

House Rules - Magical Wards

Magical Wards (from Spells & Spellcraft)

A magical ward is a location-based enchantment that, when used in conjunction with a hand-held ward token, may be used to cast pre-determined spells much like a staff. An active ward might repel evil creatures or it might allows a token bearer to shrug off the effects of a fireball. While many common wards have been streamlined into everyday spells such as arcane lock and glyph of warding, others require extensive preparation and expensive components.

Wards are activated and controlled via ward tokens, small magical devices that are crafted at the time of a ward's creation. By holding a token forth, its bearer may discharge the ward's spells. Ward spells may be used by more than one person at a time, so long as each is holding a token.

There are two types of ward tokens. Keystones channel low-level spells (up to 2nd level). They may be used by anyone bearing the token, but the bearer must spend at least one hour within the ward to attune himself to a particular keystone. After attuning himself he may leave the ward without having to reattune when he reenters the ward. The bearer may choose up to three spells that he will be able to activate when he first attunes himself to a particular ward. He may reattune himself to a ward at any time, allowing him to change his available spells.

Master keystones, the second type of ward token, are more potent and allow their bearers to fully access all of a ward's powers. Only arcane spellcasters may use a master keystone.

Physical Description
Wards may be visible or invisible at the weaver's pleasure. Visible wards appear as complex and colorful runes and icons painted on a wall, floor, or other feature of the target location. Ward tokens may be fashioned from stone, wood, metal, or whatever other material appeals to the caster. Sword pommels are popular choices for guards protecting a warded gate. Tokens are covered in runes, but they do not reveal a particular ward's capabilities.

Identifying Wards
Any spellcaster with the Weave Ward feat may readily discern the function of any ward he can see. He must make a Spellcraft check to do so, and for each point by which he exceeds 20 on the check, he can identify one stored spell, starting with the least powerful and moving up. Wards may also be studied by means of the detect ward spell. Other means must be used to determine the function of invisible wards. Rendering them visible by spells such as reveal ward, dispel magic, or true seeing is the most straightforward method. An identify spell allows the caster to determine one spell per caster level. A detect magic spell indicates the presence of an invisible ward, but reveals neither its form nor its function. Ward tokens may likewise be identified and linked to specific wards.

Activation
Wards use the command word activation method, so activating a ward's spell is usually a standard action that does not provoke attacks of opportunity. If the spell being cast has a casting time longer than 1 standard action, it takes that long to cast the spell from a ward. To activate a ward, the individual must be holding the appropriate ward token and within the ward's radius, usually 30 feet from the anchor stone. Spells are cast at the level of the original weaver of the ward.

Weaving Wards
To weave a magical ward, the caster needs to have the Weave Ward feat plus a supply of special arcane inks and dyes, brushes, and scribing tools, as well as relevant spell components. The cost for such materials is subsumed into the cost of creating the ward. Weaving a ward costs 100 shillings per level of the highest-level spell in the ward times the level of the caster, plus 75% of the cost of he value of the next most costly ability, plus 50% of the value of any other abilities. Zero-level spells count as ½ level spells when figuring costs based on spell level. Wards have 50 charges when created.

The spellcaster can reduce the cost of creating a ward by having powers drain two charges whenever they are used. For each power that uses two charges instead of one, reduce that power's cost by 50%. A single function can cost no more than two charges. The caster level of all spells in a ward must be the same.

The ward weaver must prepare the spells to be stored in the ward each day, or must know the spell in the case of a spontaneous spellcaster. He must also provide 50 of each component necessary for each spell. If casting the spell would reduce the caster's experience point total, he pays the cost (multiplied by 50) upon beginning the ritual in addition to the experience point cost for weaving the ward. Material components thus used are consumed when he begins weaving the ward. The act of weaving the ward triggers the prepared spells just as if they had been cast, making them unavailable for that day.

Weaving a ward requires one day for each 1,000 shilling value of the completed ward. It takes a minimum of one day to weave a ward.

The ward must be inscribed on an arcane anchor point, an immovable object or feature of a structure or the landscape such as walls, pillars, flagstones, and cave entrances. Living objects such as trees may not serve as an anchor point nor may a surface or object already bearing some enchantment. If an anchor point is moved, its ward fails immediately; bearers of its ward tokens are immediately aware of a ward's destruction.

Wards extend 30 feet in all directions from the anchor point and pass through all nonmagically shielded materials and barriers without impediment. Activating a ward from an upper or lower floor is therefore possible. This range may be extended in increments of 10 feet, but every extension adds 20% to the cost of the ward, calculated separately.

