Orc Warlords of Faerun (3.5 heavily houseruled DnD player interest check)

Started by Zaer Darkwail, June 12, 2015, 01:47:40 PM

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PaleEnchantress

Quote from: ererruz on July 19, 2015, 11:42:56 AM
But Ishtar and Inanna are two different goddesses? Ishtar being her alleged daughter -- and later on in the timeline Isis' alter ego. That's not changing canon slightly, that's like... throwing canon out of the window.

I do hope Zaer agrees to your playing as Inanna (even though he said only Gilgeam and Tiamat for Unther God-Kings/Queens) because she is one of the most badass deities out there :)

IRL they are the same goddess basically. In game they are Mother and daughter, The daughter being a newer aspect of how the mother is being worshiped. Switching their named around is not changing cannon slightly. Its not changing cannon at all. We could change Inanna's name to "Horse Shit" (Just choosing a ridiculous example for effect) and it would have 0 impact on anything.

I have a feeling Zaer will agree to me playing her. If he doesn't im sure we can still work something out. I think I'm better off in Unther.
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Kolbrandr

The difference in setting as opposed to in Earth mythology is a significant one, is the note. Inanna is a separate goddess who got killed by the Orc gods, and Ishtar was otherwise similar enough to Isis that she basically bequeathed her her identity after getting sick of Toril.

If you're looking for an LE or just evil generally god to be the proxy of in Unther, Gilgeam's right there, he's well into notions of power and dominance as far as said thematics that seem to be prevalent in your character, doesn't really require the rewriting of anything. He's even openly societally accepted in Unther to the point that after the Orcgate wars, he legitimately takes over all of Unther and what remains of the Untheric pantheon and has considerable open authority in it beforehand.

PaleEnchantress

Quote from: Kolbrandr on July 19, 2015, 12:26:47 PM
The difference in setting as opposed to in Earth mythology is a significant one, is the note. Inanna is a separate goddess who got killed by the Orc gods, and Ishtar was otherwise similar enough to Isis that she basically bequeathed her her identity after getting sick of Toril.

If you're looking for an LE or just evil generally god to be the proxy of in Unther, Gilgeam's right there, he's well into notions of power and dominance as far as said thematics that seem to be prevalent in your character, doesn't really require the rewriting of anything. He's even openly societally accepted in Unther to the point that after the Orcgate wars, he legitimately takes over all of Unther and what remains of the Untheric pantheon and has considerable open authority in it beforehand.

Okay we can call her Astaroth which is her Christianized name. Now we arent switching names we are just changing it. Nothing to do with the characterization, just don't like the way Inanna sounds.
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PaleEnchantress

Quote from: Miroque on July 19, 2015, 12:48:13 PM
Just call her mistress...

I'm sure that will be widely used, but still it's important one's character has a name they can appreciate. Inanna, every time  hear it it makes me think of the random sputtering of an 18 month old autistic child with a mouth full of goo.
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Miroque

WHISPERS
Dragonspear



In the dark halls of power, when Voidcaller Orro walks, he seems to have shadows following him. Shadows that guard him, watch for him and if needed, kill for him. Those shadows have an name; Whispers.

Whispers is not her real name, but just something these human call her. Her planar origins make her movement silent, her visage shadowlike and unseen. When she wishes, she can drop the shadows, making herself visible, but its more mysterious for her master, to keep people wondering.

Many enemies of her master have been found decapitated behind closed doors, and few have never been seen again, as if they had vanished from the face of the earth.

Voidcaller Orro bargained with dark powers, and gained ownership of mentally broken young elven woman. Orro knew he force her to do anything and everything, as the Arch-Devil Lillith who he gained her from, had broken her and molded her into painslut, only craving and living for cocks and cunts. Time she was enslaved in the pits of Hell, Whispers had lost memories of her former life, as it ment nothing to her. Only the will of her devilish mistress did. And she did share her, with her lieutannents and those arcanists it made faustian deals with. There is no visible marks on her, as her natural healing keeps her skin flawless, as well as keep her immortal virgin. That was something the Arch-devil laughed about, while sharing her.

PaleEnchantress

Quote from: Miroque on July 19, 2015, 12:52:44 PM
WHISPERS

Id make a phallic themed innuendo but it's too easy. Is this your weapon of choice for your character or just an awesome looking staff/spear you're sharing/ Jade and gold are very majestic looking.

Edit: When I first saw your post it has just the weapon visible. I got it now. Your elf has a somewhat middle eastern look, I find that very appropriate.
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Kolbrandr

For what it's worth, the only place Inanna is written up in D&D that I've ever seen as far as giving her depth, she's at least close in personality/imagery/alignment to what you're looking for.

PaleEnchantress

Quote from: Kolbrandr on July 19, 2015, 01:00:52 PM
For what it's worth, the only place Inanna is written up in D&D that I've ever seen as far as giving her depth, she's at least close in personality/imagery/alignment to what you're looking for.

I realized that when I was reading about her last night. Way back when I was looking at character options I had mentioned Ishtar not realizing Inanna was already a more tyrannical aspect of her. (Technically vice versa, but from my perspective I knew about the split before the original). I like Set still, bu I have several reasons for not wanting to play him any more. Inanna fits so perfectly I can just copy and paste my character over under Inanna (Henseforth called Astaroth unless someone has a better name suggestion) and it fits even better then it did with Set.

Actually this gives us 2/2/2 as far as faction leaders goes doesn't it?
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Miroque

@PaleEnchantress: not phallic...at all....right? And yes, its her weapon. Spearstaff (naginata basicly), and yes, I was going for little "different" elven look, from pure Evermeet elfs.. shes highelf but not from same stock..
Phallic part might come from her former mistress and owner, Arch-Devil Lillith..through Dark Pact, Archmage Orro got ownership of her..

eternaldarkness

Orro 3.0

Voidcaller Orro
Voidcaller Orro

Race: Human
Type: Changes to Outsider while binding Zceryll
Gender: Male
Class/Level: Binder|Warlock (Fiendish) 14|14
Alignment: Chaotic Neutral
Languages: Common, Untheric, Orc, Giant

Ability Scores
STR: 8/-1
CON: 16/+3
DEX: 14/+2 (20/+5 w/Gloves of Dexterity)
  INT: 14/+2
WIS: 16/+3
CHA: 18/+4 (24/+7 w/Cloak of Charisma) (+3 level-up)
Leadership Score: 22 (18 + 2 great renown + 1 special power +1 fairness and generosity.)

Senses: Darkvision 60', Mindsight 100'.

