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Enworldian Lesser Deity Symbol: The Evil Eye or a "bad luck" charm Home Plane: Demi-plane, The Tower (also The Stone of Spite) Alignment: Neutral Evil. Portfolio: Curses, spite, accidents; failed endeavors. Worshippers: Those who wish harm upon others; those who have failed and pity themselves or blame others. Cleric Alignments: LE, NE, CE. Domains: Evil, Destruction, Doom/Misfortune. Favored Weapon: Intelligent, dancing net, "Spider".
Ieranth is the god of bad luck, ill fate and accidents. He is the god of destiny gone awry. He is not a well-liked god, but if you want someone taken down a notch or two - for real - prayers to him may prove fruitful. Few ever admit to venerating Ieranth, but his name is invoked in whispered hisses across the breadth of Enworld. Ieranth himself is spiky and easily given to offense - he holds at least one long-standing grudge against all in the pantheon except Hyrag. Few know why the Hex Lord's wrath does not fall upon Hyrag, but the god and his followers enjoy a certain amount of freedom from the machinations of the spiteful Ieranth. It is forbidden for clerics of Ieranth to use the magics granted them to harm a follower of Hyrag, this is one of the few iron-clad tenets of Ieranth's dogma.
Followers of Ieranth form loose cabals and worship in secret. They tend to be ambitious and paranoid and as a result these cabals are constantly forming and dissolving. Rites almost always involve scrying, plotting, muttered incantations and the invocation of local luck taboos - breaking mirrors, spilling salt and so on.
Ieranth spends most of his time holed up in his heavily-defended tower stronghold nursing his wounded pride and plotting revenge against those who have wronged him or his adherents. Those who encounter Ieranth rarely see him coming. He always appears clad in a long black robe with a deep cowl. His hair is white and wispy, as is his fine, neatly trimmed goatee. His eyes have hourglass shaped pupils, like those of a goat.
Doom/Misfortune Domain Proposal: Granted Power: You gain the power of ill fortune. Once per day you can curse a single creature's luck. The target suffers -2 to all checks/saves/attack rolls for 1 round per cleric level. Cursing someone's luck is a standard action and requires a noticable gesture or look. It does not provoke an attack of opportunity.
Doom/Misfortune Domain Spells
1 Doom
2 Darkness
3 Bestow Curse
4 Control Water
5 Unhallow
6 Animate Objects
7 Control Weather
8 Earthquake
9 Soul Bind
I was going to update Ieranth yesterday, but couldn't get to it. Here he is with some other pieces to fill him out some more. Feedback appreciated, especially in regards to the Doom Domain.
Looks interesting- Fant's the sort to quietly mutter invocations to this sort of guy when people start annoying her...
Doom special ability seems a bit clunky, though. First recomendation: Make it 24 hours/level, or A day/two levels, or something like that.
Second: Make it Doom, which only affects 1 person (Bane is a tad indescriminate), is more effective (-2 to everything), and, of course, appropriately named.
Third: Make the chance a caster level check against 11+Character level or HD of target. Change the 11 if you want it to be easier/harder. My general problem with this part is that you need a whole new table in order to make it work. Make it something flat and easilt calculatable, like (if you wanted basically the same chance as you have now) 3%+10% per +1 wisdom bonus, although I think even that's a bit clunky.
__________________ “Taxation is very much like dairy farming. The task is to extract the maximum amount of milk with the minimum amount of moo. And I'm afraid to say, that these days, all I'm getting is moo.”
Yup, that's about what I meant. Just remember, though, that the caster level check mecanic makes the chance of invocation much higher than 30-40% (usually). Also, a question: does the "charm" wear off after 1 use (that is, has a duration of "1 day per level or until discarged,") or can it be invoked repeatedly?
__________________ “Taxation is very much like dairy farming. The task is to extract the maximum amount of milk with the minimum amount of moo. And I'm afraid to say, that these days, all I'm getting is moo.”
What about this as the granted power for the doom domain?
Clerics of Ieranth get +2 to their attack rolls when making Trip or Disarm attempts. For the opposed check (for tripping) the Cleric uses Wisdom instead of Strength. The target rolls a die - if the result is odd, the target uses the lesser bonus between Strength or Dex; if even, the greater.
Hmm... still clunky... nothing like adding rolls to combat, eh?
Clerics of Ieranth get +2 to Craft(Trapmaking) checks (I know crafting is undetermined as such - will flesh this out if need be when we get all that settled.)
I actually sort of like the Doom Charm. You could just make it a spell like ability with duration 1/day until discharged, and make it something like a 25% chance per important encounter (or a DC 15+character level check). Which seems to fit the basic idea- you curse someone, and they suffer a run of bad luck at some point.
__________________ “Taxation is very much like dairy farming. The task is to extract the maximum amount of milk with the minimum amount of moo. And I'm afraid to say, that these days, all I'm getting is moo.”
I had a thought about this - what if the Doom domain ability was the same as the Luck domain ability, except that it works on someone else. A cleric with the Doom domain can make someone reroll a successful check or saving throw, or whatever it is the Luck domain ability is - something like that, which I don't remember off the top of my head.
It achieves much the same effect as the Doom charm, but with much less fuss. If need be, there could be a 'charm' associated with it. A voodoo-doll type thing.
I wouldn't nomally be in favor of a power that allows one PC to give grief to another PC, but I think something like this could work in PbP.
LUCK DOMAIN
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
How about something like...
DOOM DOMAIN
Granted Power: You gain the power of ill fortune, which is usable once per day. This extraordinary ability allows you to force another character or NPC to reroll one roll that he has just made before the DM declares whether the roll results in success or failure. The character must take the result of the reroll.
