Showing posts with label Tunar. Show all posts
Showing posts with label Tunar. 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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Saturday, June 15, 2013

Campaign Design - The Lords of Hell: Tunar

Tunar

The Pitiless Queen; The Blood-Drinker; The Dark Lady; Demon Mistress of Vampires and the Underworld

Alignment: Lawful Evil.
Cleric Domains: Deathbound, Envy, Infernal, Mysticism, Undead, (Vampire).
Unholy Warrior Domains: Darkness, Envy, Undead.
Summon Monster: Tunar's clerics and favored souls can summon axiomatic and fiendish creatures using summon monster spells.
Symbol: A six-fingered white hand, or a white left hand.
Favored Weapon: "The lash of lamentation" (whip or whip-dagger).
Related Classes: Unholy Warrior.
Related Prestige Classes: Champion of the Dark Seven.

Tunar always shows herself as an unbelievably ugly old crone dressed in a black cloak. She is said to be so terrible in appearance that any mortal who sees her will flee in horror until they collapse from exhaustion. Her hair is entwined with poisonous snakes, and her skin is pallid and deathly. Tunar is usually represented holding a barbed whip with which she tortures those who displease her until the torment drives them insane. She is the spouse of Tuni and their worshipers are invariably found together in an order of priests known as “The White Hand”. Tunar and Tuni rule the dreaded land of Helas from their underworld fortress named Elvidnir, located in the deepest pit of Hell.

All of Tunar’s clerics are female, and each of them is expected to find a mate from among Tuni’s priesthood. The land of Loring is a stronghold of her worship, and she and Tuni are counted as the supreme powers of that realm.

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Tuesday, January 4, 2011

Campaign Design - Unholy Warrior Domains: Undead

Undead Domain (from the Unholy Warrior's Handbook)
Infernal Power: Tunar and Tuni.

First Granted Power
Soulless (Su): Unholy warriors with this domain lose their souls to the negative energy plane; the dark energies found there fuel them. These unholy warriors are unaffected by negative energy levels, or attacks that use negative energy, but may be turned as if they were undead. Unholy warrior's with this ability are harmed by cure spells and healed by inflict spells, just like undead. In all other respects, these characters are functionally living creatures, being susceptible to any other attack affecting creatures of their type. Dead characters with this ability are unaffected by raise dead, reincarnation, resurrection, or true resurrection. Wish and miracle spells are the only means to restore these characters to life.

Second Granted Power
Death Touch (Sp): The unholy warrior may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The unholy warrior must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the unholy warrior touches his foe, roll 1d6 per unholy warrior level. If the total at least equals the creature’s current hit points, it dies.

Third Granted Power
Shadowform (Sp): Once per day, the unholy warrior may become incorporeal for a number of rounds equal to his unholy warrior class level. Incorporeal creatures can only be harmed by other incorporeal creature, +1 or better magic weapons, or magic, with a 50% chance to ignore damage from a corporeal source. The unholy warrior may pass through solid objects at will, and his own attacks pass through armor, ignoring armor bonuses to Armor Class. When in this form, the unholy warrior always moves silently.

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Tunar     Tuni

Campaign Design - Unholy Warrior Domains: Envy

Envy Domain (from the Unholy Warrior's Handbook)
Infernal Power: Tunar and Tuni.

First Granted Power
Touch of Discord (Sp): Once per day, the unholy warrior may make a melee touch attack against a foe. On a successful hit, the opponent must make a Fortitude save (DC 10 + half the unholy warrior's class level + the unholy warrior's Charisma modifier). On a failed save, the victim is overcome by envy, and attacks its most powerful visible ally for 1 round. Activating this ability is a move-equivalent action and may be held until discharged.

Second Granted Power
Cloak of Envy (Su): Unholy warriors with this ability gain a +4 profane bonus to all Bluff, Diplomacy, Innuendo, and Intimidate checks when negotiating an exchange of goods, information, or services. The unholy warrior also gains a +4 profane bonus to Gather Information checks.

Third Granted Power
Burst of Confusion (Sp): With this ability, the unholy warrior may unleash, once per day, a 20-foot spread of raw envy, jealousy, and greed. All those within the area of effect must attempt a Will save (DC 10 + the unholy warrior's level + the unholy warrior's Charisma modifier). On a failed save, the victim is confused, as per the spell confusion, for 1d10 rounds.

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Tunar     Tuni

Campaign Design - Unholy Warrior Domains: Darkness

Darkness Domain (from the Unholy Warrior's Handbook)
Infernal Power: Tunar and Tuni.

First Granted Power
Dismiss Light (Sp): as a standard action, the unholy warrior can extinguish any natural light from torches or torches or lanterns within 60 feet. If the light emanates from a magical source, the unholy warrior may extinguish it with a level check, just as if he had cast dispel magic, using his unholy warrior level as his caster level.