Init: +9 (5 Dex + 4 Insight from Balam)
BAB: +10/+5
Eldritch Blast: Ranged Touch +15 (+16 w/Warlock's Scepter), 7d6 damage (9d6 w/Chasuble of Fell Power), 60 ft. Range

AC: 27 (10 + 5 Dex + 3 Armor + 5 Enhancement + 4 Insight)
DR: 3/Cold Iron or 10/ Magic while binding Zceryll.
HP: 154
EP: 154

Saves
Fort: +19 (Base +9, +3 Con, +7 Dark One's Own Luck) +4 on saves vs. Disease
Ref: +14  (Base +4, +2 Dex(+5 w/Gloves of Dexterity), +4 Balam, +1 Luck)
Will: +13 (Base +9, +3 Wis, +1 Luck) +4 on saves vs. Mind-affecting effects.

Note: Assume Zceryll, Balam, and  Tenebrous are bound unless otherwise noted.

Spell Resistance: 24 while binding Zceryll

Immunities: While bound to a vestige - Fear effects, Energy Drain and negative levels.

While bound to Zceryll - Confusion, insanity, and weird spells.

Resistances: Fire and Acid 10. Cold 15 while binding 3 vestiges. Acid increases to 15 and gain Electricity resistance 15 while binding Zceryll.

Special Abilities

Detect Magic at-will.

Fast Healing 2 for 2 minutes 1/day.

While bound to a vestige: Slippery mind - If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

While bound to Zceryll -
Darkvision 60 ft.

Bolts of Madness 1/5 Rounds.

Summon Alien 1/5 Rounds.

Gain Pseudonatural Template.

Alternate Form: Standard action. Become a tentacle monster and enemies take -1 to attack rolls against you. Does not change abilities.

Telepathy 100 feet.

Gain Mindsight feat.
Mindsight feat
A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy. The creature perceives where the others are and how powerful their intellects are.

Prerequisite: Telepathy special quality.
Benefit: A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense—the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means.

The creature also perceives several observable characteristics about each being detected with mindsight, including the being’s type and Intelligence score.The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being’s race and clothing would be to eyesight.
Normal: Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate with it telepathically.

While bound to Balam-  1/5 rounds Reroll one attack, saving throw, or skill check you have just made. You must accept the result of the reroll, even if it is worse than the original.

Gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage.

Insight bonus equal to +1 per four effective binder levels on initiative checks, Reflex saves, and AC.

While bound to Tenebrous-
Deeper Darkness: You can cloak an area in shadows as though
using the deeper darkness spell (caster level equals your effective binder level), with the following exceptions. The effect
is always centered on you, it has an unlimited duration, and
you can shift the range of the emanation (within the normal
range) up or down 10 feet as a move action. You can suppress
or activate this ability as a standard action.

See in Darkness: You can see perfectly through darkness of
any kind, even that created by a deeper darkness spell (or your
deeper darkness ability).

Touch of the Void: As a swift action, you can charge a melee
attack or melee touch attack with cold energy. Your next
melee attack deals an extra 1d8 points of cold damage, plus
1d8 points of cold damage for every four effective binder
levels beyond 7th that you possess. When you attain an effective
binder level of 11th, you can charge your weapon for an
entire round. Once you have used this ability, you cannot do
so again for 5 rounds.

Turn/Rebuke Undead: You can turn or rebuke undead as
a cleric of your effective binder level. As with a cleric, you
turn if you are good and rebuke if you are evil. If you are
neutral, you choose whether to turn or rebuke upon binding
with Tenebrous and cannot later change your mind. If you
have the ability to turn or rebuke undead from other classes,
your levels in those classes stack with your effective binder
level for the purpose of determining your turning ability.
Once you have used this ability, you cannot do so again for
5 rounds.

Vessel of Emptiness: You can use the flicker shadow magic
mystery (see page 146) as a supernatural ability once per day.
At 13th level, you can use this ability two times per day, and
at 19th level, you can use it three times per day.

Class Abilities

Proficiencies: Simple weapons, light armor.

Binder
Class Skills (2 + Int modifier per level, ×4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather
Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes),
Profession, Sense Motive.

Soul Binding (Su)
Through special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown on Table 1–1.

You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one. Your effective binder level, or EBL (your binder class level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table 1–1, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.

To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16).

Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal’s space as soon as you fi nish the ritual. This image is not the actual vestige; it is merely a figment—an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.

To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty. The DC for this check is provided in the description of each vestige (see pages 16–49). You must make your perilous pact alone; others cannot aid you in any way.

Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige’s presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.

While under the influence of a vestige, you must adhere to its requirements to the best of your ability.

If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.

As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.

Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier.

Suppress Sign (Ex): At 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.

Bonus Feats: At 4th level, and again at 11th and 18th level, you gain a bonus feat of your choice from the following list: Armor Proficiency (medium), Armor Proficiency (heavy), Diligent, Investigator, Martial Weapon Proficiency, Negotiator, Persuasive, Shield Proficiency, and the feats presented in this chapter. Feats not described in this book can be found in the Player’s Handbook. These feats are in addition to those normally gained for attaining higher levels, but you must still meet any prerequisites for the bonus feats you choose.

Pact Augmentation (Su): Beginning at 2nd level, you can draw additional power from the vestiges you bind. As long as you are bound to at least one vestige, you can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability. As you attain higher levels, you can make additional selections from the list. You gain one additional ability at 5th, 10th, 16th, and 20th level (to a maximum of five selections at 20th level). You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and damage reduction twice, gaining +10 hit points and damage reduction 2/—.

Pact Augmentation Abilities
+5 hit points
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/—
+1 insight bonus to Armor Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks

Soul Guardian (Su): Beginning at 6th level, you have immunity to fear effects as long as you are bound to a vestige. As you attain higher binder levels, the vestige guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy for as long as the pact lasts.

At 9th level, you gain the slippery mind ability, which allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

At 13th level, you gain immunity to energy drain and negative levels.

When you attain 19th level, your bound vestiges completely protect your mind, granting you immunity to all mind-affecting spells and abilities.

