Showing posts with label Kivutar. Show all posts
Showing posts with label Kivutar. Show all posts

Monday, December 14, 2020

Campaign Design - Prestige Class: Servant of Kivutar

Servant of Kivutar (adapted from Dragon Magazine #353)

Kivutar often refers to her servants almost lovingly as her favored children. They are seducers and hedonists who have given their entire lives over to the fulfilment of pleasure and pain. Only when working to subvert the values and morals of the innocent do they turn from this consuming need, and it is said that such lust is felt in turn by their lascivious mistress deep in her icy palace in the Hells. Servants of Kivutar often lead her cults in the Three Worlds, but just as often work in secret in the employ of dockside brothels or in the harems of powerful kings. Kivutar only allows women to become her servants, for only they can properly transmit the particular thrills and rewards the Rotted Temptress seeks to harvest from the mortal world.

This prestige class is primarily suited for spellcasters, but fighters and rogues have been known to become servants of Kivutar as well. Monks who have turned away from law can make particularly devastating thralls. Typically, a monk, fighter, or rogue takes a level of favored soul or sorcerer before entering this prestige class so they can gain the full advantages the class has to offer.

Hit Die: d6.
Luck Die: d6.

Requirements
To become a servant of Kivutar, one must meet the following criteria:
  • Alignment: Chaotic evil.
  • Gender: Female.
  • Skills: Bluff 9+ ranks, Diplomacy 9+ ranks, Perform: Any Two 5+ ranks.
  • Feats: Servant of Darkness, Skill Augmentation (Bluff and Intimidate), Spell Focus (Enchantment).
  • Special: Must have Kivutar as their patron deity.
  • Special: Must willingly murder someone who loves you.
  • Special: Must have permanently lost at least one experience level from a succubus's energy drain attack. Once a servant gains her first level in this prestige class, restoring this lost level via greater restoration does not adversely affect the character's qualification for this prestige class. Most who seek entry to this prestige class wait until the last possible moment to meet this requirement, so they have enough time to restore the lost level while greater restoration can still help.
Class Skills
  • The servant of Kivutar's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: Nobility and Royalty: Religion (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Perform: Any (all skills taken individually) (Cha), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (NA), Tumble (Dex), Use Magic Device (Cha), and Use Rope (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: 6 + Intelligence modifier.
Class Features
All of the following are class features of the servant of Kivutar prestige class.
  • Base Attack Bonus: Poor. A servant of Kivutar gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A servant of Kivutar gains +1⁄3 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A servant of Kivutar gains +1⁄3 base Reflex save bonus per class level.

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

  • Weapon and Armor Proficiencies: Servants of Kivutar gain Martial Weapon Proficiency (Kukri) and Exotic Weapon Proficiency (Scourge) as bonus feats.

  • Spellcasting: At every level save for 1st, 5th, and 9th, a servant of Kivutar gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. She does not, however, gain any other benefit of a character of that class would have gained. This essentially means that she adds the level of servant of Kivutar to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly. If a character had more than one spellcasting class before she became a servant of Kivutar, she must decide to which spellcasting class she adds each level of servant of Kivutar for the purpose of determining spells per day.

  • Profane Beauty (Su): As long as a servant of Kivutar wears no armor and wields no shield, she gains a deflection bonus to her Armor Class equal to her Charisma bonus, to a maximum bonus equal to her servant of Kivutar level.

  • Telepathic Gaze (Ex): A servant of Kivutar can communicate via telepathy with any creature within 100 feet that meets her gaze. While communicating with a creature in this manner, she can read his surface thoughts as if she had cast detect thoughts and concentrated on the target for 3 rounds. The target can attempt to resist this gaze by making a Will save (DC 10 + the servant's class level + her Charisma modifier). If she can red the target's surface thoughts, she gains a +5 circumstance bonus on Bluff, Diplomacy, or Intimidate checks made against that opponent.

  • Betrayal (Su): At 2ndrd level, a servant of Kivutar's attacks are particularly devastating to those who believe her to be an ally. If she ever deals damage to an ally with a weapon or spell, the ally must make a Will saving throw (DC 10 + the servant's class level + her Charisma modifier) or be stunned for 1d4 rounds.

  • Sneak Attack: If a servant of Kivutar of 3rd level of higher can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The servant’s attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the servant flanks her target. This extra damage is +1d6 at 3rd level, and it increases by +1d6 every three servant levels thereafter. Should the servant score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a servant can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A servant can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The servant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A servant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    If a servant of Kivutar gets a sneak attack bonus from another source (such as rogue levels) the bonuses to damage stack.