A caster may create a number of keystones equal to his spellcaster level, one of which may be a master keystone for every three levels of spellcasting ability. At least one master keystone must be created. Each token of either type costs 15 experience points and 50 shillings in materials to create. These costs in money and experience are in addition to the costs incurred during the ward's creation. It adds one day to the ward's creation time for every four ward tokens created.

Like most charged magic items, wards fade away into nothingness when their charges are expended. Intelligent wards are the only exception. However, as long as a ward retains at least one charge, it may be renewed by a spellcaster of equal or greater power than the one who created it. The weaver must possess a master keystone for the ward in order to undertake this task.

Recharging a ward requires the spellcaster to go through the entire creation process again, except this time the process costs only a fraction of the original ward's cost. This cost is equal to the percentage of charges that are being restored. Both the shilling and experience point cost must be paid again. The caster must restore the ward fully each time, no matter how many charges remain. Material components are required for every charge to be restored. New ward tokens may not be created in the renewing process; if the caster desires more tokens, his only option is fully discharging the existing ward and weaving a new one with the desired number of tokens in its place, at full cost.

Intelligent Wards
Unlike most magic items imbued with charges, wards may be enchanted as intelligence magic items just like swords and rings, using the rules found in the Dungeon Master's Guide on pages 268-271. An intelligent ward can communicate telepathically with someone holding one of its tokens, and the communications options presented on page 269 of the Dungeon Master's Guide apply to the ward's ability to speak to passers by.

Intelligent wards may activate their own spells at will, but require spellcasters to restore charges. A sentient ward with spent charges cannot use its spells or allow token bearers to do so, but it does remain active and able to communicate (a speaking ward might shout warnings, even if deprived of magical abilities). It can also use any additional magical capabilities invested in it during the process of imbuing it with intelligence.

Ward Spell List
Most abjuration and divination spells are eligible for incorporation into wards. An incomplete listing of these spells including those drawn from third party materials is provided below. Spells are marked with a notation indicating the sourcebook they were drawn from. For guidance as to what sourcebooks these notated abbreviations reference, see my key to Sourcebook Abbreviations:

0th-Level
Detect Magic (PHB)
Detect Poison (PHB)
Read Magic (PHB)
Resistance (PHB)

1th Level
Alarm (PHB)
Comprehend Languages (PHB)
Detect Undead (PHB)
Endure Elements (PHB)
Hold Portal (PHB)
Identify (PHB)
Protection from Chaos (PHB)
Protection from Evil (PHB)
Protection from Good (PHB)
Protection from Law (PHB)
Shield (PHB)
True Strike (PHB)

2th Level
Arcane Lock (PHB)
Detect Thoughts (PHB)
Protection from Arrows (PHB)
Resist Elements (PHB)
See Invisibility (PHB)

3th Level
Dispel Magic (PHB)
Magic Circle against Chaos (PHB)
Magic Circle against Evil (PHB)
Magic Circle against Good (PHB)
Magic Circle against Law (PHB)
Protection from Elements (PHB)
Shadow Sight (S&S)
Tongues (PHB)
Zone of Visibility (S&S)

4th Level
Break Enchantment (PHB)
Detect Scrying (PHB)
Flickering Fate (BoRL)
Minor Globe of Invulnerability (PHB)
Privacy (S&S)
Repel Undead (S&S)
Stoneskin (PHB)

5th Level
Dismissal (PHB)
Eiur's Telepathic Bond (PHB)

6th Level
Analyze Dweomer (PHB)
Antimagic Field (PHB)
Globe of Invulnerability (PHB)
Greater Dispelling (PHB)
Heim's Spell Inhibitor (RR)
Repulsion (PHB)
True Seeing (PHB)

7th Level
Banishment (PHB)
Spell Turning (PHB)

8th Level
Prismatic Wall (PHB)
Protection from Spells (PHB)

9th Level
Prismatic Sphere (PHB)

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Saturday, October 28, 2017

General Rules - Familiar Feats

This is a list of familiar feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

