Showing posts with label Ishi. Show all posts
Showing posts with label Ishi. Show all posts

Saturday, October 21, 2017

Campaign Design - Prestige Class: Servant of Ishi

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

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

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

Hit Die: d6.
Luck Die: d3.

Requirements
To become a servant of Ishi, one must meet the following criteria:
  • Alignment: Neutral evil or lawful evil.
  • Skills: Bluff 4+ ranks, Diplomacy 5+ ranks, Sense Motive 4+ ranks.
  • Feats: Evil Brand, Leadership, and Servant of Darkness.
  • Special: Must have Ishi as their patron deity.
  • Special: The sect of Ishi initiates its disciples in a horrific rite that involves the sacrifice of an intelligent being. The sacrifice must be someone with royal blood or of similar political significance.
Class Skills
  • The servant of Ishi's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Knowledge: Any (all skills taken individually)(Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the servant of Ishi prestige class.
  • Base Attack Bonus: Average. A servant of Ishi gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A servant of Ishi gains +⅓ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A servant of Ishi gains +⅓ base Reflex save bonus per class level.

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

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

  • Spellcasting: When a servant of Ishi attains 1st level, and at every other level after that as well as one final time at 10th level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained such as an improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on. If a character had more than one spellcasting class before becoming a servant of Ishi, he must decide to which class he adds each level of servant of Ishi for purposes of determining spells per day when he adds the new level.

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

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

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

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

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

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

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

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

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

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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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Thursday, June 6, 2013

Campaign Design - The Lords of Hell: Ishi

Ishi

The Red King; The Oathbreaker; The Ruby Sorcerer; The Soulblighter Demon Lord of Evil Enchanters, Dark Magic, Pride, and Treachery

Alignment: Neutral Evil.
Cleric Domains: Betrayal, Demonic, MentalismMind, Pride, Spell, Treachery.
Unholy Warrior Domains: Magic, Pride, Treachery.
Summon Monster: Ishi's clerics and favored souls can summon anarchic, axiomatic, and fiendish creatures using summon monster spells.
Symbol: A ruby scepter.
Favored Weapon: "The rod of rule" (warscepter).
Related Classes: Unholy Warrior.
Related Prestige Classes: Champion of the Dark Seven, Servant of Ishi.

In legend, Ishi appears as a huge man with heavy features wearing rich crimson robes. His head is balding, and he wears a trimmed goatee style beard of black whiskers. He is the lord of dark magic and those who seek to dominate and rule over others. Ishi carries a great ruby scepter as tall as he is, representing his claim to suzerainty over all others, a claim disputed by even the other Demon Lords. Ishi hates all things, and seeks only personal power, seeing others merely as tools to serve his ends. Despite this, Ishi always displays a calm and genteel manner, never showing anger or contempt and always acting with scrupulous politeness, which makes him all the more dangerous. Before the War in Heaven, it was Ishi who negotiated the deal that led to Aíne traveling to the infernal realms to negotiate Rúadan's release, and it was Ishi who broke the oaths that he had sworn to give her safe passage, although Ishi claimed that Aíne was actually a spy sent in bad faith and so his actions were justifiable. In legend, stories in which a mortal makes what they believe to be an ironclad a deal with Ishi only to have him come up with a loophole that later allows him to justify reneging are common. Ishi always scrupulously follows the letter of any agreement, but always twists the words to suit his purposes.

Ishi claims to be the true ruler of Hell, and claims suzerainty over all of the other Lords of Hell, although most of the other Lords regard this claim as being specious at best. On those rare occasions in which he has actually tried to assert his authority, the results have been mixed to say the least. In the War in Heaven Ishi challenged Woda's mastery of the mystic arts and sought to supplant him as the divine ruler. Woda's knowledge proved to outmatch Ishi's, as Woda was willing to make the personal sacrifice necessary to gain a deep understanding of the arcane. While Ishi is perfectly willing to order or compel his minions to sacrifice themselves to his ends, he would never extend himself in such a manner, being, at the core, a coward. Although the battle was magnificent, Woda overcame Ishi, and cast him down from Heaven where the Demon Lord was imprisoned with mystic bonds that hold him motionless. In the councils of Hell, Ishi had a great rivalry with Darmas, with the Lord of Conquest asserting that rule over others is best accomplished by means of physical violence, while Ishi asserts the superiority of intimidation and enchantment for that purpose.