  • Charming Voice (Su): At 4th level, the servant's voice becomes beguiling. She gains a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks, and the save DC for any language-dependent spells she casts gain a +1 profane bonus. Once per day, she may attempt to charm a creature of the same type as a spell-like ability, provided that creature can hear and understand her voice. This otherwise duplicates the effects of charm monster. Her caster level for this ability equals the servant;s class level.

  • Sinner's Beauty (Su): When a servant of Kivutar reaches 5th level, her appearance takes on an otherworldly and arousing beauty. Her charisma increases by 2 points. At 10th level, her beauty increases even more, increasing her Charisma score by another 2 points.

  • Draining Kiss (Su): When she becomes 5th level, a servant of Kivutar can drain energy from a creature she lures into some act of passion or by simply planting a kiss on the victim. If the target is not willing, she must successfully grapple him first. The kiss bestows 1 negative level. The victim must succeed on a Fortitude save (DC 10 + the servant's class level + her Charisma modifier) to remove this negative level. This ability may be used up to three times per day.

  • Reflect Enchantment (Ex): At 7th level, a servant of Kivutar can reflexively reflect enchantment spells that target her and fail to affect her. Up to three times per day, as an immediate action, a servant of Kivutar who makes her saving throw to resist any spell of the school of enchantment may immediately reflect that spell back at its source, as if she had cast the spell on the target. This defense works only against enchantment spells negated by successful saving throws.

  • Dominating Voice (Su): A 8th level, the servant's charming voice becomes more potent. She gains a +8 competence bonus on Bluff, Diplomacy, and Intimidate checks, and the save DC for any language-dependent spel she casts gains a +2 profane bonus. Once per day, she may attempt to dominate a creature of her type as a spell-like ability, provided the creature can hear and understand her voice. This otherwise duplicates the effects of dominate monster. Her caster level for this ability equals the servant's class level.

  • Succubus Form (Ex): At 10th level, a servant of Kivutar gains the supernatural ability to transform into a succubus-like creature once per day. This transformation requires a full-round action and lasts for 1 hour. During this time, the servant gains the following benefits:

    • +2 Strength, +2 Dexterity, +2 Constitution, +6 Intelligence, +4 wisdom, and +16 Charisma.

    • +9 natural armor bonus to her Armor Class.

    • Wings that grant a fly speed of 50 feet with average maneuverability.

    • Damage reduction 10/cold iron or good.

    • Darkvision 60 feet.

    • Immunity to electricity and poison.

    • Resistance to acid 10, cold 10, and fire 10.

    • Spell resistance 18.

    • She can use her draining kiss ability at will as long as she remains in this form; uses do not count against her regular limit of three times per day.
Servant of Kivutar

LevelSpecialSpells per Day
1stProfane beauty, telepathic gaze-
2ndBetrayal+1 level of existing spellcasting class
3rdSneak attack +1d6+1 level of existing spellcasting class
4thCharming voice+1 level of existing spellcasting class
5thDraining kiss, sinner's beauty-
6thSneak attack +2d6+1 level of existing spellcasting class
7thReflect enchantment+1 level of existing spellcasting class
8thDominating voice+1 level of existing spellcasting class
9thSneak attack +3d6-
10thSinner's beauty +4, succubus form+1 level of existing spellcasting 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 +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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Sunday, June 9, 2013

Campaign Design - The Lords of Hell: Kivutar

Kivutar

Mother of Plagues; The Queen of Maggots; The Rotted Temptress, Demon Mistress of Sickness, Pestilence, and Lust

Alignment: Chaotic Evil.
Cleric Domains: Disease, Distraction, Lust, Pestilence, Plague, Temptation.
Unholy Warrior Domains: Corruption, Disease, Lust.
Summon Monster: Kivutar's clerics can summon anarchic and fiendish creatures using summon monster spells.
Symbol: A head, half rotting and worm eaten, and half that of a beautiful woman.
Favored Weapon: "Beauty's end" (kukri).
Related Classes: Unholy Warrior.
Related Prestige Classes: Champion of the Dark Seven, Servant of Kivutar.

The mother of sickness, plague, and poison, Kivutar is the personification of disease. She appears in myth as a black skinned twisted old crone clad in a rotting gray shift and cloak. Her mouth foams and hair pulls from her head in clumps. There are boils and blisters over her diseased skin and the flesh is pulled taut over her bones. In myth anything that touches her rots away immediately, affected by a wasting disease or destructive rust and decay. However, she is also able to present herself as a beautiful, ravishing woman, capable of arousing desire in all who see her. This appearance is, however, merely an illusion, woven over her true appearance by her mastery of deceiving magic.

