Showing posts with label Halpas. Show all posts
Showing posts with label Halpas. Show all posts

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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Monday, June 3, 2013

Campaign Design - The Lords of Hell: Halpas

Halpas

Evil Prince of Air; The Destroyer; The Nemesis of Heaven; The Relentless Gale; The Flaywind; Demon Lord of Reckless Wrath

Alignment: Chaotic Evil.
Cleric Domains: Desert, Fatigue, Hunger, RecklessnessSand, Vengeance.
Unholy Warrior Domains: Air, Hate, Wrath.
Summon Monster: Halpas' clerics and favored souls can summon auran and smoke creatures using summon monster spells.
Symbol: A rainbow colored vulture.
Favored Weapon: "Fury's talon" (claw bracer).
Related Classes: Unholy Warrior.
Related Prestige Classes: Champion of the Dark Seven.

Halpas is the demon lord of the air, and he is said to be honored by cruel avian creatures everywhere as well as fog and cloud giants. Halpas is consumed by rage and violence, turning against even his followers when filled with anger. He appears as a tall, reed thin humanoid with huge wings made from darkness. His eyes glow red with a feral malevolence and his feet have talons like a bird of prey. When his wings spread in flight he is said to darken the sky itself, and he fights with great claws of razor sharp darkness that extend from his hands. Halpas exults in unhindered destruction, using his terrible power to prove his strength by oppressing those too weak to resist him, harrying them to exhaustion just to watch them suffer. In the War in Heaven, he was opposed by Þunor’s strength, and despite his blustering and arrogant demeanor, proved to be cowardly and fearful when confronted by an opponent with the strength to oppose him.

Halpas’ followers are fanatical in their love of destruction and will often seek to call down storms upon ships or cities in the name of the lord of fury. He is a dangerous deity, given to extreme acts of generosity towards those who honor him, but prone to unpredictable acts of rage that sweep in all those in his path, with no regard for whether they are friend of foe. Arrogant and touchy in the extreme, Halpas never forgets a slight, nursing his grievances with a seething rage and plotting his revenge.

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Tuesday, January 4, 2011

Campaign Design - Unholy Warrior Domains: Wrath

Wrath Domain (from the Unholy Warrior's Handbook)
Infernal Power: Halpas.

First Granted Power
Rage (Ex): The unholy warrior may enter a barbarian rage once per day. In a rage, an unholy warrior temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the unholy warrior’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). While raging, an unholy warrior cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. An unholy warrior cannot prematurely end his rage. At the end of the rage, the unholy warrior loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A barbarian can fly into a rage only once per encounter. Entering a rage takes no time itself, but an unholy warrior can do it only during his action, not in response to someone else’s action. If the unholy warrior already has the rage ability, he may rage one additional time per day, but still cannot end any rage voluntarily.

Second Granted Power
Enhanced Move (Ex): The unholy warrior's anger propels him into combat, granting a +5 foot bonus to his movement.

Third Granted Power
Rabid Frenzy (Su): The unholy warrior is too angry to die. He may continue to remain conscious and fight until his negative hit points exceed his Constitution score. Once the unholy warrior reaches a negative total equal to his Constitution, he dies immediately. A character reduced below -10 hit points may only take partial actions.

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Halpas

Campaign Design - Unholy Warrior Domains: Hate

Hate Domain (from the Unholy Warrior's Handbook)
Infernal Power: Halpas.

First Granted Power
Loathsome Strike (Ex): Unholy warriors with this ability may make a specialized attack capable of destroying an opponent's soul. Once per day, on a successful attack roll, in lieu of normal damage, the unholy warrior may inflict 1d8 points of temporary Charisma damage. He may use this ability after the attack roll. Using this ability does not provoke an attack of opportunity.

Second Granted Power
Fearsome Ire (Su): The unholy warrior's hatred burns so hotly that when he is reduced to 50% of his hit points by an opponent, he may make a Fortitude save against a DC of 10 + his attacker's Hit Dice or level. If the unholy warrior succeeds, he heals 2d8 + his unholy warrior level in hit point damage. He may use this ability once per day.

Third Granted Power
Roaring Fury (Sp): Once per day, as a move-equivalent action, the unholy warrior may unleash a shriek of hatred so fierce that it forces all within 30 feet to make a Will save (DC 10 + half the unholy warrior's class level). Creatures that fail the save are panicked. Creatures immune to fear effects are immune to this spell-like ability.

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Halpas

Campaign Design - Unholy Warrior Domains: Air

Air Domain (from the Unholy Warrior's Handbook)
Infernal Power: Halpas.

First Granted Power
Air Ken (Ex): The unholy warrior gains Auran as a free language. The unholy warrior gains the feats Dodge and Improved Initiative as bonus feats even if he does not meet the prerequisites.

