Showing posts with label Darmas. Show all posts
Showing posts with label Darmas. Show all posts

Wednesday, October 18, 2017

Campaign Design - Prestige Class: Order's Tyrant

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

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

Hit Die: d8.
Luck Die: d3.

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

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

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

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

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

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

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

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

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

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

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

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Thursday, March 21, 2013

Campaign Design - The Lords of Hell: Darmas

Darmas

War Leader of Hell; The Great Slaver; The Scourge of Battles; Demon Lord of Tyranny, Conquest, and Duergar

Alignment: Lawful Evil.
Domains: Combat, Command, Competition, Conquest, Tyranny, Weapons.
Summon Monster: Darmas' clerics and favored souls can summon axiomatic and fiendish creatures using summon monster spells.
Symbol: A pair of mummified severed hands.
Favored Weapon: "The enslaver" (waraxe).
Related Prestige Classes: Order's Tyrant.

Darmas is the general of Hell's armies, a menacing figure clad in black plate armor with a helm that covers his face, and bearing a black waraxe inscribed with red runes. He rides a massive fiendish beast that has matted black fur, fangs that drip acid, and claws of steel. Legend holds that neither Darmas' face nor any other part of him has ever been seen, and some maintain that the suit of armor is merely an animated shell, and the beast that it rides is actually the embodiment of the god. Others holds that the suit of armor is empty, but that the armor itself is Darmas. Others scoff at such notions and call their proponents heretics. No matter the truth, Darmas is the very embodiment of the cruelty and horror of war, demanding that his followers be remorseless and ruthless in battle. He is also the unyielding and pitiless tyrant, ruling over all he can reach with an iron hand.

In some myths, Darmas is said to have once been devoid of armor until, aided by evil dwarves, he stole into Wünd's workshop and absconded with his black armor and axe, earning the enmity of the Lord of Smiths. Darmas' priests say that this is a lie concocted by the Celestial Lords to smear the name of their patron out of jealousy at his imposing and awesome presence. All agree, however, that Ishi inscribed the runes of power upon his cruel axe head, which enchant the blade to inflict terrible wounds that never heal upon those it strikes. During the War in Heaven, Darmas severed the hands of the sleeping Heim, and now wears them on a chain around his neck as a trophy. Darmas led the armies of Hell on the field of battle, raising his red and black standard on the battlefield to defy the Lords of Heaven.

Darmas was the last of the Infernal Lords to be swept from the field of battle, standing against the combined might of Vali, Þunor, Tiwas, and Forseti, before Wünd took his hammer and Heim took his vengeful sword to the Tyrant Lord and sealed his fate. When he was cast down, the fall shattered his body, scattering the pieces across the underworld. Woda enchanted the parts of Darmas with magical concealment so that they could only be found with great effort, and his devoted duergar followers spend much of their lives hunting for the scattered remnants of their lord Darmas.

Darmas' worshipers are found among evil warriors, tyrants, unjust rulers, and especially duergar. He is also honored among those worgs who bother with such things, who hold fervently to the belief that Darmas is, in fact, the great beast. Darmas holds a special hatred of Wünd, a sentiment his devoted worshipers share. Among duergar, Darmas is regarded as the unyielding ruler of their race, demanding total obedience in exchange for his favor.

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Saturday, January 1, 2011

Campaign Design - Clerical Domains: Conquest

Conquest Domain (adapted from Gods, the Thieves' World Player's Manual, and War)
Infernal Power: Darmas.
Granted Power: You may cast Conquest domain spells on any intelligent being, even if such creatures or objects would normally be immune to such magic. You may cast such spells on powerful undead, magic items, and the like.

Additional Granted Power: Once per day you may gain the benefit of the Cleave feat even if you do not meet the prerequisites.

Additional Granted Power: You gain a +2 bonus on damage rolls when wielding your deity's favored weapon.

Conquest Spells
1st: Command
2nd: Enthrall
3rd: Prayer, suggestion
4th: Divine power, lesser geas
5th: Greater command, righteous might
6th: Geas/quest, greater dispelling
7th: Dictum, repulsion, word of ruin (TWPM)
8th: Holy/unholy aura, symbol
9th: Dominate monster, dominion (G), storm of vengeance

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Darmas

Campaign Design - Clerical Domains: Tyranny

Tyranny Domain (as modified by War)
Infernal Power: Darmas.
Granted Power: You gain a +2 bonus to the DC of all enchantment (compulsion) spells you cast.

Additional Granted Power: You gain a +2 bonus to all Intimidate checks.

Tyranny Domain Spells
1st: Cause fear, command
2nd: Enthrall, silence
3rd: Bestow curse (PHB and WHB), discern lies
4th: Dismissal, fear
5th: Greater command
6th: Geas/quest
7th: Darmas' grasping hand, dictum
8th: Mass charm monster, shield of law
9th: Astral projection, dominate monster

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Darmas

Campaign Design - Clerical Domains: Competition

Competition Domain
Infernal Power: Darmas.
Granted Power: You gain a +1 bonus on all opposed checks. This is an extraordinary ability.

Competition Domain Spells
1st: Remove fear
2nd: Zeal
3rd: Prayer
4th: Divine power
5th: Righteous might
6th: Zealot pact
7th: Regenerate
8th: Moment of prescience
9th: Greater visage of the deity

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Darmas

Campaign Design - Clerical Domains: Weapons

Weapons Domain (from SpirosBlaak)
Infernal Power: Darmas.
Granted Power: Select one weapon with which you are proficient. You gain a +1 bonus to confirm critical hits made with this weapon.

Weapons Domain Spells
1st: Magic weapon
2nd: Spiritual weapon
3rd: Keen edge
4th: Greater magic weapon
5th: Resize magic arms and armor, weapon of strength (SB)
6th: Blade barrier
7th: Master of weapons (SB)
8th: Darmas' sword
9th: Vessel of war (SB)

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Darmas

Campaign Design - Clerical Domains: Command

Command Domain (from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
Infernal Power: Darmas.
Granted Power: Add +2 to the save DC of all compulsion spells you cast.

Command Domain Spells
1st: Command
2nd: Zone of truth
3rd: Suggestion
4th: Greater command
5th: Dominate person
6th: Mass suggestion
7th: Power word, stun
8th: Demand
9th: Dominate monster

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Darmas

Campaign Design - Clerical Domains: Combat

Combat Domain (from the Complete Guide to Drow)
Divine Power: Darmas.
Granted Power: You gain a +1 bonus to all attack rolls.

Combat Domain Spells
1st: True strike
2nd: Spiritual weapon
3rd: Shadow blade (CGtDrow)
4th: Greater magic weapon
5th: Cloudkill
6th: Blade barrier
7th: Stoneskin
8th: Darmas' hammer (CGtDrow)
9th: Axe of Darmas (CGtDrow)

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Darmas