Warlock
Alignment: Any evil or any chaotic.
Hit Die: d6.
Class Skills
The warlock’s class skills (and the key ability for each skill)
are Bluff (Cha), Concentration (Con), Craft (Int), Disguise
(Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana)
(Int), Knowledge (the planes) (Int), Knowledge (religion)
(Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int),
and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Invocations
A warlock does not prepare or cast spells
as other wielders of arcane magic do. Instead, he possesses a
repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:

A warlock’s invocations are spell-like abilities; using an
invocation is therefore a standard action that provokes attacks
of opportunity. An invocation can be disrupted, just as a
spell can be ruined during casting. A warlock is entitled to a
Concentration check to successfully use an invocation if he
is hit by an attack while invoking, just as a spellcaster would
be. A warlock can choose to use an invocation defensively, by
making a successful Concentration check, to avoid provoking
attacks of opportunity. A warlock’s invocations are subject to
spell resistance unless an invocation’s description specifi cally
states otherwise. A warlock’s caster level with his invocations
is equal to his warlock level.

The save DC for an invocation (if it allows a save) is 10 +
equivalent spell level + the warlock’s Charisma modifi er.
Since spell-like abilities are not actually spells, a warlock
cannot benefit from the Spell Focus feat. He can, however,
benefit from the Ability Focus feat (see page 303 of the Monster
Manual), as well as from feats that emulate metamagic effects
for spell-like abilities, such as Quicken Spell-Like Ability
and Empower Spell-Like Ability (see pages 303 and 304 of
the Monster Manual).

The four grades of invocations, in order of their relative
power, are least, lesser, greater, and dark. A warlock begins
with knowledge of one invocation, which must be of the
lowest grade (least). As a warlock gains levels, he learns
new invocations, as summarized on Table 1–1 and described
below. A list of available invocations can be found following
this class description, and a complete description of each
invocation can be found in Chapter 4 of this book.

At any level when a warlock learns a new invocation,
he can also replace an invocation he already knows with
another invocation of the same or a lower grade. At 6th
level, a warlock can replace a least invocation he knows
with a different least invocation (in addition to learning a
new invocation, which could be either least or lesser). At
11th level, a warlock can replace a least or lesser invocation
he knows with another invocation of the same or a lower
grade (in addition to learning a new invocation, which
could be least, lesser, or greater). At 16th level, a warlock
can replace a least, lesser, or greater invocation he knows
with another invocation of the same or a lower grade (in
addition to learning a new invocation, which could be least,
lesser, greater, or dark).

Finally, unlike other spell-like abilities, invocations
are subject to arcane spell failure chance as described
under Weapon and Armor Profi ciency above. Warlocks
can qualify for some prestige classes usually intended for
spellcasters; see Warlocks and Prestige Classes, page 18,
for details.

Eldritch Blast (Sp): The first ability a warlock learns is
eldritch blast. A warlock attacks his foes with eldritch power,
using baleful magical energy to deal damage and sometimes
impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged
touch attack that affects a single target, allowing no saving
throw. An eldritch blast deals 1d6 points of damage at 1st
level and increases in power as the warlock rises in level. An
eldritch blast is the equivalent of a spell whose level is equal
to one-half the warlock’s class level (round down), with a
minimum spell level of 1st and a maximum of 9th when a
warlock reaches 18th level or higher.

An eldritch blast is subject to spell resistance, although the
Spell Penetration feat and other effects that improve caster
level checks to overcome spell resistance also apply to eldritch
blast. An eldritch blast deals half damage to objects. Metamagic
feats cannot improve a warlock’s eldritch blast (because it is a
spell-like ability, not a spell). However, the feat Ability Focus
(eldritch blast) increases the DC for all saving throws (if any)
associated with a warlock’s eldritch blast by 2. See page 303 of
the Monster Manual.

Detect Magic (Sp): Beginning at 2nd level, a warlock can
use detect magic as the spell at will. His caster level equals his
class level.

Damage Reduction (Su): Fortified by the supernatural
power flowing in his body, a warlock becomes resistant to
physical attacks at 3rd level and above, gaining damage
reduction 1/cold iron. At 7th level and every four levels
thereafter, a warlock’s damage reduction improves as shown
on Table 1–1.

Deceive Item (Ex): At 4th level and higher, a warlock has
the ability to more easily commandeer magic items made
for the use of other characters. When making a Use Magic
Device check, a warlock can take 10 even if distracted or
threatened.

Fiendish Resilience (Su): Beginning at 8th level, a
warlock knows the trick of fiendish resilience. Once per day,
as a free action, he can enter a state that lasts for 2 minutes.
While in this state, the warlock gains fast healing 1.

At 13th level, a warlock’s fiendish resilience improves.
When in his fiendish resilience state, he gains fast healing 2
instead. At 18th level, a warlock’s fiendish resilience improves
to fast healing 5.

Energy Resistance (Fire, Acid) (Su): At 10th level and higher, a
warlock has resistance 5 against any two of the following
energy types: acid, cold, electricity, fire, and sonic. Once the
types are chosen, this energy resistance cannot be changed.
At 20th level, a warlock gains resistance 10 against the two
selected types of energy.

Imbue Item (Su): A warlock of 12th level or higher can
use his supernatural power to create magic items, even if he
does not know the spells required to make an item (although
he must know the appropriate item creation feat). He can
substitute a Use Magic Device check (DC 15 + spell level for
arcane spells or 25 + spell level for divine spells) in place of
a required spell he doesn’t know or can’t cast.

If the check succeeds, the warlock can create the item as if
he had cast the required spell. If it fails, he cannot complete
the item. He does not expend the XP or gp costs for making
the item; his progress is simply arrested. He cannot retry this
Use Magic Device check  that spell until he gains a new
level.

Invocations

Invocation Save DC:  17 + Effective Spell level
Max Grade: Greater
Number: 8 (4 Least, 4 Lesser, 2 Greater)

Least
Baleful Utterance

Least; 2nd
You speak a single syllable of the
Dark Speech (described in Book of Vile
Darkness), affecting an object or area
as if by a shatter spell. If a creature is
holding or wearing the target of the
spell and the target is destroyed, the
creature must make a Fortitude save or
be dazed for 1 round and deafened for
1 minute by your terrible word. This is
a sonic effect.
Shatter

Shatter
Evocation [Sonic]
Level:   Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components:   V, S, M/DF
Casting Time:   1 standard action
Range:   Close (25 ft. + 5 ft./2 levels)
Area or Target:   5-ft.-radius spread; or one solid object or one crystalline creature
Duration:   Instantaneous
Saving Throw:   Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance:   Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane Material Component
A chip of mica.

Dark One's Own Luck

Least; 2nd
You are favored by the dark powers
if you have this invocation. You gain
a luck bonus equal to your Charisma
bonus (if any) on Fortitude saves,
Reflex saves, or Will saves (your choice
each time you use this ability) for a
period of 24 hours. You can’t apply this
ability to two different save types at
the same time. This bonus can never
exceed your class level.