Second Granted Power
Rebuke Air Elemental (Su): The unholy warrior can rebuke, command, or bolster air 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
Lightning Resistance (Su): The unholy warrior may ignore an amount of electricity 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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Sunday, January 2, 2011

Campaign Design - Clerical Domains: Sand

Sand Domain (adapted from the Sandstorm)
Infernal Power: Halpas.
Granted Power: Once per day, you can shape a small amount of sand into any solid object you can imagine up to 8 cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet. You must make a special Wisdom check (d20 + your Wisdom modifier + half your cleric level) against a DC determined by the size and complexity of the item. the item to be created has a base DC of 5, plus the modifier on the table below:
Item complexityModifier
Fine details+2
Functioning tool+2
Functioning armor or weapon+5
Multiple parts+5
Masterwork version+10
Moving parts+10

Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check. Created items persist for 1 minute per cleric level and can only be solid objects. The objects created have no magical properties, though they radiate faint transmutation magic.

All items created in this fashion have hardness 5 and hit points as follows: Fine 1, Diminutive 2, Tiny 3, Small 5, Medium 8, and Large 10.

Sand Spells
1st: Waste strider (SS)
2nd: Black sand (SS)
3rd: Haboob (SS)
4th: Blast of sand (SS)
5th: Flaywind burst (SS)
6th: Awaken sand (SS)
7th: Vitrify (SS)
8th: Desert Binding (SS)
9th: Summon Desert Ally IX (SS)

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Saturday, January 1, 2011

Campaign Design - Clerical Domains: Recklessness

Recklessness Domain (adapted from Secrets)
Divine Power: Halpas.
Granted Power: When engaged in melee combat, you can adopt a reckless fighting stance. If you do, you take a -2 penalty to your Armor Class and gain a +2 circumstance bonus to your attack rolls. You cannot fight defensively while using this reckless stance. In addition, you gain a +2 sacred bonus to Initiative checks while in this stance.

Recklessness Spells
1st: Entropic shield
2nd: Bear's endurance
3rd: False life
4th: Rage
5th: Freedom of movement
6th: Mass bear's endurance
7th: Spell turning
8th: Protection from spells
9th: Iron body

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Halpas

Campaign Design - Clerical Domains: Fatigue

Fatigue Domain (adapted from Secrets)
Infernal Power: Halpas.
Granted Power: You have the ability to make living creatures close to you drowsy. You gain the spell-like ability to cast lullaby as a divine spell using your cleric level as your caster level. You may use this ability a number of times per day equal to your Charisma modifier (minimum of once per day).

Fatigue Spells
1st: Sleep
2nd: Ray of enfeeblement
3rd: Deeper slumber
4th: Ray of exhaustion
5th: Symbol of sleep
6th: Waves of fatigue
7th: Waves of exhaustion
8th: Symbol of weakness
9th: Energy drain

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Halpas

Campaign Design - Clerical Domains: Hunger

Hunger Domain
Infernal Power: Halpas.
Granted Power: You gain immunity to non-magical poisons, diseases, or drugs that require ingestion.

Hunger Domain Spells
1st: Slow consumption, ray of enfeeblement
2nd: Jaws of adamantine
3rd: Cannibalize
4th: Caustic bile
5th: Enervation
6th: Insatiable hunger
7th: Whirlwind of teeth, destruction
8th: Steal life, horrid wilting
9th: Gate [portal to the Abyss only]

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Halpas

Campaign Design - Clerical Domains: Vengeance

Vengeance Domain (adapted from Gods, Hamunaptra: Egyptian Adventures, and Relics & Rituals II)
Infernal Power: Halpas.
Granted Power: If you have been harmed by a target in combat, you may smite them in return in the following round, as the spell holy smite. This is a spell-like ability that may be activated as a free action. Any creature may be affected by this ability, regardless of its alignment.

Additional Granted Power: Once per day, you may invoke a retributive strike. This is a supernatural ability that produces a necromantic effect. You must succeed at a melee touch attack against a target creature. after a successful touch, roll 1d6 per cleric level you possess. if the total equals or exceeds the target's hit points, the creature dies (no save). If the target is undead, you must expend one of your Turn Undead attempts to destroy it with this ability.

Vengeance Domain Spells
1st: Cause fear, shield of faith, true strike
2nd: Knock, spiritual weapon
3rd: Bestow curse (PHB and WHB), searing light, speak with dead
4th: Dimensional anchor, divine power
5th: Flame strike, mark of justice
6th: Animate objects, harm, vengeance of the scorned (DD)
7th: Flesh to salt (H:EA), forcecage, spell turning
8th: Discern location, fire storm
9th: Storm of vengeance

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