Feat Name
Source
PrerequisitesBenefit
Bonded Familiar
-
Must have a familiar as a class featureYour bond with your familiar grants it special abilities
Combat Familiar
-
Arcane caster level 1st+, must have a familiar as a class featureYour familiar is skilled in delivering attack spells
Construct Familiar
-
Must have a familiar as a class featureYour familiar is a construct rather than a living being
Enhanced Companion
D&D Wiki
Handle Animal 1+ ranksYour animal companion, dark ally, familiar, fiendish servant, or special mount gains enhanced AC
Enspell Familiar
-
Must have a familiar as a class featureYou can cast spells on your familiar over a distance
Extra Familiar
-
Must have a familiar as a class featureYou have an additional familiar
Improved Familiar
-
Ability to acquire a new familiar, compatible alignment, sufficiently high levelYou can acquire a new familiar from the improved familiar list
Lurking Familiar
-
Combat Familiar, arcane caster level 6th+, must have a familiar as a class featureYour familiar hides within the folds of your robe or takes cover behind you
Obtain Familiar
-
Arcane caster level 3rd+, Knowledge: Arcane 4+ ranksYou gain a familiar
Spell-Linked Familiar
-
Arcane caster level 9th+, must have a familiar as a class featureYou can grant your familiar the ability to cast some of your spells
Undead Familiar
-
Must have a familiar as a class featureYour familiar is an undead creature

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General Rules - Special Feats

This is a list of special feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

Feat Name
Source
PrerequisitesBenefit
Eiur's Grace
-
Divine grace ability, turn undead ability, patron EiurYou can channel energy to calm to your companions
Serenity
-
Divine grace ability, patron EiurYou can use your Wisdom bonus for your paladin class abilities
Tiwas' Smite
-
Smite evil, patron Tiwas, member of the Order of the ScalesYou can smite chaos

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Sunday, October 22, 2017

Campaign Design - Prestige Class: Servant of Baal

Servant of Baal (adapted from the Book of Vile Darkness)

The servant of Baal is a warlike agent of evil. He is defensive minded and eager to have others fight for him. When he must fight, he does so on his terms and on his chosen battleground. Servants of Baal verge on paranoia and are thus distrustful of everyone. As the servants of the Evil Prince of Earth, they have a mystical power over iron that allows them to grant themselves even greater abilities in battle. Many servants of Baal are slitherin ratmen, using the powers of their patron Lord of Hell to wreak havoc on good folk

Hit Die: d10.
Luck Die: d4.

Requirements
To become a servant of Baal, one must meet the following criteria:
  • Alignment: Any evil.
  • Base Attack Bonus: +6.
  • Feats: Combat Expertise, Power Attack, and Servant of Darkness.
  • Special: Must have Baal as their patron deity.
  • Special: Baal's sect initiates new disciples in a terrible ritual that involves the sacrifice of an intelligent being atop an altar made of iron. The ritual must take place in the presence of a maurezhi demon, who reports back to Baal afterwards.
Class Skills
  • The servant of Baal's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Knowledge: Religion (Int), Listen (Wis), Move Silently (Dex), Profession: Any (all skills taken individually) (Wis), Ride (Dex), Search (Int), and Spot (Wis).
  • 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 servant of Baal prestige class.
  • Base Attack Bonus: Good. A servant of Baal gains +1 base attack bonus per class level.

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

  • Base Reflex Save Bonus: Good. A servant of Baal gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A servant of Baal gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Servants of Baal are proficient with all simple and martial weapons, all armors, and all shields.

  • Device Lore (Ex): A servant of Baal can find traps made mostly of metal just as a rogue can. Furthermore, he gains a +2 competency bonus on Disable Device checks against devices made mostly of metal.

  • Iron Hews (Su): Once per day per point of Constitution bonus, a 2nd level servant of Baal may add a +3 divine bonus on damage from attacks made that round.

  • Rusting Grasp (Sp): Once per day, a 3rd level servant of Baal can produce an effect identical to that of a rusting grasp spell cast by a 15th level caster.

  • Iron Power (Su): When using an iron or steel weapon, a 4th level servant of Baal gains a +1 insight bonus on attack and damage rolls. Furthermore, his threat range is doubled as if he were using a keen weapon. At 8th level, the insight bonus improves to +2 and the threat range triples. This ability does not stack with the keen weapon quality, not does it stack with the Improved Critical feat.

  • Summon Maurezhi (Sp): A 5th level servant of Baal can summon 1 maurezhi per day. This functions as a summon monster spell cast by a 15th level caster. A 9th level servant of Baal can summon 1d4 maurezhi once per day.

  • Greater Iron Hews (Sp): Once per day per point of Constitution bonus, a 6th level servant of Baal can add a +6 divine bonus on damage from attacks made that round. This bonus does not stack with the iron hews ability; the abilities are separate. A servant of Baal can use each ability once per day per point of Constitution bonus (i.e. a servant of Baal with a +3 Constitution bonus could use iron hews three times per day and greater iron hews three times per day).