Beguiling Influence

Least; 2nd
You can invoke this ability to beguile
and bewitch your foes. You gain a +6
bonus on Bluff, Diplomacy, and Intimidate
checks for a period of 24 hours.

Eldritch Spear

Eldritch Spear
Least; 2nd; Blast Shape
Eldritch Blast range becomes 250 ft. With no range increment.

Lesser
Walk Unseen

Lesser; 2nd
Invisibility as the spell. Self only, 24-hour duration.

Eldritch Chain

Lesser; 4th; Blast Shape
This blast shape invocation allows
you to improve your eldritch blast by
turning it into an arc of energy that
“jumps” from the first target to others.
An eldritch chain can jump to one or
more secondary targets within 30 feet
of the first target, allowing you to make
additional ranged touch attacks and
deal damage to the secondary targets
if you hit.

You can “jump” the chain to one
secondary target per five caster levels,
so you can strike two additional targets
at 10th level, three additional targets at
15th level, and four additional targets
at 20th level. Each new target must be
within 30 feet of the previous one, and
you can’t target the same creature more
than once with the eldritch chain. If you
miss any target in the chain, the eldritch
chain attack ends there.

Each target struck after the first
takes half the damage dealt to the first
target. This reduction in damage to
secondary targets applies to any effect
that increases the damage of your
eldritch blast (such as vitriolic blast). You
must make a separate spell penetration
check for each target, if applicable.

Fell Flight

Lesser; 3rd
When you use this invocation, the
powers of darkness bear you aloft as
you sprout a streaming, winglike cape
of shadows. You can fly at a speed equal
to your land speed with good maneuverability
for 24 hours.

Relentless Dispelling

Lesser; 4th
You can use the targeted version of dispel magic as
the spell. Repeats at the start of your next turn without requiring an additional action.

Dispel Magic

Dispel Magic
Abjuration
Level:   Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components:   V, S
Casting Time:   1 standard action
Range:   Medium (100 ft. + 10 ft./level)
Target or Area:   One spellcaster, creature, or object; or 20-ft.-radius burst
Duration:   Instantaneous
Saving Throw:   None
Spell Resistance:   No
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel
One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Greater
Chilling Tentacles

Greater; 5th
This invocation allows you to conjure
forth a field of soul-chilling black
tentacles that ooze from the ground,
groping for victims. This invocation
functions identically to the Evard’s
black tentacles spell, except that each
creature within the area of the invocation
takes 2d6 points of cold damage
each round. Creatures in the area take
this cold damage whether or not they
are grappled by the tentacles.
Black Tentacles
Black Tentacles
Conjuration (Creation)
Level:   Sor/Wiz 4
Components:   V, S, M
Casting Time:   1 standard action
Range:   Medium (100 ft. + 10 ft./level)
Area:   20-ft.-radius spread
Duration:   1 round/level (D)
Saving Throw:   None
Spell Resistance:   No
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
Material Component
A piece of tentacle from a giant octopus or a giant squid.

Nightmares Made Real

Greater; 5th
You can use nightmare terrain as the
spell (see page 111). In addition to the
normal effect, all creatures within the
area at the start of your turn take 1d6
points of damage if they do not succeed
on Will saves to disbelieve the effect.
If you use this invocation a second
time while a previous nightmares made
real is still present, the previous effect
ends.
Nightmare Terrain

NIGHTMARE TERRAIN
Illusion (Shadow)
Level: Assassin 3, bard 3, hexblade 3,
sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Five 10-ft. cubes + one 10-ft.
cube/level (S)
Duration: 1 round/level
Saving Throw: Will disbelief (if
interacted with)
Spell Resistance: No
You cloak your surroundings with phantasmagoric figures, creating a horrific dreamscape. You make any terrain look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Miasmic vapors fill the air, along with various foul stenches. The nightmare terrain you create is mostly illusory, but the obstacles are partially real. Creatures within, entering, or viewing the area are entitled to Will saves to discern the illusion. Creatures that fail their saves become entangled.

Regardless of the outcome of the save, creatures within 5 feet have concealment, while those 10 feet or farther away have total concealment. Furthermore, as long as you are within the area of this spell, you can attempt Hide checks even while being observed. (Other creatures don't gain this benefit.)

Vestiges

Vestige Power Save DC: 24 (10 +1/2 level + Cha Mod)
Max Vestiges Bound: 3
Max Pact Augmentations: 3

Zceryll, Binding DC 25

Sign: Your eyes appear as circular mirrors. In your peripheral vision, all other living creatures appear twisted, covered in tentacles, extra eyes, and vestigial organs.

Influence: Never admit that you need help or that you are weaker than anyone else. Treat those that are weaker than you with scorn and contempt, especially young women and spontaneous spellcasters.

Granted Abilities: While bound to Zceryll, your body and mind become alien, allowing you to channel the power of the star spawn in a variety of ways.

Alien form: While bound to Zceryll, you gain the pseudonatural template (page 161 of Complete Arcane).

Alien Mind: Your mind is alien and does not work like that of a normal mortal. You are immune to confusion, insanity, and weird spells. In addition, you receive a +1 bonus per four binder levels on saving throws against mind-affecting effects.

Bolts of Madness: You can fire a ray that dazes an opponent for 1d3 rounds. You must succeed on a ranged touch attack with a range of 100 ft. + 10 ft./binder level. A successful Will save negates the effect. Once you have used this ability, you cannot do so again for 5 rounds.

Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level, you can summon any creature from the summon monster I-VII list. You can only summon creatures that can be affected by the pseudonatural template. Once you have used this ability, you cannot do so again for 5 rounds.

Telepathy: You gain the telepathy ability with a range of 100 feet (as described on page 316 of the Monster Manual) and the Mindsight feat (as described on page 126 of Lords of Madness).

Balam, Binding DC 25

Sign: Your voice gains a peculiar quality, becoming both
hollow and guttural.

Influence: Balam's influence causes you to distrust clerics, paladins, and other devotees of deities. Whenever you enter a temple or some other holy or unholy site, Balam requires that
you spit on the floor and utter an invective about the place.

Granted Abilities: Balam grants you the power to predict future events. She also teaches cunning and finesse, and gives you the ability to freeze foes with a glance.

Balam's Cunning: You can reroll one attack, saving throw, or skill check you have just made. You must accept the result of the reroll, even if it is worse than the original. Once you have used this ability, you cannot do so again for 5 rounds.