Ishi's followers are often enchanters who seek to dominate and control others. Many evilly inclined alvari honor this deity, calling upon him to fuel their own efforts to dominate others. Ishi's priests rarely act directly, usually serving the ends of their infernal master through a network of minions and intermediaries. His followers favor red clothing, and red equipment. Most of his priests use specially crafted ruby-colored warscepters as their holy symbols, blessing them by beating a slave to death with the weapon. Officially, his priests assert the primacy of their faith over all of the other Lords of Hell, although in practice they only press this claim when they are in a position of unassailable strength. To the extent they acknowledge the Lord of Hell, the Hallitsijainen are said to hold this deity as their patron, and the priesthood of this faith holds an honored position within Isakoti in particular.

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Tuesday, January 4, 2011

Campaign Design - Unholy Warrior Domains: Treachery

Treachery Domain (from the Unholy Warrior's Handbook)
Infernal Power: Ishi.

First Granted Power
Sneak Attack (Ex): The unholy warrior gains the sneak attack ability at +1d6. This ability functions exactly like the rogue ability of the same name. This ability stacks with other sneak attack abilities, adding +1d6 to sneak attack damage.

Second Granted Power
Poison Use (Ex): Unholy warriors with this ability are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

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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Ishi

Campaign Design - Unholy Warrior Domains: Pride

Pride Domain (from the Unholy Warrior's Handbook)
Infernal Power: Ishi.

First Granted Power
Hamartia (Su): An unholy warrior with this ability may deduce the fatal flaw in one opponent by observing him for one round and making a successful Concentration check (DC 15). if the check is successful, he gains a bonus equal to her unholy warrior levels on a single attack roll. If that attack succeeds, he may add his Charisma modifier to the damage roll for that attack. This ability may be used with either melee or ranged weaponry.

Second Granted Power
Self-Satisfied (Ex): The prideful unholy warrior with this ability gains a +4 morale bonus to all saves against enchantment [mind-affecting] spells. In addition to this bonus, once per day he may attempt to reflect an enchantment spell cast upon him back at the caster. Doing so requires him to succeed at the Will save against the spell and make a ranged touch attack against the caster. On a successful attack, the original caster must make a Will save with a DC four points higher than that which the spell carried initially. Failure indicates he is under the effects of his own spell as if the unholy warrior had cast it.

Third Granted Power
Impervious Persona (Su): The unholy warrior has an indomitable psyche, buttressed by his arrogance and self-love. Characters with this ability are immune to any form of psionic attack, including spell-like abilities replicating psionic attacks. In addition, the character gains a +6 bonus to saves against psionics. Unholy warrior having attained levels in psion or psychic warrior derive no benefit from this ability.

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Ishi

Campaign Design - Unholy Warrior Domains: Magic

Magic Domain (from the Unholy Warrior's Handbook)
Infernal Power: Ishi.

First Granted Power
Read and Detect Magic (Sp): Once per day per unholy warrior level, the unholy warrior may cast read magic and detect magic. The unholy warrior casts these spells as a free action and without any components. She may cast them simultaneous (as if one or the other were enhanced by the Quickened Spell metamagic feat) or separately. In all other respects this ability functions exactly like the spells of the same name.

Second Granted Power
Spell Resistance (Su): The unholy warrior gains spell resistance equal to his unholy warrior levels, to a maximum of 15. This resistance only applies to one school of magic, which the unholy warrior chooses when he gains this ability. Once the unholy warrior makes this choice, it may never be changed. Spell resistance derived from this ability stacks with other spell resistance.

Third Granted Power
Aura of Antimagic (Su): Whenever magic from an explicitly "good" source (such as sacred items or spells with the good descriptor) is used against the unholy warrior, he may add his Charisma modifier to the saving throw. All allies within 10 feet of the unholy warrior receive a +2 profane bonus to their saves against such magic. Magic items in the hands of good casters are unaffected by this aura (unless the magic items are themselves sacred or good-aligned in some manner).

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Ishi

Saturday, January 1, 2011

Campaign Design - Clerical Domains: Demonic

Demonic Domain (from the Book of Vile Darkness)
Infernal Power: Ishi.
Granted Power: You gain a +1 divine bonus on attack and damage rolls for unarmed strikes and attacks with natural weapons.