  • Ironskin (Sp): Once per day, a 7th level servant of Baal can produce an effect identical to that of a stoneskin spell cast by a 15th level caster upon himself only.

  • Iron Body (Sp): Once per day, a 10th servant of Baal can produce an effect identical to that of an iron body spell cast by an 18th level caster.
Servant of Baal

LevelSpecial
1stDevice lore
2ndIron hews
3rdRusting grasp
4thIron power +1
5thSummon maurezhi
6thGreater iron hews
7thIronskin
8thIron power +1
9th-
10thIron body

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Saturday, October 21, 2017

Campaign Design - Prestige Class: Servant of Sethra

Servant of Sethra (adapted from the Book of Vile Darkness)

The servant of Sethra is a liar, a cheat, and a thief. She is more likely to kill a paladin while he sleeps than face him in direct combat. She uses deceit and trickery to get what she was, betraying even her family or closest friends to achieve her goals. Her abilities make her an astute prevaricator and and a sneaky backstabber, but she can wield her mistresses powerful influence with everything from demons to snakes if she needs to.

Hit Die: d6.
Luck Die: d6.

Requirements
To become a servant of Sethra, one must meet the following criteria:
  • Alignment: Any evil.
  • Skills: Bluff 10+ ranks, Diplomacy 4+ ranks, Gather Information 4+ ranks.
  • Feats: Servant of Darkness.
  • Special: Must have Sethra as their patron deity.
  • Special: The sect of Sethra initiates new servants in a terrible ritual that involves the sacrifice of an intelligent being. The ritual must take place in the home of the sacrificial being.
Class Skills
  • The servant of Sethra's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Innuendo (Wis), Jump (Str), Knowledge: Religion (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession; Any (all skills taken individually) (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Magic Device (Cha).
  • 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: 6 + Intelligence modifier.
Class Features
All of the following are class features of the servant of Sethra prestige class.
  • Base Attack Bonus: Average. A servant of Sethra gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A servant of Sethra gains +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A servant of Sethra gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A servant of Sethra gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Servants of Sethra are proficient with all simple and martial weapons, all light armors, but no shields.

  • Tongue of Demons (Ex): A servant of Sethra can speak with eloquence and believability, even when telling bald faced lies, by using her cunning as well as her charm. When making Bluff checks, a servant of Sethra adds her Intelligence modifier as well as her Charisma modifier to determine her check result.

  • Sneak Attack: If a servant of Sethra of 2nd level of higher can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The servant’s attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the servant flanks her target. This extra damage is +1d6 at 2nd level, and it increases by +1d6 every three servant levels thereafter. Should the servant score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a servant can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A servant can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The servant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A servant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    If a servant of Sethra gets a sneak attack bonus from another source (such as rogue levels) the bonuses to damage stack.

  • Suggestion (Sp): Once per day, a 3rd level servant of Sethra can produce an effect identical to that of a suggestion spell. The save DC to resist the servant's entreaties is 10 + the servant's class level + the servant's Charisma bonus.

  • Summon Vrock (Sp): A 5th level servant of Sethra can summon 1 vrock once per day. This functions as a summon monster spell cast by a 15th level caster.

  • Gutsnake (Sp): Once per day a 6th level caster can produce an effect identical to that of a gutsnake spell cast by a 15th level sorcerer.

  • Beguiling Nature (Sp): Every other day, a 7th level servant of Sethra can produce an effect identical to the mass charm spell, with a Will save DC of 10 + the servant's class level + the servant's Charisma bonus.

  • Summon Marilith (Sp): A 9th level servant of Sethra can summon 1 marilith once per day. This functions as a summon monster spell cast by a 15th level caster.

  • Queen of Lies (Ex): A 10th level servant of Sethra gains a +4 inherent bonus to Charisma.
Servant of Sethra

LevelSpecial
1stTongue of demons
2ndSneak attack +1d6
3rdSuggestion
4thSummon vrock
5thSneak attack +2d6
6thGutsnake
7thBeguiling nature
8thSneak attack +3d6
9thSummon maritlith
10thQueen of lies

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Campaign Design - Prestige Class: Servant of Ishi

Servant of Ishi (adapted from the Book of Vile Darkness)

The servant of Ishi is a lordly, domineering sort who craves unlimited power. He is ruthless in his pursuits and uncaring of any who might get in his way. He uses his power and influence to learn secrets, which in turn grant him more power, manipulate and command others, and enhance his own physical aspect. Spellcaster often make the best disciples of Ishi

Servants of Ishi are a part of a large but secretive organization that crisscrosses most of civilized society. Their hierarchy is rigid, with power-hungry members continually moving up and down the ranks. The servants of Ishi seek nothing less than world domination. as such, their dread master often rewards them with the service of some minor devils or undead.