Icy Glare: You gain a gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage.

Prescience: You get a glimpse of the future a moment before it happens. This knowledge manifests as an insight bonus equal to +1 per four effective binder levels on initiative checks, Reflex saves, and AC.

Weapon Finesse: You gain the benefit of the Weapon Finesse feat.

Haures, Binding DC 25

Sign: While you are bound to Haures, your palms are where the backs of your hands should be, just as they are on a rakshasa. If you flip over your hands so that the backs are up, your thumbs end up on the wrong sides of your hands. This rearrangement has no effect on your Dexterity, spellcasting, ability to wield objects, or use of skills.

Influence: When influenced by Haures, you become an eccentric, often speaking to yourself and to imaginary friends. In addition,

Haures requires that if you encounter and disbelieve an illusion not of your own making, you must not voluntarily enter its area.

Granted Abilities: Haures shields your mind with his madness, allows you to move like a ghost, gives you the power to fool the senses, and grants you the ability to kill others with their deepest fears.

Inaccessible Mind: You are protected from any effort to
detect, influence, or read your emotions or thoughts, and you
have immunity to any mind-affecting spells and abilities, as
if you were protected by a mind blank spell. You can suppress
or activate this ability as a standard action.

Incorporeal Movement: When moving, you become nearly
incorporeal and can ignore the effects of difficult terrain. You
can even move through an enemy’s space, but not through
walls or other solid barriers. Furthermore, any attacks of opportunity directed at you while you move have a 50% miss
chance. You can suppress or activate this ability as a standard
action.

Major Image: You can create an illusion at will, as though
you had cast major image (caster level equals your effective
binder level). A creature can attempt a Will save to realize the
illusion is false. You can never create more than one major
image at a time, and you can dismiss or renew the effect as a
standard action. Once you have used this ability, you cannot
do so again for 5 rounds.

Phantasmal Killer: This ability functions like the phantasmal
killer spell except for the range and save DCs (the ability still
requires a Will save, and possibly a Fortitude save) to resist.
You can target any single creature within 10 feet per binder
level you possess. Once youh ave used this ability, you cannot
do so again for 5 rounds.
Phantasmal Killer
Phantasmal Killer
Illusion (Phantasm) [Fear, Mind-Affecting]
Level:   Sor/Wiz 4
Components:   V, S
Casting Time:   1 standard action
Range:   Medium (100 ft. + 10 ft./level)
Target:   One living creature
Duration:   Instantaneous
Saving Throw:   Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance:   Yes
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Dahlver-Nar, Binding DC 17

Sign: Several teeth grow from your
scalp. Though they are small enough
to be hidden by a large quantity of
hair or a hat, a touch reveals them
immediately.

Influence: You shift quickly from
distraction to extreme focus and back
again. Sometimes you stare blankly
off into space, and at other times you
gaze intently at the person or task
at hand. Since Dahlver-Nar dislikes
any task that requires more than
1 round of concentration (such as
some spellcasting, concentration on
an effect, or any action that requires
a Concentration check), he requires
that you undertake no such activities
while under his influence.

Granted Abilities: Dahlver-Nar
armors you and blends his madness
with your sanity, lending you some
of his selfish powers.

Mad Soul: Binding to Dahlver-Nar grants you
immunity to Wisdom damage, Wisdom drain,
madness, insanity, and confusion effects.

Maddening Moan: You can emit a frightful
moan as a standard action. Every creature within
a 30-foot spread must succeed on a Will save
or be dazed for 1 round. Once you have
used this ability, you cannot do so
again for 5 rounds. Maddening
moan is a mind-affecting sonic
ability.

Natural Armor: You gain an
enhancement bonus to your natural
armor equal to one-half your Constitution
bonus (if any).

Shield Self: At will as a standard
action, you can designate one creature
within 10 feet per effective binder level
to share the damage you take. As long
as the subject creature remains within
range, you take only half damage from
all effects that deal hit point damage,
and it takes the rest. The effect ends
immediately if you designate another
creature or if either you or the subject
dies. Any damage dealt to you after the
effect ends is no longer split between you and the
subject, but damage already split is not reassigned
to you. You can affect one creature at a time with this
ability. An unwilling target of this ability can attempt
a Will save to negate the effect.

Naberius, Binding DC 15

Sign: Your voice deepens and acquires a gravelly, growling
tone.

Influence: While you are influenced by Naberius, you
love the sound of your own voice and are constantly pleased
by your cleverness. Whenever you are presented with a
pulpit, a stage, a talking stick, or any other place or object
designed to give a speaker the floor, Naberius requires that
you immediately seize the opportunity to speak. Any topic
will do, but since Naberius resents others taking control of
the discourse, he requires that you either shout them down
or mock them. Your speech must last a number of rounds
equal to your effective binder level to satisfy Naberius.

Granted Abilities: Naberius grants you the power to wear
any face, swiftly regain lost ability points, use skills of which
you have no knowledge, and talk your way through danger.

Disguise Self: You can alter the appearance of your form as a
standard action. This effect works like the disguise self spell.

Faster Ability Healing: You heal 1 point in each damaged
ability score every round, and 1 point in all drained ability
scores every hour.

Naberius’s Skills: At the time you make your pact, you
can choose a number of skills equal to your Constitution
bonus (if any). Your choices must be skills that can’t be used
untrained and in which you have no ranks. For the duration
of the binding, you can make skill checks with your chosen
skills even though you are untrained. If your Constitution
modifi er decreases after you make the pact, you lose the
ability to make untrained checks with an equal number of
the chosen skills. Lost skills are chosen randomly, and they
remain inaccessible to you until you make another pact with
Naberius.

Persuasive Words: You can direct a verbal command at a
single living target within 30 feet as if using the command
spell. A successful Will save negates the effect. When your
effective binder level reaches 14th, your words become even
more persuasive and this ability functions like the suggestion
spell. Once you have used this ability, you cannot do so again
for 5 rounds.

Silver Tongue: You can take 10 on Diplomacy and Bluff
checks even if distracted or threatened. In addition, you can
make a rushed Diplomacy check as a standard action and take
no penalty. (Normally, a rushed Diplomacy check requires a
full-round action and imposes a –10 penalty on the check.)

Tenebrous, Binding DC 21

Sign: You seem to be standing in shadow even on the
brightest day. Furthermore, your own shadow never extends
more than a few feet from your body, even if the ambient light
suggests that it should be much longer. This effect does not
grant you concealment.