Demonic Domain Spells
1st: Demonflesh (BoVD)
2nd: Demoncall (BoVD)
3rd: Demon wings (BoVD)
4th: Dimensional anchor
5th: Lesser planar binding
6th: Planar binding
7th: Fiendish clarity (BoVD)
8th: Underdark (BoVD)
9th: Gate

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Ishi

Campaign Design - Clerical Domains: Betrayal

Betrayal Domain (adapted from Gods and the Thieves' World Player's Manual)
Infernal Power: Ishi.
Granted Power: Your alignment cannot be discovered by magical means.

Additional Granted Power: You gain a +3 bonus on Disguise checks. In addition, the Sense Motive DC for another character to get a hunch about you increases by +1 for each of your cleric levels.

Betrayal Spells
1st: Change self, disguise self
2nd: Detect thoughts
3rd: Suggestion
4th: Crushing despair, emotion
5th: Darkwound (G), false vision
6th: Mislead
7th: Control undead, screen
8th: Symbol
9th: Foresight

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Ishi

Campaign Design - Clerical Domains: Treachery

Treachery Domain (from the DragonLance Campaign Setting and Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
Infernal Power: Ishi.
Granted Power: You gain a +2 competence bonus on all trip and disarm attempts.

Additional Granted Power: Once per day, when you attack a flat-footed opponent, you can deal additional damage equal to 1d6 per two cleric levels you possess (round up, not down, in this case) with a single melee attack. You must declare that you are using this ability before making the attack, and if you miss the opponent, that use of your power is wasted. Creatures immune to critical hits are also immune to this additional damage.

Treachery Domain Spells
1st: Jinx (W&R), undetectable alignment
2nd: Blur, eagle's splendor
3rd: Bestow curse (PHB and WHB), miscast spells (W&R)
4th: Glibness, kismet (W&R)
5th: Ishi's secret chest, magic jar
6th: Contingency, symbol of persuasion
7th: Eyebite, pain circuit (W&R)
8th: Clone, trap the soul
9th: Foresight, imprisonment

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Ishi

Campaign Design - Clerical Domains: Mentalism

Mentalism Domain (as modified by the DragonLance Campaign Setting)
Infernal Power: Ishi.
Granted Power: Once per day as a standard action, you can generate a mental ward, granting a creature you touch a resistance bonus on its next Will saving throw equal to your level + 2. The mental ward is an abjuration effect with a duration of 1 hour. This granted power is a spell-like ability.

Additional Granted Power: You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. You also gain a +2 bonus on Will saves against enchantment spells and effects.

Mentalism Domain Spells
1st: Command, lesser confusion
2nd: Detect thoughts
3rd: Clairaudience/clairvoyance, hold person
4th: Discern lies, modify memory
5th: Greater command, mindfog
6th: Ishi's telepathic bond, hold monster
7th: Antipathy, mass hold monster
8th: Mass charm, mind blank
9th: Astral projection, dominate monster

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Ishi

Campaign Design - Clerical Domains: Mind

Mind Domain
Infernal Power: Ishi.
Granted Power: You gain a +2 competence bonus to Bluff, Diplomacy, and Sense Motive checks.

Mind Domain Spells
1st: Comprehend languages
2nd: Detect thoughts
3rd: Lesser telepathic bond
4th: Discern lies
5th: Ishi's telepathic bond
6th: Probe thoughts
7th: Brain spider
8th: Mind blank
9th: Weird

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Ishi

Campaign Design - Clerical Domains: Spell

Spell Domain
Infernal Power: Ishi.
Granted Power: You gain a +2 competence bonus to Concentration checks and Spellcraft checks.

Spell Domain Spells
1st: Mage armor
2nd: Silence
3rd: Anyspell
4th: Ishi's mnemonic enhancer
5th: Break enchantment
6th: Greater anyspell
7th: Limited wish
8th: Antimagic field
9th: Ishi's disjunction

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Ishi

Campaign Design - Clerical Domains: Pride

Pride Domain
Infernal Power: Ishi.
Granted Power: Whenever you roll a 1 on a saving throw, you can immediately reroll the save. You must keep the result of the second roll, even if it is another 1.

Pride Domain Spells
1st: Hypnotism
2nd: Eagle's splendor
3rd: Heroism
4th: Divine power
5th: Mass reduce person
6th: Forbiddance
7th: Greater heroism
8th: Greater spell immunity
9th: Mass charm monster

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Ishi