Hit Die: d6.
Luck Die: d3.

Requirements
To become a servant of Ishi, one must meet the following criteria:
  • Alignment: Neutral evil or lawful evil.
  • Skills: Bluff 4+ ranks, Diplomacy 5+ ranks, Sense Motive 4+ ranks.
  • Feats: Evil Brand, Leadership, and Servant of Darkness.
  • Special: Must have Ishi as their patron deity.
  • Special: The sect of Ishi initiates its disciples in a horrific rite that involves the sacrifice of an intelligent being. The sacrifice must be someone with royal blood or of similar political significance.
Class Skills
  • The servant of Ishi's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Knowledge: Any (all skills taken individually)(Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
  • 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 servant of Ishi prestige class.
  • Base Attack Bonus: Average. A servant of Ishi gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A servant of Ishi gains +13 base Fortitude save bonus per class level.

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

  • Base Will Save Bonus: Good. A servant of Ishi gains a +½ base Will save bonus per class level.

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

  • Spellcasting: When a servant of Ishi attains 1st level, and at every other level after that as well as one final time at 10th level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He 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 servant of Ishi, he must decide to which class he adds each level of servant of Ishi for purposes of determining spells per day when he adds the new level.

  • Charm (Sp): Once per day, a servant of Ishi can produce an effect identical to that of a charm person spell cast by a spellcaster of his effective caster level.

  • Learn Secret (Ex): Through trickery, deceit, and sometimes even intimidation, a servant of ishi can learn secrets otherwise unattainable. At 1st level, the servant can make a Gather Information check once per week with a +10 competency bonus. For every two levels beyond 1st level the servant of Ishi can use this ability one more time per week. (twice at 3rd level, three times at 5th level, and so on) until 9th level, when the servant of Ishi can use the ability once per day.

  • Command (Sp): Once per day, a 2nd level servant of Ishi can produce an effect identical to that of a command spell cast by a spellcaster of his effective caster level.

  • Summon Hellcat (Sp): A 4th level servant of Ishi can summon 1 hellcat once per day. This functions as a summon monster spell cast by a spellcaster of his effective caster level. A 9th level servant of Ishi gains the ability to summon 1d4 hellcats once per day.

  • Evil Authority (Sp): Once per day, at the command of a servant of Ishi of 6th level or higher, all evil-aligned creatures within 50 feet that have fewer Hit Dice than the servant must succeed at a Will saving throw (Dc 10 + the servant's class level + the servant's Charisma bonus) or recognize the servant as their superior. Affected creatures do not attack the servant of Ishi and do as he commands as though affected by a mass suggestion spell. This mind-affecting ability lasts for 24 hours.

  • Summon Major Devil (Sp): Once per week, an 8th level servant of ishi can produce an effect identical to that of a greater planar ally spell to call a devil and work our a bargain for aid.

  • Greater Command (Sp): Once per day, a th level servant of Ishi can produce an effect identical to that of a greater command spell cast by a spellcaster of his effective caster level.

  • Dread Might (Ex): Drawing some of Ishi's power into himself, the servant gains a permanent +2 divine bonus to Armor Class, saving throws, and attack rolls.
Servant of Ishi

LevelSpecialSpells
1stCharm, learn secret once per week+1 level of existing class
2ndCommand-
3rdLearn secret twice per week+1 level of existing class
4thSummon hellcat-
5thLearn secret three times per week+1 level of existing class
6thEvil authority-
7thLearn secret four times per week+1 level of existing class
8thSummon major devil-
9thGreater command, learn secret once per day+1 level of existing class
10thDread might+1 level of existing class

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Campaign Design - Dark Speech

Dark Speech (from the Book of Vile Darkness)

The Dark Speech is extremely difficult to master. The Dark Speech feat is required for mortals to speak even a single word of it correctly, for mortal tongues were not designed to utter these words of pure evil. Some evil outsiders know smatterings (or more) of the Dark Speech and need no feat to master it. The safest way to use the Dark Speech is through spells such as dread word.

To actually communicate by means of the Dark Speech - that is, for a knowledgeable speaker to convey some information to a knowledgeable listener - the speaker must take great care, or both the listener and speaker will be harmed. There are no words in the Dark Speech for good concepts such as kindness, mercy, and purity. Evil characters can speak of misery, anguish, hate, and betrayal with an accuracy impossible in any other tongue.