In the War in Heaven, she was unbeatable until Yng struck her with arrows loosed from his mighty bow. She was unable to withstand his radiant light and was driven back and cast down into Hell. Because of this, Kivutar and her followers bear a special animosity towards Yng and all who follow him. Kivutar is Füllar’s mother, having deceived Woda with her enchantments into coupling with her to produce the child. She bears great animosity towards the three brother knights Heim, Tiwas, and Forseti and Füllar’s half-sisters Syfa and Vali for their theft of the infant Füllar from her.

This goddess is loosely associated with Louviar, although the chaos and disorganization of her kingdom makes any sort of preference or hierarchy impossible to seriously determine. Her worship is, however, quite common in Polþia, although whether her priesthood enjoys any particular favor in that kingdom is a mystery to outsiders. Her priests always seem to have suffered from some sort of wasting disease that has left marks on their body and faces, although those who rise highest in her hierarchy are those who were once handsome or beautiful before the diseases of their patron ravaged their bodies.

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Tuesday, January 4, 2011

Campaign Design - Unholy Warrior Domains: Lust

Lust Domain (from the Unholy Warrior's Handbook)
Infernal Power: Kivutar.

First Granted Power
Stirrings of Desire (Su): Unholy warriors with this ability have an aura of sexuality noticeable to any creature of a compatible type. The unholy warrior gains the feats Skill Focus: Bluff and Skill Focus: Intimidate as bonus feats. In addition, all interactions between the unholy warrior and others attracted to the unholy warrior's gender are one step improved.

Second Granted Power
Slave to Lust (Sp): As a standard action, the unholy warrior may make a melee touch attack. On a successful hit, the victim must make a Will save (DC 10 + half the unholy warrior's class level + the unholy warrior's Charisma modifier). On a failed save, the victim is overwhelmed by an insatiable need for the physical contact of the unholy warrior - the victim loses his Dexterity bonus to Armor Class and is considered flat-footed until his next action. Furthermore, on the victim's next action, he must roll to see what he will do as if under the influence of a random action spell.

Third Granted Power
Allure (Sp): Once per day, the unholy warrior may cast charm person as a sorcerer of a level equal to their unholy warrior level.

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Kivutar

Campaign Design - Unholy Warrior Domains: Disease

Disease Domain (from the Unholy Warrior's Handbook)
Infernal Power: Kivutar.

First Granted Power
Dark Host (Ex): The unholy warrior hosts a number of virulent diseases. Since he is adapted to the constant presence of contagions in his system, he gains immunity to all diseases, including magical diseases.

Second Granted Power
Rotting Touch (Su): Once per day, the unholy warrior may make a melee touch attack against a target opponent. On a successful hit, he inflicts 1d6 points of temporary Constitution damage. Activating this ability is a free action and noes not provoke an attack of opportunity.

Third Granted Power
Instant Affliction (Su): Any time the unholy warrior makes use of contagion, the spell counts as being Quickened. This supernatural ability extends to all instances of the spell, whether cast or used as part of a granted power. For unholy warriors without the ability to cast the contagion spell, this power has no effect.

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Campaign Design - Unholy Warrior Domains: Corruption

Corruption Domain (from the Unholy Warrior's Handbook)
Infernal Power: Kivutar.

First Granted Power
Dark Blessing (Su): An unholy warrior with this ability applies his Charisma modifier (if positive) as a bonus on all saving throws.

Second Granted Power
Dark Host (Ex): The unholy warrior hosts a number of virulent diseases. Since he is adapted to the constant presence of contagions in his system, he gains immunity to all diseases, including magical diseases.

Third Granted Power
Aura of Fear (Su): Enemies within 10 feet of the unholy warrior must make a Will save (DC 10 + half the unholy warrior's class level). Those who fail are shaken, suffering a -2 penalty on attack rolls, weapon damage rolls, and saving throws while in the area of effect. A successful save means the aura of fear cannot affect the foe again for 24 hours.

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Saturday, January 1, 2011

Campaign Design - Clerical Domains: Plague

Plague Domain (adapted from Evil and Nyambe: African Adventures)
Infernal Power: Kivutar.
Granted Power: You do not take ability score damage from diseases, though you can still become infected and spread them. Diseases with other effects harm you normally. You are a living extension of disease and contagion.

Additional Granted Power: You are a living extension of disease and contagion. Wounds caused by your ray attack spells do not heal normally, and require magical healing. Without magical healing, these points (whether hit points or ability damage) heal at a rate of only 1 point per day.

Plague Domain Spells
1st: Inflict light wounds, summon swarm
2nd: Contagion
3rd: Poison
4th: Acid blood (U), bestow curse (PHB and WHB), enervation
5th: Insect plague
6th: Harm
7th: Antilife shell
8th: Creeping doom, finger of death
9th: Bite of the plague rat (N:AA), energy drain

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Campaign Design - Clerical Domains: Disease

Disease Domain (adapted from Evil and the Thieves' World Player's Manual)
Infernal Power: Kivutar.
Granted Power: You gain immunity to all natural diseases. In addition, you gain a circumstance bonus equal to your caster level on all saves against magical diseases.