__________________ Jack Haggerty, Salvageer Extraordinaire.
__________________ “Taxation is very much like dairy farming. The task is to extract the maximum amount of milk with the minimum amount of moo. And I'm afraid to say, that these days, all I'm getting is moo.”
DOOM DOMAIN
Granted Power: You gain the power of ill fortune, which is usable once per day. This extraordinary ability allows you to force another character or NPC to reroll one roll that he has just made before the DM declares whether the roll results in success or failure. The character must take the result of the reroll.
Hmm... presumably the character with the doom domain does know what number was rolled? This would change the way DMs have to play when there's a doom-cleric around, and would slow PbP down considerably. *Every* single roll would have to be announced as a number, with a delay to give the cleric player the chance to force a reroll, before the DM could proceed.
In the abstract not a bad domain ability, but the mechanics need some more discussion.
Not at all, quite the contrary. The onus is on the doom cleric to wisely choose when the ability will be used, and since most all of the rolling around here is done DM side, I think the effects will be all but unnoticable...
DoomCleric: I cast Command. If my opponent successfully saves I want to use my Domain ability to force a reroll.
PbP_DM rolls. NPC makes the save. Re-rolls per the player's instruction. NPC makes the save again.
PbP_DM: You call Ieranth's curse down, but the wily scamp thwarts your attempts to ensorcell him and thumbs his nose. You won't be able to use that ability again until tomorrow.
DoomCleric: I cast Command. If my opponent successfully saves I want to use my Domain ability to force a reroll.
OK, I misunderstood -- didn't think that contingency was OK. The phrase "before the DM declares whether the roll results in success or failure" is a bit confusing.
Granted Power: You gain the power of ill fortune, which is usable once per day. This extraordinary ability allows you to force another character or NPC to reroll one roll that he has just made before the DM declares whether the roll results in success or failure. The character must take the result of the reroll.
The language needs to be cleaned up -- right now it's actually more-or-less a meaningless ability: The "before the DM declares whether the roll results in a success or failure," combined with the fact that the player can't see rolls, means it's just as likely to invalidate a failure as it is to invalidate a success. In other words, statistically, it's meaningless.
This also screws up the Luck Domain, as written. Since players don't see rolls, it also becomes statistically meaningless as written. With contingencies, it violates the rules ("...I'll invoke the Luck Domain if I fail" means that the ability is used after the DM announces success or failure.)
A contingent usage is possible: Simply specify "I will invoke the luck domain on a roll of less than 10", or "less than 12"... The DM doesn't even need to specify if the ability needed to be used: So long as they track when it is actually applied, the player can go on attempting to use it on key rolls, and the DM can just ignore it if they've marked off that it has been used that day.
That the DM can do that is very important for the Doom Domain to work: If the player specifies "reroll if it's 3 or above," and the DM says "Your ability is not invoked, but the pink mold hits you anyway," suddenly the player has a lot of info about the pink mold's attack bonus.
Here's a rewrite of both domain powers that should function in the context of LEW:
LUCK DOMAIN Granted Power: You gain the power of good fortune. This extraordinary ability, when invoked, allows you to specify that an individual roll made on behalf of your character must be rerolled if the die result is lower than a certain number. You must take the result of the reroll, even if it’s worse than the original roll. The use of this ability must be declared before the roll is made.
This ability is usable once per day. If there is no reroll, the attempt does not count as a usage for that day. The DM is not obliged to report whether or not the ability has actually been used: If it has, the DM may simply ignore later attempts to use that ability over the course of the day.
DOOM DOMAIN Granted Power: You gain the power of ill fortune. This extraordinary ability, when invoked, allows you to specify that an individual roll made on behalf of a target creature must be rerolled if the die result is higher than a certain number. The creature must take the result of the reroll, regardless of the original roll. The use of this ability must be declared before the roll is made.
This ability is usable once per day. If there is no reroll, the attempt does not count as a usage for that day. The DM is not obliged to report whether or not the ability has actually been used: If it has, the DM may simply ignore later attempts to use that ability over the course of the day.
...
Possibly too wordy (I have to give it to WotC, they can be pretty concise with their wordings), but hopefully the idea is clear. Some examples of the use of these abilities:
"I take a swing at the mean goblin, saying my lucky word under my breath. (Luck domain granted power, reroll if worse than 15.)"
...or:
"I aim my crossbow, whisper a brief prayer, and shoot the goblin in the face! (Luck Domain, reroll <15)"
...or:
"Reeling from the last blow, I cover my face with my hands (full defense) and curse the name of the mean goblin that did this to me. (Doom Domain, reroll >10)"
Note also that the domains specify "higher than" or "lower than," meaning you can't use the Doom domain to help another party member make a roll (as the original wording allows for.)
Last edited by Guilt Puppy; 9th March 2004 at 05:56 AM..
Reason: Formatting
The doom domain needs to be fleshed out and re-written for this deity to be acceptable. If anyone wants to make a doom domain for this, it could be rendered ready to be looked at.
__________________ Touch of the Abyss: IC, OOC, RG Red Hand of Doom: IC I, IC II, OOC, RG Sunless Citadel: IC, OOC, RG
Here is a suggestion for the revised Doom Domain power which keeps it in tune with what people have been discussing.
DOOM DOMAIN
Granted Power: Once per day, you gain the power of ill fortune. This extraordinary ability, when invoked, allows you to specify that an individual roll made on behalf of a target creature must be rerolled if the die result is successful. The creature must take the result of the reroll, regardless of the original roll. You must state that you will use the ability before the roll is made and whether the original roll was successful or not, you have used your ability for that day.
For example if you cast command on a target you can say, "I command him to drop his sword, invoking my doom domain power to make sure he fails." Then the DM would roll and if successful roll again. Regardless of the outcome for either roll, the dayly use is consumed.