Influence: While influenced by Tenebrous, you are filled
with a sense of detachment and an aching feeling of loss and
abandonment. Tenebrous requires that you never be the first
to act in combat. If your initiative check result is the highest,
you must delay until someone else takes a turn.

Granted Abilities: Tenebrous grants you power over
undead and shadows. He gives you the ability to chill your
foes.

Deeper Darkness: You can cloak an area in shadows as though
using the deeper darkness spell (caster level equals your effective binder level), with the following exceptions. The effect
is always centered on you, it has an unlimited duration, and
you can shift the range of the emanation (within the normal
range) up or down 10 feet as a move action. You can suppress
or activate this ability as a standard action.

See in Darkness: You can see perfectly through darkness of
any kind, even that created by a deeper darkness spell (or your
deeper darkness ability).

Touch of the Void: As a swift action, you can charge a melee
attack or melee touch attack with cold energy. Your next
melee attack deals an extra 1d8 points of cold damage, plus
1d8 points of cold damage for every four effective binder
levels beyond 7th that you possess. When you attain an effective
binder level of 11th, you can charge your weapon for an
entire round. Once you have used this ability, you cannot do
so again for 5 rounds.

Turn/Rebuke Undead: You can turn or rebuke undead as
a cleric of your effective binder level. As with a cleric, you
turn if you are good and rebuke if you are evil. If you are
neutral, you choose whether to turn or rebuke upon binding
with Tenebrous and cannot later change your mind. If you
have the ability to turn or rebuke undead from other classes,
your levels in those classes stack with your effective binder
level for the purpose of determining your turning ability.
Once you have used this ability, you cannot do so again for
5 rounds.

Vessel of Emptiness: You can use the flicker shadow magic
mystery (see page 146) as a supernatural ability once per day.
At 13th level, you can use this ability two times per day, and
at 19th level, you can use it three times per day.

Skills

Bluff (Cha) +13 (+7 Cloak of Charisma, +6 Beguiling Influence)
Diplomacy (Cha) +13 (+7 Cloak of Charisma, +6 Beguiling Influence)
Intimidate (Cha) + 30 (17 Ranks, +7 Cloak of Charisma, +6 Beguiling Influence)
Use Magic Device (Cha) +24 (17 Ranks, +7 Cloak of Charisma)
Knowledge (Arcana) (Int) +14 (12 Ranks)
Knowledge (Planes) (Int) +14 (12 Ranks)
Knowledge (Religion) (Int) +12 (10 Ranks)
Spellcraft (Int) +21 (17 Ranks, +2 Synergy)

Feats

1st - Expel Vestige
Human Bonus - Ignore Special Requirements

3rd - Craft Wondrous Item

4th Binder Bonus - Improved Binding

5th - Scribe Scroll

7th - Leadership

9th - Improved Cohort

11th - Extra Invocation (Voracious Dispelling)
11th Binder Bonus - Rapid Pact Making

13th - Extra Invocation (See the Unseen)

Equipment

+5 Studded Leather Armor of Moderate Fortification (64,000 GP)

Chasuble of Fell Power, Greater (9,000 GP)
As a chasuble of fell power, except the greater
chasuble adds an extra 2d6 points of
damage to your eldritch blasts or damaging
spells you cast that have the chaotic
descriptor.
Prerequisites: Craft Wondrous Item, chaos
hammer or eldritch blast.
Cost to Create: 9,000 gp, 720 XP, 18 days.

Cloak of Charisma +6 (18,000 GP)
+6 Enhancement bonus to Charisma

Gloves of Dexterity +6 (18,000 GP)
+6 Enhancement bonus to Dexterity

Warlock's Scepter (8,305 GP)
This +1 light mace confers a +1 profane
bonus on your ranged touch
attack rolls while you hold it. This
is a continuous effect and requires
no activation.

Furthermore, a warlock’s scepter has
5 charges, which are renewed each day
at dawn. Spending 1 or more charges
improves the damage of the next
eldritch blast (CAr 7) you make in
that round.
1 charge: +1d6 damage.
3 charges: +2d6 damage.
5 charges: +4d6 damage.

After these charges have been expended,
the rod remains a +1 light mace, but it no
longer provides a bonus on ranged touch
attack rolls until its charges are restored.
Prerequisites: Craft Magic Arms and
Armor, Craft Rod, bestow curse.
Cost to Create: 4,000 gp (plus 305 gp for
masterwork light mace), 320 XP, 8 days.

Belt of Battle(One for self, one Crafted for Whisper)
A belt of battle helps you avoid being caught
off guard in combat and allows occasional
bursts of extra activity. While worn, it
grants you a +2 competence bonus on initiative
checks. This is a continuous effect
and requires no activation.
In addition, a belt of battle has 3 charges,
which are renewed each day at dawn.
Each time you activate the belt, one of
the black pearls set into its buckle turns
white. The pearls return to normal when
the ring’s charges renew. Spending 1 or
more charges grants you an extra action,
which must be taken immediately (before
you take any other action).
1 charge: 1 move action.
2 charges: 1 standard action.
3 charges: 1 full-round action.
Prerequisites: Craft Wondrous Item,
haste.
Cost to Create: 6,000 gp, 480 XP,
12 days.

DIMENSION STRIDE
BOOTS
Price (Item Level): 2,000 gp (6th)
Body Slot: Feet
Caster Level: 7th
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command)
Weight: 1 lb.
These sleek leather boots lean slightly forward,
as if poised to leap.
While wearing dimension stride boots, you
gain a +2 competence bonus on Jump
checks. This is a continuous effect and
requires no activation.
In addition, the boots have 5 charges,
which are renewed each day at dawn.
Spending 1 or more charges allows you to
teleport a short distance (with no chance
of error). You must have line of sight and
line of effect to your destination. You
can’t use the boots to move into a space
occupied by another creature, nor can you
teleport into a solid object; if you attempt
to do so, the boots’ activation is wasted.
You can bring along objects weighing up
to your maximum load, but you can’t bring
other creatures.
1 charge: Teleport 20 feet.
3 charges: Teleport 40 feet.
5 charges: Teleport 60 feet.
Prerequisites: Craft Wondrous Item,
dimension door.
Cost to Create: 1,000 gp, 80 XP, 2 day.

