Showing posts with label Bål. Show all posts
Showing posts with label Bål. Show all posts

Sunday, October 22, 2017

Campaign Design - Prestige Class: Servant of Bål

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

The servant of Bål 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 Bål 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 Bål 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 Bål, 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 Bål as their patron deity.
  • Special: Bål'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 Bål afterwards.
Class Skills
  • The servant of Bål'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 Bål prestige class.
  • Base Attack Bonus: Good. A servant of Bål gains +1 base attack bonus per class level.

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

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

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

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

  • Device Lore (Ex): A servant of Bål 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 Bål may add a +3 divine bonus on damage from attacks made that round.

  • Rusting Grasp (Sp): Once per day, a 3rd level servant of Bål 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 Bål 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 Bål can summon 1 maurezhi per day. This functions as a summon monster spell cast by a 15th level caster. A 9th level servant of BBål can summon 1d4 maurezhi once per day.

  • Greater Iron Hews (Sp): Once per day per point of Constitution bonus, a 6th level servant of Bål 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 Bål can use each ability once per day per point of Constitution bonus (i.e. a servant of Bål 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 Bål 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 Bål can produce an effect identical to that of an iron body spell cast by an 18th level caster.
Servant of Bål

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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Tuesday, October 17, 2017

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 dæmon, 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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Wednesday, March 13, 2013

Campaign Design - The Lords of Hell: Bål

Bål

Lord of the Baleful Eye; Evil Prince of Earth, The Iron Lord; The Devourer; The Terror Below; Demon Lord of Gluttony, Decay, Ratmen, and the Dark Places Under the Earth

Alignment: Neutral Evil.
Cleric Domains: Catastrophe, Cavern, EarthGluttony, Iron, Subterranean.
Unholy Warrior Domains: Earth, Gluttony, Horror.
Summon Monster: Bål's clerics and favored souls can summon magma and terran creatures using summon monster spells.
Symbol: A lidless eye.
Favored Weapon: "The carving knife" (falchion).
Related Classes: Unholy Warrior.
Related Prestige Classes: Champion of the Dark Seven, Servant of Bål.

Bål is a mountain of fat, a huge and corpulent gnawing beast with a blinded right eye. All he touches rots, withers, crumbles, or rusts away, and is then put into the gaping maw of the ravenous creature. He is the lord of the slytheen, as the ratmen are in awe of his perpetual hunger. The gaze of his poisonous left eye is deadly enough to kill any living thing he looks at, and the lid of the eye is so heavy that it required four of the strongest ratman warriors to lift it for him. Bål is eternally ravenous, and consumes everything he comes across, but no matter how much he eats, he is never satiated.

Before the War for Heaven, Bål had two eyes, and his gaze slew his enemies by the score until Yng shot out his right eye with an arrow, causing Bål to stumble which allowed Þunor to cast him down from Heaven. Now Bål hates both Yng and Þunor, and his followers and Yng’s followers are mortal enemies. When he was cast down, Bål's might was so great that he had to be crushed beneath a mighty mountain to prevent him from escaping. The mountain is slowly being destroyed from within by Bål's malevolent touch, and when he struggles to free himself, he is said to cause earthquakes.

Bål's priests pay honor to the Demon Lord's voracious and destructive nature, seeking to bring forth their inner bestial nature. Worship of Bål is almost universal among the slytheen, but he has few worshipers other than that race. Of his few non-slytheen priests and devoted servants, most are wererats, and rats, a perpetually hungry creature that can eat anything, feature prominently in his worship. Ritual feasting on rotted meat is practiced, and commonly ritual cannibalism. Many of the rituals associated with Bål involve consuming the bodies of their enemies. Bål's clergy are sometimes opposed by the White Hand because they occasionally reanimate the corpses of their enemies, which are then ritually destroyed so the undead flesh can be consumed, a practice that even the vile priests of Tuni and Tunar find abhorrent.

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Tuesday, January 4, 2011

Campaign Design - Unholy Warrior Domains: Gluttony

Gluttony Domain
Infernal Power: Bål.

First Granted Power
Taste (Ex): Unholy warriors with this ability may taste the air, gaining information from it as if they had the Scent ability. If the unholy warrior already has the Scent ability, the effective range doubles.

Second Granted Power
Wave of Hunger (Sp): As a standard action, once per day, an unholy warrior may unleash a wave of putrescent energy, forcing all within 30 feet to make a Fortitude save with a DC of 10 + half the unholy warrior's class level + the unholy warrior's Charisma modifier. On a failed save, insatiable hunger overcomes the victim, who can do nothing else but attempt to eat for 1d6 rounds. if there is no food available, the victims will set upon the dead, filth, dung, or anything remotely edible (even slime). Victims will not attempt to eat inorganic material such as weaponry, rocks, or anything else similarly harmful, unless then is a normal part of their diet.

Third Granted Power
Empower through Consumption (Ex): Unholy warriors with this ability may devour the flesh of their enemies to obtain stored energy for later use. For every Hit Die of formerly living flesh consumed, the unholy warrior receives 1 stored energy unit. Thereafter, as a free action, the unholy warrior may trade in these energy units for a +1 profane bonus to any d20 roll. Thus, he may swap these energy units for bonuses to saving throws, skill checks, attack rolls, and so on. An unholy warrior may spend as many or as few of the energy units as he wishes. No unholy warrior may store more energy units than he has Hit Dice. Any energy units that are consumed in excess of the unholy warrior's Hit Dice are lost. Stored energy units are lost after 12 hours.