Second Granted Power
Shadow Host (Su): The unholy warrior automatically dims all lighting by a few degrees, providing one-quarter concealment at all times (a 10% miss chance). A daylight spell or brighter light source suppresses this concealment. Unholy warriors in the presence of existing concealment, such as moderate darkness, increase the concealment by one step. Thus, is this unholy warrior moves into dense fog, normally conferring a 20% miss chance, the shadow host ability increases the concealment to 30%.

Third Granted Power
Night's Warrior (Ex): The unholy warrior gains the feat Blind-Fight as a bonus feat. If the character already has the Blind-Fight feat, he gains no benefit from this ability.

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Tunar     Tuni

Saturday, January 1, 2011

Campaign Design - Clerical Domains: Undead

Undead Domain (from the Complete Guide to Drow)
Divine Power: Tunar.
Granted Power: Once per day, you may create undead minions with the animate dead spell. These undead minions are under your control and have +2 turn resistance. The total number of Hit Dice that can be created and controlled by you is equal to (your cleric level x 2½).

Undead Domain Spells
1st: Detect undead
2nd: Desecrate
3rd: Speak with dead
4th: Enervation
5th: Unhallow
6th: Create undead
7th: Finger of death
8th: Create greater undead
9th: Wail of the banshee

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Tunar

Campaign Design - Clerical Domains: Mysticism

Mysticism Domain
Infernal Power: Tunar.
Granted Power: Once per day, as a free action, you may gain a Luck bonus on all saving throws equal to your Charisma modifier (minimum +1) for 1 round per cleric level.

Mysticism Domain Spells
1st: Divine favor
2nd: Spiritual weapon
3rd: Lesser visage of the deity
4th: Weapon of the deity
5th: Righteous might
6th: Visage of the deity
7th: Blasphemy
8th: Unholy aura
9th: Greater visage of the deity

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Tunar

Campaign Design - Clerical Domains: Infernal

Infernal Domain
Infernal Power: Tunar.
Granted Power: You gain the supernatural ability to see perfectly in darkness of any kind, even that created by the deeper darkness spell. You may add Bluff to your list of character skills for free.

Infernal Domain Spells
1st: Bane, disguise self
2nd: Darkness, fox's cunning
3rd: Detect thoughts, summon monster III
4th: Deeper darkness, suggestion
5th: Spell resistance, summon monster V
6th: Dominate person, mass fox's cunning
7th: Repulsion, summon monster VII
8th: Demand, spell turning
9th: Imprisonment, summon monster IX

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Tunar

Campaign Design - Clerical Domains: Envy

Envy Domain
Infernal Power: Tunar.
Granted Power: Add Bluff to your list of character skills for free. In addition, you cast spells that damage or drain ability scores or bestow negative levels at +1 caster level.

Envy Domain Spells
1st: Disguise self
2nd: Ray of enfeeblement
3rd: Touch of idiocy
4th: Vampiric touch
5th: Crushing despair
6th: Magic jar
7th: Limited wish
8th: Simulacrum
9th: Wish

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Tunar

Campaign Design - Clerical Domains: Deathbound

Deathbound Domain
Infernal Power: Tunar.
Granted Power: Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times your caster level. You know the secrets needed to participate in the rituals necessary to inflict the deathbound curse.

Deathbound Domain Spells
1st: Chill of the grave
2nd: Blade of pain and fear
3rd: Fangs of the vampire king
4th: Wither limb
5th: Revive undead
6th: Awaken undead
7th: Avusculate
8th: Avuscular mass
9th: Wail of the banshee

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Tunar

Campaign Design - Clerical Domains: Vampire

Vampire Domain (from Fang & Fury: A Guidebook to Vampires, and Out for Blood; originally Blood Domain)
Infernal Power: Tunar.
Granted Power: Once per day, you can deal maximum damage with your blood drain attack for 1 round. You can declare you are using this power after making your attack roll, but not after rolling blood drain damage.
Granted Power: You may substitute a blodd-encrusted dagger for an unholy symbol at any time and for any purpose. A blood-encrusted dagger substituted for an unholy symbol counts as an unholy symbol of the same quality and made from the same materials as the dagger in question.
Special: Only vampiric clerics devoted to Tunar may take the Vampire Domain.

Vampire Domain Spells
1st: Blood spy (F&F), deathwatch
2nd: Blood messenger (F&F), death knell
3rd: Blood boil (F&F), vampiric touch
4th: Thin blood (F&F), bleeding walls (OfB)
5th: Blood bond (F&F), blood tendons (OfB)
6th: Heart leech (F&F), harm
7th: Clot (F&F), thirsting weapon (OfB)
8th: Horrid wilting
9th: Blood burst (F&F), sanguine flood (OfB)

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Tunar