BRACERS OF THE
BLAST BARRIER
Price (Item Level): 3,200 gp (8th)
Body Slot: Arms
Caster Level: 7th
Aura: Moderate; (DC 18) evocation
Activation: Swift (command)
Weight: 1 lb.
These silver and red bracers are set with round,
jet-black stones.
Bracers of the blast barrier allow you to turn
a spell or spell-like ability into a temporary
wall of magical energy. When you activate
these bracers, the next spell you cast or
spell-like ability you use before the end
of your turn instead appears as a 10-foot long,
10-foot-high opaque wall that lasts
for 1 round per level of the spell. One end
of the wall must be placed at any corner of
your space, and the wall can extend in any
direction. The wall must be continuous
and unbroken when created. If its surface
is broken by any object or creature,
the wall fails to form and the spell and
activation are lost.
Any creature passing through the wall
takes damage equal to that normally dealt
by the spell or spell-like ability (with a
minimum of 1 point per level of the spell
or spell-like ability). A successful Refl ex
save (using the normal save DC for a
spell of that level cast by you) halves this
damage.
This ability functions three times per
day.
Prerequisites: Craft Wondrous Item,
wall of fire.
Cost to Create: 1,600 gp, 128 XP, 4 days.

CAT’S-EYE BROOCH
Price (Item Level): 9,000 gp (12th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC 17) conjuration
Activation: —
Weight: —
This silver brooch holds a green chrysoberyl
at its center, slitted with a black streak like a
living cat’s eye.
A cat’s-eye brooch provides you with a +1
luck bonus on all saving throws and an
additional +4 bonus on saving throws
against disease.

Prerequisites: Craft Wondrous Item,
resistance, remove disease.
Cost to Create: 4,500 gp, 360 XP, 9 days.

BAG OF ENDLESS
CALTROPS (Crafted for Whisper)
Price (Item Level): 800 gp (3rd)
Body Slot: —
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Move (manipulation)
Weight: 2 lb.
This nondescript brown leather pouch is
secured with a piece of twisted wire that has
several sharp points.

Five times per day, you can reach into this
pouch and pull out a handful of caltrops
(enough to cover a 5-foot square). In addition
to the activation cost, filling a 5-foot
square with caltrops by hand requires a
standard action.

The caltrops produced are not magical
and follow all the rules for normal
caltrops (PH 126).
Prerequisites: Craft Wondrous Item,
Leomund’s secret chest.
Cost to Create: 400 gp, 32 XP, 1 day.

Wealth: 21,195/150,000 GP

The Voidcallers

Followers
1st - 750
2nd- 70
3rd -40
4th - 20
5th - 20
6th - 10

Perk: Dark Pact (blessing) x2 - Fiendish Template, Summon Monster: By making pacts with demons/devils or dark forces you gain their favor and aid. Choosen one following; All followers, cohorts and champions gain summon monster as spell-alike ability usable 1/day (CL equal HD and which one they use depends on CL; a CL 3 allows use summon monster II example); All followers, cohorts and champions gain single vile feat as bonus feat; All followers, cohorts and champions gain fiendish creature template because inbreeding with dark forces.

Drawback: Dangerous Practices (skill): Because reckless use of magic, all followers, cohorts and champions who are either divine or arcane casters suffer a wild magic effect when they roll nat 1 in CL check, concentration check or with attack roll with a spell.

Cohorts: Nashandra, Pleasure Devil (Fiendish Codex p. 134

Nashandra
Pleasure Devil CR 11
Always LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init +8; Senses see in darkness; Listen +22, Spot +22
Languages: Celestial, Common, Draconic, Infernal; telepathy
100 ft., tongues

AC 28, touch 18, flat-footed 20; Dodge, Mobility (+8 Dex, +3 armor, +7 natural)
HP: 102 (12 HD); regeneration 5; DR 5/good and silver

Immune fire, poison
Resist acid 10, cold 10; SR 24

Fort +12, Ref +16, Will +17

Speed 30 ft. (6 squares), fly 60 ft. (good); Spring Attack

Melee +1 cold iron short sword +21/+16/+11 (1d6+5/19–20) or Melee touch +20/+15/+10 (poison)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options: Combat Expertise
Special Actions: poison, summon baatezu
Combat Gear potion of invisibility, potion of misdirection,
potion of nondetection

Spell-Like Abilities (CL 17th):
At will—charm monster (DC 23), clairaudience/clairvoyance, enthrall (DC 21), greater teleport (self plus 50 pounds of objects only), morality undone* (DC 24), polymorph, produce flame (+16 melee touch or +20 ranged touch), suggestion (DC 22), vampiric touch (+16 melee touch)
1/day—plane shift (self only), trap the soul*This spell appears in Fiendish Codex I: Hordes of the Abyss.
If you don’t have that book, substitute greater command.

Abilities: Str 18, Dex 27, Con 18, Int 23, Wis 24, Cha 29
SA: beguile, poison, summon baatezu
Feats: Combat Expertise, DodgeB, Iron Will, MobilityB, Spring Attack, Quicken Spell-Like Ability (charm monster), Weapon Finesse
Skills: Bluff +24, Concentration +19, Diplomacy +28, Disguise +24 (+26 acting), Hide +23, Intimidate +26, Knowledge
(arcana) +11, Knowledge (religion) +21, Knowledge (the planes) +16, Listen +22, Move Silently +23, Search +21, Sense Motive +22, Spellcraft +23, Spot +22, Survival +7 (+9 on other planes or to follow tracks)

Advancement 13–24 HD (Medium)

Possessions combat gear plus +1 cold iron short sword, bracers of armor +3

Tongues (Su) As the tongues spell; always active; CL 19th.

Regeneration (Ex) Good-aligned weapons and spells or
effects with the good descriptor deal normal damage to a
pleasure devil.

Beguile (Su) A pleasure devil can temporarily gain control
of a living creature. When a pleasure devil uses this
ability, it gains immediate control of the creature, which
immediately takes a full turn’s worth of actions under
the pleasure devil’s control. A pleasure devil can use
this ability up to two times per day on any living creature
within 30 feet that fails a DC 25 Will save. This is a mindaffecting
enchantment ability.

Poison (Ex) Contact, Fortitude DC 22, 1d6 Wis/1d6 Wis. The
save DC is Constitution-based and includes a +2 racial
bonus.

Summon Baatezu (Sp) 80% chance to summon one
harvester devil, two chain devils, or six lemures; 1/day; CL
19th. This ability is the equivalent of a 6th-level spell.

Background
The man known as Voidcaller Orro is the result of generations of selective interbreeding between devils and the best, most talented arcane bloodlines that Unther could produce, a man with innate magical powers augmented by intense study of the rare and largely unknown art of Binding and the best education and training the powers of hell and the elite of Unther could provide. Orro and his fanatically-devoted coven, the Voidcallers, are a force of corrupters who win their battles in bedrooms and meeting halls as often as on the battlefield, using trickery and seduction to undermine and destroy enemies that would otherwise be untouchable. On the field of battle they rely heavily on magic to give them an edge over their opponents and turn the battlefield in their favor.