Additional Granted Power: You are immune to ability damage or drain caused by disease, though you still suffer any superficial effects such as boils, odors, sores, and so on. This is an extraordinary ability.

Additional Granted Power: Once per week per cleric level, you may cause a random disease in a target by making a successful touch attack.

Disease Domain Spells
1st: Chill touch, curse water, itchy hives (TWPM)
2nd: Fit of coughing (TWPM), ghoul touch, inflict moderate wounds, summon swarm
3rd: Contagion
4th: Poison, stinking cloud, vampiric touch
5th: Eyebite, insect plague, slay living
6th: Circle of death, enervation, regenerate
7th: Destruction, mass inflict light wounds, word of ruin
8th: Horrid wilting, symbol of insanity
9th: Energy drain

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Campaign Design - Clerical Domains: Temptation

Temptation Domain (adapted from Evil, originally Corruption Domain, an the Fiendish Codex I: Hordes of the Abyss)
Infernal Power: Kivutar.
Granted Power: Once per day as a standard action, you may target a single creature and know exactly what that creature wants most in the world. This is a supernatural ability.

Additional Granted Power: Select a gender. As long as you wear no armor, you gain a +2 competence bonus on Charisma-based checks opposed by creatures of this gender. Furthermore, each save DC for any mind-affecting spells or abilities you use against this gender increases by 1.

Temptation Domain Spells
1st: Charm person
2nd: Beckoning call, enthrall
3rd: Suggestion
4th: Charm monster
5th: Dominate person, mind fog
6th: Geas/quest, mass suggestion
7th: Limited wish, soul link
8th: Demand, sympathy
9th: Dominate monster, wish

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Kivutar

Campaign Design - Clerical Domains: Distraction

Distraction Domain (from SpirosBlaak)
Infernal Power: Kivutar
Granted Power: Once per day, you may convince an individual to take a course of action that he is already seriously considering. If the subject of this suggestion succeeds at a Will save (DC 10 + your cleric level + your Charisma modifier), the effect is negated. The subject takes a penalty (between -2 and -10) depending on how attractive the action is. If a penalty of at least -2 seems inappropriate, the individual is not considering the option seriously enough for the power to work. This is a supernatural ability.

Distraction Domain Spells
1st: Indolence (SB)
2nd: Enthrall
3rd: Bestow curse (PHB and WHB)
4th: Fascination
5th: Steal action (SB)
6th: Unwill (SB)
7th: Kivutars blessing (SB)
8th: Oppression of triviality (SB)
9th: Steal opportunity (SB)

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Kivutar

Campaign Design - Clerical Domains: Pestilence

Pestilence Domain (as modified by the DragonLance Campaign Setting and Testament: Roleplaying in the Biblical Era)
Infernal Power: Kivutar.
Granted Power: You are immune to all diseases, though you can still be a carrier.

Additional Granted Power: You may use a withering touch once per day. Your withering touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature. When you touch the victim, they must make a Fortitude save (DC 10 + your cleric level). If the victim fails the save, they permanently lose 1 point of Constitution, Dexterity, or Strength (victim's choice).

Pestilence Domain Spells
1st: Doom, ray of enfeeblement
2nd: Summon monster II [1d3 fiendish dire rats only], summon swarm
3rd: Contagion
4th: Diminish plants, poison
5th: Malaise (T), plague of rats
6th: Curse of lycanthropy, eyebite, plant blight (T)
7th: Creeping doom, scourge
8th: Create greater undead [mummy only], horrid wilting
9th: Otyugh swarm, plague (T)

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Kivutar

Campaign Design - Clerical Domains: Lust

Lust Domain (as modified by Dragon 323, Evil. and SpirosBlaak)
Infernal Power: Kivutar.
Granted Power: Once per day as a free action, you may gain an enhancement bonus to your Charisma equal to your cleric level. This power lasts for one round. This granted power is a supernatural ability.

Additional Granted Power: When interacting with creatures ordinarily attracted to your race and gender, you gain a +3 bonus to all Bluff and Diplomacy checks.

Lust Domain Spells
1st: Charm person
2nd: Enthrall, invisibility
3rd: Clairaudience/clairvoyance, emotion, suggestion
4th: Dominate person, lesser planar ally
5th: Feeblemind, scrying
6th: Geas/quest, symbol of persuasion
7th: Refuge
8th: Mass charm, mass charm monster, sympathy
9th: Trap the soul, wish

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Kivutar