The Dark Speech has no known written form. It cannot be transliterated into another language's written form without losing all of its meaning and power.

Besides communicating in the language itself, there are four ways that a speaker can use the Dark Speech:

Dread: The words spoken cause fear, loathing, and dread in all who hear them. Speaking words of dread is draining to the speaker, dealing 1d4 points of Charisma damage each round the Dark Speech is spoken. When dread words of the Dark Speech are uttered, all within 30 feet of the speaker must make a Will save (DC 10 + ½ the speaker's Hit Dice + the speaker's Charisma modifier). Listeners who know the Dark Speech by possessing the Dark Speech feat gain a +4 circumstance bonus on this saving throw. If a listener fails its saving throw, it suffers the following effects depending on its Hit Dice or level and alignment:
  • Levels 1 -4, Nonevil: Characters are shaken by the intoned Dark Speech, and they flee from the source of their fear as quickly as they can, although they can choose the path of their flight. Once out of sight and hearing of the source of their fear, characters can act as they want. Characters unable to flee can fight, although they are still shaken for 1d10 rounds.
  • Levels 5 - 10, Nonevil: Characters are shaken, taking a -2 morale penalty to attack rolls, saves, and checks for 1d10 rounds.
  • Levels 11+, Nonevil: Characters are filled with loathing for the speaker and must attack him on their next action.
  • Levels 1 -4, Evil: Characters cower and are frozen in fear. They lose their Dexterity bonus to Armor Class (if any) and can take no actions for 1d10 rounds. Foes gain a +2 bonus to his cowering characters.
  • Levels 5 - 10, Evil: Characters are mastered by the Dark Speech, acting as if charmed (as described in the charm person spell) for 1d10 minutes.
  • Levels 11+, Evil: Characters are impressed, reacting to the speaker with more respect and wariness. This adds a +2 competence bonus on subsequent attempts to change their attitude (see page 128 of the Dungeon Master's Guide).
Power: The words of the Dark Speech help energize evil magic items and spells. Again, this is draining to the speaker, dealing 1d4 points of Charisma damage each time the words of power are uttered. If used in conjunction with an evil spell that has a verbal component, the Dark Speech increases the spell's effective caster level by +1. If used when creating an evil magic item, the Dark Speech increases the item's caster level by +1 without increasing the cost. Both caster level increases are considered profane bonuses. The Dark Speech is a requirement for many evil artifacts.

Corruption: The words of the Dark Speech, whispered softly, can weaken physical objects. As a full-round action, the speaker can whisper vile words of corruption and destruction at an inanimate object such as a door or a wall, reducing its hardness by half. This minor use of the Dark Speech is not draining to the speaker. It cannot be used more than once on a single object.

Dark Unity: The words of the Dark Speech can create a hivemind. Up to one hundred vermin or animals (none of which can have more than 1 Hit Die) form an evil hivemind, as described below. The united consciousness of the creatures will take one command from the dark Speech speaker, as if from the suggestion spell. Pulling creatures under the sway of evil is draining to the speaker, dealing 1d4 points of Constitution damage each time words of dark unity are uttered.

Hivemind

As a side effect of some evil spiritual presence or dark blessing, vermin and certain animals can take on a sort of evil consciousness shared among a large group, though each individual member retains little or no intellect. When a hivemind forms, each individual creature becomes just a tiny part of a much larger, much greater intelligence. But even the most craven sages do not understand how or why hiveminds develop.

if at least 50 vermin or animals of the same species are arranged so that no one individual is no more than 10 feet from another individual, the hivemind may come into effect. all the creatures operate with an Intelligence of 5, even if they previously had no Intelligence score (as with vermin). The creature's Intelligence score increases by +1 for every additional 20 individuals (beyond the first 50) in the hivemind, up to an Intelligence of 10 for a hivemind of 150 creatures. Beyond the 150-creature threshold, Intelligence increases by +1 for every 50 additional individuals. For every point of Intelligence bonus possessed by the hivemind, award each individual creature 1 feat and 1 skill point per Hit Die.

The increase to Intelligence gained for each creature in the hivemind over 50 also applies to Charisma.

If the hivemind attains a Charisma score of 18 or higher, it gains the ability to cast spells as a sorcerer. For every point of Charisma over 17, the hivemind has one level of sorcerer. Any single creature can cast one of the hivemind's spells, but those spell slots are then lost to other creatures in the hivemind. Creatures in a hivemind have no need of somatic or material components, and their squeaks, screeches, or clicks serve as verbal components.

