Showing posts with label Iku-Tyrma. Show all posts
Showing posts with label Iku-Tyrma. 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 +1⁄3 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, June 5, 2013

Campaign Design - The Lords of Hell: Iku-Tyrma

Iku-Tyrma

Evil Prince of Ice and Frost; The Foehammer; The Lord in the Ice; Demon Lord of Frost Giants, Sloth, and Winter

Alignment: Neutral Evil.
Cleric Domains: Ambition, Blackwater, Cold, Sloth, Watery Death, Winter.
Unholy Warrior Domains: Pain, Sloth, Water.
Summon Monster: Iku-Tyrma's clerics and favored souls can summon fiendish and ice creatures using summon monster spells.
Symbol: A block of ice encasing a bloody maul.
Favored Weapon: "The foehammer" (greathammer).
Related Classes: Unholy Warrior.
Related Prestige Classes: Champion of the Dark Seven.

Iku-Tyrma is the demon lord of cold and ice, and is so hateful that he is despised even by other fiends. He appears as a huge frost giant with bandy legs, which are short and malformed and make his gait appear slow. His head is a flat oval with slitted blue eyes and grossly broad features. His skin is a blue tone, and he is hairless save for his bushy white eyebrows. He wears a coat of white fur made from the pelts of arctic wolves and polar bears. In battle he carries a huge maul of cold iron inlaid with nickel and it is said that enemies he strikes with it are knocked to the ground amidst a cold rushing wind. Because they both claim mastery of the waters of the world, Iku-Tyrma has an ancient rivalry with Hler, and the two despise one another with a powerful anger. In the War in Heaven, Iku-Tyrma was confronted by Hler, and was defeated by him and cast down into Hell.

Following the War in Heaven, Iku-Tyrma was condemned to be imprisoned in a massive glacier of ice as just punishment for his part in the conflict. Iku-Tyrma straining to free himself from his icy prison are said to be the cause of the movement of glaciers around the world and his struggles are the source of avalanches and surges of flowing ice. The frost giants say that Iku-Tyrma was imprisoned because the Lords of Heaven feared his strength, and his faithful have taken the Demon Lord's greathammer encased in ice as their symbol to show their reverence for the overwhelming power and strength of their patron, believing that their enemies will quail at the sight of a symbol displaying what, in their minds, is a representation of the fear the Lords of Heaven have for the Demon Lord of Winter.

As with many of the demon lords, Iku-Tyrma has few human worshipers, but he is the patron deity of the frost giants, and they hold him as the overlord of their race. Among other races, he is worshipped some who live in Arctic climes or who sail the icy northern waters, hoping to call upon his mastery over the cold of winter for their own benefit.

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Tuesday, January 4, 2011

Campaign Design - Unholy Warrior Domains: Water

Water Domain (from the Unholy Warrior's Handbook)
Infernal Power: Iku-Tyrma.

First Granted Power
Water Ken (Su): The unholy warrior with this domain gains Aquan as a free language and gains a profane bonus to her Swim skill equal to her Charisma modifier times her unholy warrior level. She may also breathe underwater once per day for a number of rounds equal to 3 + her Charisma modifier.

Second Granted Power
Rebuke Water Elemental (Su): The unholy warrior can rebuke, command, or bolster water 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
Cold Resistance (Su): The unholy warrior may ignore an amount of cold 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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Iku-Tyrma

Campaign Design - Unholy Warrior Domains: Sloth

Sloth Domain (from the Unholy Warrior's Handbook)
Infernal Power: Iku-Tyrma.

First Granted Power
Resist Compulsion (Ex): These lazy figures are difficult to impel into action, even when an opponent uses magic against them. Unholy warriors with this ability receive a +6 competence bonus to all saves against enchantment [compulsion] spells and effects.

Second Granted Power
Distract Foe (Ex): As a move-equivalent action that does not draw an attack of opportunity, the unholy warrior may attempt to distract an opponent, which has the same effect as feinting in combat through use of the Bluff skill. If the character has another feat or ability reducing feinting from a standard action to a move-equivalent action, distract foe further reduces the action to a free action.

Third Granted Power
Slow Aura (Sp): Once per day, the unholy warrior can emit a slow effect in a 30-foot spread originating from his position. He is unaffected by the aura. The slow field functions as the spell of the same name. All those within the area of effect are entitled to a Will save (DC 13 + the unholy warrior's Charisma modifier) to avoid the effect. if the opponent fails her saving throw with a natural roll of 1, she falls fast asleep, though she may be roused normally.

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Iku-Tyrma

Campaign Design - Unholy Warrior Domains: Pain

Pain Domain (from the Unholy Warrior's Handbook)
Infernal Power: Iku-Tyrma.

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
Sadistic Strike (Ex): Unholy warriors with this ability take perverse pleasure in harming others. Every hit that inflicts maximum damage sends a surge of pleasure through the warrior, granting him a +5 foot bonus to his movement, a +1 bonus to attack rolls, and a -1 penalty to his Armor Class. Unholy warriors may only benefit from this ability during one combat per day; multiple instances of maximum damage stack in that combat. At the end of the combat, these bonuses fade.