Orro himself is the child of a high-ranking untheric wizard and an unknown female cultist who carried strong infernal power in her blood, and in all situations he commands those around him with an iron fist and enough arcane might to back up his commads, as he draws power from the infernal taint in his blood and the stolen might of the Vestiges to become an opponent that is difficult to defeat. His two Pleasure Devil cohorts are actually cousins of his (on the infernal side of the family) and they happily serve Orro in every way rather than return to hell to face the cruel ministrations of other more powerful devils. Orro and his Voidcallers have been given two tasks: to subvert and eventually usurp the forces of their ancient Mulhorandi rivals, and to destroy or enslave the orcs that threaten Unthers borders, both tasks that Orro has taken to with great relish.

Miroque

Question: Is there some timeframe, of campaign to beginning, or are we on beta-stage still ? (not everyone has made their characters I think)

PaleEnchantress

Im intentionally drawing out turning in my finished characters so I dont end up waiting for a week with nothing to do once they are done. If others are ready, I am.
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Miroque

Quote from: PaleEnchantress on July 20, 2015, 11:43:21 AM
Im intentionally drawing out turning in my finished characters so I dont end up waiting for a week with nothing to do once they are done. If others are ready, I am.

Imho, thats just bonkers. If everyone would be acting like that, nothing would signal GM that we'r ready to start.. Just my oppinion of course.

PaleEnchantress

Quote from: Miroque on July 20, 2015, 12:05:22 PM
Imho, thats just bonkers. If everyone would be acting like that, nothing would signal GM that we'r ready to start.. Just my oppinion of course.

I realized that when you asked, so consider this my signal ^_~


Edit: This time Jerion is NOT an item crafter, so my usual complaint of how expensive it is to equip a Dvati is sooo much worse. Especially since the largest portion of his money goes to the ritual of alignment.  Worth it though, Jerion are cool characters.
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eternaldarkness


PaleEnchantress

Evangelist is considered a near useless class, in the book it shows a very good aligned example. Im going to have fun showing how scary effective it can be when used for evil.
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Miroque

Evangelist is more "preacher" that leader type Divine class, in my mind atleast. Fitting for Cohort and champion, but not mae to true leader of given cult. But I got an idea of Bard/Evangelist.. true bullshit artist.. with zero divine spark on her.. true TV-Evangelist :)

eternaldarkness

Quote from: PaleEnchantress on July 20, 2015, 12:56:07 PM
Evangelist is considered a near useless class, in the book it shows a very good aligned example. Im going to have fun showing how scary effective it can be when used for evil.

I want to see how Orro does against all these optimized Tier 1 classes. Theoretically he should be able to hold his own if I play it smart and avoid direct confrontation.

PaleEnchantress

Quote from: Miroque on July 20, 2015, 01:04:30 PM
Evangelist is more "preacher" that leader type Divine class, in my mind atleast. Fitting for Cohort and champion, but not mae to true leader of given cult. But I got an idea of Bard/Evangelist.. true bullshit artist.. with zero divine spark on her.. true TV-Evangelist :)


Jerion is a Evangelist AND Fiend of Posession, they are my eternal follower. Anyway I love the combination and how many ways he has to corrupt, seduce, lure, convince, analyze, control and manipulate others.

My Son's telepathic ability to control others is a straightforward and direct thing. Jerions methods are far more widespread and insidious.

Of course Im still looking for people to play any of my three followers (though Jerion is a complex character I wouldn't want someone to casually claim). The third being a handsome frozen lich knight called The Forbidden One. Even with playing all three myself Im looking forward to this game so much.


Edit: I wouldn't mind someone designating a character they play as someone for Jerion to corrupt and change the alliance of either. Someone making a specific character for that makes an interesting "third option" to him searching out NPC targets.
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HopeFox

I'm good to start anytime. I just need to select my spells known - I've been away from my books, but I'll get onto that tonight.
If you're such an iconoclast, where were you when we trashed Constantinople?

PaleEnchantress

Quote from: HopeFox on July 20, 2015, 03:48:23 PM
I'm good to start anytime. I just need to select my spells known - I've been away from my books, but I'll get onto that tonight.

Oh Yes how are we doing spells known for wizardly classes? I believe a "what you know automatically + scroll cost" is a bit harsh, though I understand "everything you can fit in your blessed book" is probably way to much in the other direction.

I hardly ever DM, but in my games what I always did was: You know how you always start with extra level one spells equal to 3 + ability mod, for spellbooks? I always did "your spells you get at spellbook cost is equal to that number minus the spell level plus what you got for free on level up". SO for 20 int a wizard would get their 4 level 2 spells from level ups, and 6 extra level 2 spells at just what it cost to scribe them in the book. (and five level 3, 4 level 4, ect)

Up to Zaer of course, but I thought id give a minor suggestion in case he doesn't have a number or system of his own.
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Miroque

Its hardly harsh (class allowed + scroll costs) as there are so many feats and options that allow "free" spells to books. If it were cheaper, then many prestige class ability would be meaningless (like extended spellbook) , and as wizards dont really need expensice armors/weapons, spells are nice way to spend their "hard" earned cash.

Just my oppinion. There are just not enough hinderances on Big Five.

Kolbrandr

I'm mostly sorting out some things as far as the house rulings on some of the classes as far as character building. Having ditched the celestial mystic notion for paladin/glorious servitor for the one track, I don't really have any investment in spells known one way or another, but I will agree that the game itself does seem to intend working with the existing spells known notion as a built in thing as far as otherwise charging in feats or prestige classes or what have you to go past it.


PaleEnchantress

I always considered "extra spell known" levels to be for sorcerer type classes that take the class or feat, or for spellbook classes to get something not normally on their list. The extra spell feat fills both those niches. A wizard would never take that feat for an other wizard spell in his book. If not it's just flavor to prevent a dead level.

It's not that big a deal though, when the game starts it would be a trivial matter to get a hold of a large number of spells and scrolls for my spellbook. I could even do like a 2 day timeskip to streamline it since role playing the bartering/manufacturing then subscribing of 2 dozen scrolls seems like one of those off camera things. There is the question of why I hadn't done exactly that years ago, but I am  usually in favor of a degree of gameplay and story segregation so even that isn't something to make a big deal out of.
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