When creatures in a hivemind attack, they all gain a +1 insight bonus on their attack roll and a +1 insight bonus on their Armor Class. Each creature knows the actions of every other member of the hivemind. The entire hivemind is aware of what every individual is experiencing.

A hivemind's Challenge Rating is greater than the Challenge Rating of one of the individual creatures. If the CR of an individual creature is less than ½ the CR of the hivemind is ½. If the creature has a CR of ½, the hivemind CR is 1. If the creature has a CR of 1 or higher, the hivemind's CR is 1 greater than that of the creature.

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General Rules - Metamagic Feats

This is a list of metamagic feats that do not appear in the Player's Handbook, but that I use in my campaigns. Players should note the existence of the Highly Experimental Metamagic Rule and check how it applies to the feats described here. As feats get added to my ongoing campaigns, I will add more to this listing.

Feat Name
Source
PrerequisitesBenefit
Corrupt Spell
BoVD
Evil alignmentAdds evil descriptor to a spell and transforms some of its damage to unholy damage
Violate Spell
BoVD
Evil alignmentAdds evil descriptor to a spell and transforms some of its damage to vile damage
Forceful Magic
-
-Metamagic is easier for you to use than it is for other casters

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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.

Boost Spell Resistance [General] (from the Book of Vile Darkness)
By making a deal with an evil power, the character makes himself even more resistant to magic.
   Prerequisite: Evil alignment.
   Benefit: if the character already has innate spell resistance, he gains a +2 profane bonus to his existing spell resistance score.

Brimstone Death [Vile] (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.

Corrupt Spell-Like Ability [General] (from the Book of Vile Darkness)
One of the creature's spell-like abilities is powered by evil. A dark pact provides the creature with unholy energy.
   Prerequisite: Evil alignment.
   Benefit: This feat adds the evil descriptor to a spell-like ability. Furthermore, if the spell-like ability deals damage, half of that damage (rounded down) is unholy damage. Each of the creature's spell-like abilities can be corrupted three times per day, though this feat does not allow the creature to exceed its normal usage limit for any ability.
   Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to each of its spell-like abilities three additional times per day.

Damned [Vile] (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.

Dark Speech [Vile] (from the Book of Vile Darkness)
The character learns a smattering of the language of truly dark power.
   Prerequisite: Base Will save bonus +5, Intelligence 15+, Charisma 15+.
   Benefit: The character can use the Dark Speech to bring loathing and fear to others, to help cast evil spells, to create evil magic items, and to weaken physical objects (see Dark Speech).
   Normal: Attempting to utter a word of the Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. Fortunately, it is impossible to make someone use the Dark Speech if he or she is unwilling, because the language's pronunciation is so exacting.
   Special: The character gains a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against him or her.

Deformity (Clawed Hands) [Vile] (from the Book of Vile Darkness)
Because of intentional self-mutilation, the character has deformed arms and hands ending in sharp claws.
   Prerequisite: Willing Deformity.
   Benefit: The character has the ability to deal 1d6 points of damage as an unarmed claw attack. The character is considered armed even when unarmed.
   Special: The character does not draw attacks of opportunity when attacking unarmed, and threatens areas even when unarmed.

Deformity (Eyes) [Vile] (from the Book of Vile Darkness)
The character has either drilled a hole in her forehead trying to add a third eye, or she has supernaturally scarred one of her regular eyes.
   Prerequisite: Willing Deformity.
   Benefit: As a supernatural ability, the character can use see invisibility for 1 minute per day.
   Special: The character take a -2 deformity penalty on Spot and Search checks.

Deformity (Face) [Vile] (from the Book of Vile Darkness)
Because of intentional self-mutilation, the character has a hideous face.
   Prerequisite: Willing Deformity.
   Benefit: The character gains a +2 circumstance bonus on Intimidate checks and a +2 deformity bonus on Diplomacy checks dealing with evil creatures of a different type.

Deformity (Gaunt) [Vile] (from the Book of Vile Darkness)
Through intentional starvation and macabre operations, the character is grossly underweight. He has a skeletal appearance, and his weight is now half normal for creatures of his kind.
   Prerequisite: Willing Deformity.
   Benefit: The character gains a +2 deformity bonus to Dexterity and a -2 deformity penalty to Constitution. Furthermore, he gains a +2 circumstance bonus on escape Artist and Intimidate checks.
   Special: A character with this feat cannot take the Deformity (Obese) feat.