Third Granted Power
Aura of Despair (Su): Wherever the unholy warrior treads, there are sensations of bitter pain and sorrow. All enemies within 10 feet of the unholy warrior receive a -1 morale penalty to all saving throws and attack rolls. Furthermore, all those within this area suffer a -2 morale penalty to saving throws against fear effects.

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Sunday, January 2, 2011

Campaign Design - Clerical Domains: Blackwater

Blackwater Domain (adapted from the Stormwrack)
Infernal Power: Iku-Tyrma.
Granted Power: You are immune to pressure damage from descending into even the greatest of oceanic depths.

Blackwater Spells
1st: Cause fear
2nd: Pressure sphere (SW)
3rd: Iku-Tyrma's black tentacles
4th: Transformation of the deeps (SW)
5th: Blackwater tentacle (SW)
6th: Blackwater taint (SW)
7th: Dark tide (SW)
8th: Maelstrom (SW)
9th: Doom of the seas (SW)

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Iku-Tyrma

Saturday, January 1, 2011

Campaign Design - Clerical Domains: Ambition

Ambition Domain (adapted from Gods)
Infernal Power: Iku-Tyrma.
Granted Power: Add Intimidate to your list of character skills for free. You also gain the Skill Focus (Intimidate) feat as a bonus feat.

Ambition Spells
1st: True strike
2nd: Obscure object
3rd: Tongues
4th: Scrying
5th: Greater command
6th: Planar ally
7th: Repulsion
8th: Demand
9th: Wish

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Iku-Tyrma

Campaign Design - Clerical Domains: Sloth

Sloth Domain (as modified by Gods)
Infernal Power: Iku-Tyrma.
Granted Power: You are closest to Iku-Tyrma while lazing and relaxing. You take no penalty to Armor Class against melee attacks while prone.

Additional Granted Power: Once per day as a standard action, you may transform a handful of pebbles into enough food and water to sustain a number of Medium-size creatures equal to your cleric level. You can create whatever simple food you desire. This is a spell-like ability.

Sloth Domain Spells
1st: Sleep, touch of fatigue
2nd: Hold person, unseen servant
3rd: Create food and water, deep slumber
4th: Sending, slow
5th: Enslave (G), symbol of sleep
6th: Planar ally, waves of fatigue
7th: Limited wish, shadow walk
8th: Greater planar ally, waves of exhaustion
9th: Astral projection, miracle

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Iku-Tyrma

Campaign Design - Clerical Domains: Cold

Cold Domain (as modified by Secrets)
Infernal Power: Iku-Tyrma.
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster cold creatures as an evil cleric rebukes undead. You can use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Additional Granted Power: You can exist comfortably in any cold environment. This power is always in effect and functions as per the spell endure elements but is limited to cold climates (you do not gain the benefits of an endure elements effect for hot environments as a result of this ability). This is a supernatural ability.

Additional Granted Power: You gain a +1 sacred bonus to all saving throws against cold effects.

Cold Domain Spells
1st: Chill touch, chilling hand (Secrets)
2nd: Chill metal
3rd: Sleet storm
4th: Ice storm
5th: Wall of ice
6th: Cone of cold
7th: Control weather
8th: Freezing cloud (Secrets), polar ray
9th: Obedient avalanche, summon ice elemental monolith (D347)

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Iku-Tyrma

Campaign Design - Clerical Domains: Winter

Winter Domain (from Frostburn)
Infernal Power: Iku-Tyrma.
Granted Power: During the winter season, you gain a +2 sacred bonus to all Wisdom-based skill checks.
Additional Granted Power: You gain Cold Resistance 5.

Winter Domain Spells
1st: Ray of frost, snowsight (FB)
2nd: Chill metal, snow walk (FB)
3rd: Protection from elements, winter's embrace (FB)
4th: Sleet storm
5th: Blizzard (FB), ice storm
6th: Cone of cold, death hail (FB)
7th: Control weather, Iku-Tyrma's freezing sphere
8th: Simulacrum, summon giants [frost giants only] (FB)
9th: Elemental swarm [ice paraelementals only], fimbulwinter (FB)

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Iku-Tyrma

Campaign Design - Clerical Domains: Watery Death

Watery Death Domain
Divine Power: Iku-Tyrma.
Granted Power: You gain the ability to smite non-aquatic creatures once per day. Before attacking the target, declare that your smite ability is being used. Add your Wisdom modifier as a bonus to your attack roll and add your cleric level to any resulting damage roll. This is a supernatural ability.

Watery Death Domain Spells
1st: Entangle
2nd: Mark of the Outcast
3rd: Control water
4th: Rushing waters
5th: Dehydrate
6th: Drown
7th: Contagious fog
8th: Horrid wilting
9th: Mass drown

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Iku-Tyrma