For the unholy warrior to gain the benefits of this ability, the meal must be living at the start of the consumption process. To consume a target, the unholy warrior must make a bite attack. This is considered an unarmed attack that provokes an attack of opportunity unless the unholy warrior has a natural bite attack. Attempting to eat a target inflicts 1d2 points of damage per round unless the unholy warrior has a natural bite attack. The biter may perform a coup de grace attack action against a helpless opponent using the normal rules for such attacks. Once the target is dead, it takes 1d6 - the target's size bonus to Armor Class + the unholy warrior's size bonus to Armor Class in minutes to consume it. If the result is 0 minutes or less, the consumption is complete in 1 full-round action.

An unholy warrior may hurry the consumption process, reducing consumption time by half to a minimum of round - but such gorging carries the risk of choking. For each minute that the unholy warrior eats at a rapid pace, he must pass a Concentration check against a DC equal to 10 plus the number of Hit Dice he is trying to consume. A failed check results in choking (see the rules for suffocation in the Dungeon Master's Guide, page 304). Someone else assisting the unholy warrior may remove the obstruction.

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Campaign Design - Unholy Warrior Domains: Earth

Earth Domain
Infernal Power: Bål.

First Granted Power
Earth Ken (Sp): Unholy warriors with the Earth Ken ability gain Terran as a free language. Also, once per day, for one round, the unholy warrior may add a natural armor bonus to his Armor Class equal to his unholy warrior class level. Using this ability is a free action.

Second Granted Power
Rebuke Earth Elemental (Su): The unholy warrior can rebuke, command, or bolster earth creatures as an evil cleric rebukes undead, treating his unholy warrior class levels as cleric levels for the purpose of determining the effectiveness of this ability. The unholy warrior can use these abilities a total number of times per day equal to 3 + his Charisma modifier.

Third Granted Power
Acid Resistance (Su): The unholy warrior may ignore an amount of acid damage equal to his unholy warrior class level times his Charisma modifier. Unlike other forms of energy resistance, the amount of damage absorbed per day is limited. At the end of the 24-hour period, the amount of damage to be absorbed "resets".

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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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Saturday, January 1, 2011

Campaign Design - Clerical Domains: Gluttony

Gluttony Domain (as modified by Gods)
Infernal Power: Bål.
Granted Power: For a total time per day of 1 round per cleric level you possess, you can increase your size as if you were affected by an enlarge person spell. Activating this supernatural ability or ending it is a free action.

Granted Power: You are immune to all ingested poisons and any diseases or effects resulting from eating rotten or spoiled food.

Gluttony Domain Spells
1st: Goodberry
2nd: Death knell
3rd: Create food and water, neutralize poison
4th: Stinking cloud, vampiric touch
5th: Baleful polymorph, contagion
6th: Heroes' feast
7th: Stone to flesh
8th: Bite of the king, flesh to stone
9th: Bål's's magnificent mansion, trap the soul

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Bål

Campaign Design - Clerical Domains: Subterranean

Subterranean Domain (from SpirosBlaak)
Infernal Power: Bål.
Granted Power: You always know what direction you travel while underground. In addition, you gain a +4 bonus to Survival checks made while underground.

Subterranean Domain Spells
1st: Deaden echo (SB)
2nd: Darkvision
3rd: Tunneling (SB)
4th: Meld into stone
5th: Passwall
6th: Stone tell
7th: Phase door
8th: Earthquake
9th: Imprisonment

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Campaign Design - Clerical Domains: Iron

Iron Domain (adapted from Nyambe: African Adventures)
Infernal Power: Bål.
Granted Power: Three times per day you can strike an object of iron or steel to greater advantage. You may, for example, ignore the hardness of an iron door or weapon, ignore the Damage Reduction of an iron golem, or ignore the armor bonus from iron armor. This is a supernatural ability.

Iron Domain Spells
1st: Lockjaw (N:AA)
2nd: Heat metal
3rd: Keen edge
4th: Rusting grasp
5th: Wall of iron
6th: Blade barrier
7th: Repel metal or stone
8th: Iron body
9th: Iron golem (N:AA)

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Bål

Campaign Design - Clerical Domains: Catastrophe

Catastrophe Domain (from the Thieves' World Player's Manual)
Divine Power: Bål.
Granted Power: When caught in the area of one of your own spells that allows a Reflex save for half damage, you take no damage on a successful save.

Catastrophe Domain Spells
1st: Doom
2nd: Shatter
3rd: Contagion
4th: Giant vermin
5th: Insect plague
6th: Control weather
7th: Creeping doom
8th: Earthquake
9th: Storm of vengeance

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Campaign Design - Clerical Domains: Cavern

Cavern Domain
Infernal Power: Bål.
Granted Power: You gain the dwarven ability of Stonecunning. If you already have Stonecunning, then the granted bonus to observe unusual stone work goes up to +4.

Cavern Domain Spells
1st: Detect secret doors
2nd: Darkness
3rd: Meld into stone
4th: Bål's secure shelter
5th: Passwall
6th: Find the path
7th: Maw of stone
8th: Earthquake
9th: Imprisonment

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Bål

Campaign Design - Clerical Domains: Earth

Earth Domain (as modified by Dragon Magazine #347, Gods, Relics & Rituals, and Relics & Rituals II)
Infernal Power: Bål.
Granted Power: You can turn or destroy air creatures as a good cleric turns or destroys undead. You can rebuke or command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

Earth Domain Spells
1st: Excavate (G), magic stone, shockwave strike (RR)
2nd: Soften earth and stone
3rd: Earth blast (RR2), stone shape
4th: Spike stones
5th: Wall of stone
6th: Avalanche (RR2), stone skin
7th: Bål's iron bead (RR2), earthquake, stone assault (RR2)
8th: Iron body
9th: Elemental swarm [earth elementals only], summon earth elemental monolith (D347)

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