Deformity (Obese) [Vile] (from the Book of Vile Darkness)
Through intentional gorging and general gluttony, the character is obese. Grossly overweight, she is now at least triple the normal weight for creatures of her kind.
   Prerequisite: Willing Deformity.
   Benefit: The character gains a +2 deformity bonus to Constitution and a -2 deformity penalty to Dexterity. Furthermore, she gains a +2 circumstance penalty on Intimidate checks and saving throws against poison.
   Special: A character with this feat cannot take the Deformity (Gaunt) feat.
   Note: The followers of Baal often favor this feat.

Demonic Awareness [Vile] (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 Brand [Vile] (from the Book of Vile Darkness)
The character is physically marked forever as a servant of an evil power greater than himself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a reasonable doubt that the bearer is forever in the sway of the blackest powers.
   Benefit: Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not necessarily revealed. She gains a +2 circumstance bonus to Diplomacy and Intimidate checks made against evil creatures.

Evil's Champion [Vile] (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.

Lichloved [Vile] (from the Book of Vile Darkness)
By repeatedly committing perverted sex acts with the undead, the character gains dread powers.
   Prerequisite: Evil Brand.
   Benefit: Mindless undead see the character as an undead creature. Becoming more like an actual undead creature, he gains a +1 circumstance bonus on saving throws against mind-affecting effects, poison, sleep, paralysis, stunning, and disease.

Infernal Patron [Vile] (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.

Malign Spell Focus [General] (from the Book of Vile Darkness)
The character's spells that have the evil descriptor are more potent than normal due to a deal she makes with an evil power.
   Prerequisite: Evil alignment.
   Benefit: Add +2 to the DC for all saving throws against any of the character's spells that have the evil descriptor.

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 [Vile] (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.

Sacrificial Mastery [Vile] (from the Book of Vile Darkness)
The is skilled at offering living creatures to evil gods or fiends.
   Prerequisite: Wisdom 15+.
   Benefit: the character gains a +4 profane bonus on Knowledge; religion checks made when performing a sacrifice.
   Normal: Without this feat, a character who performs a sacrifice makes a normal Knowledge: Religion check modified as described on pages 26 - 28 of the Book of Vile Darkness.

Servant of Darkness [Vile] (from the Book of Vile Darkness)
The character formally supplicates himself to one of the Lords of Hell. In return for this obedience, he gains a small measure of power.
   Prerequisite: Must have one of the Lords of Hell as a patron deity.
   Benefit: Once per day, while performing an evil act, the character may call upon his infernal patron to add a +1 luck bonus on any one die roll.
   Special: Once a character takes this feat, he may not take it again; he may not be the servant of more than one Lord of Hell.

Verminfriend [Vile] (from the Book of Vile Darkness)
Vermin regard the character better than they would normally.
   Prerequisite: Wisdom 15+.
   Benefit: if a vermin is about to attack the character, she may make a Charisma check (DC 20). if the check succeeds, the vermin refuses to attack her for 24 hours.
   Note: this feat is popular among the followers of Kivutar and Ninkurra.

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

Vile Ki Strike [Vile] (from the Book of Vile Darkness)
The character can focus evil power into his unarmed strike.
   Prerequisite: Charisma 15+, Improved Unarmed Strike.
   Benefit: Each time the character deals damage with his unarmed strike, he deals an additional 1 point of vile damage.

Vile Martial Strike [Vile] (from the Book of Vile Darkness)
The character can focus evil power into her weapon blows.
   Prerequisite: Charisma 15+, Weapon Focus with the specified weapon.
   Benefit: Each time the character deals damage with a specific kind of weapon, he deals an additional 1 point of vile damage.
   Special: A character may take this feat more than once, selecting a different weapon each time.

Vile Natural Attack [Vile] (from the Book of Vile Darkness)
The character can focus evil power into his natural attacks.
   Prerequisite: Natural attack that deals at least 1d8 points of damage, BAB +5.
   Benefit: Each time the character deals damage with his natural attack, he deals an additional 1 point of vile damage.

Violate Spell-Like Ability [Vile] (from the Book of Vile Darkness)
The creature's spell-like abilities are particularly tainted with evil.
   Benefit: This feat adds the evil descriptor to a spell-like ability. Furthermore, if the spell-like ability deals damage, half that damage (rounded down) is vile damage. Each of a creature's spell-like abilities can be violated twice per day, thought the feat does not allow the creature to exceed its normal usage limit for any ability.
   Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to each of its spell-like abilities two additional times per day.

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.

Willing Deformity [Vile] (from the Book of Vile Darkness)
Through scarification, self-mutilation, and supplication to dark powers, the character intentionally mars her own body.
   Benefit: The character gains a +2 deformity bonus to Intimidate checks.

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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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