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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 1574587" data-attributes="member: 4303"><p>Hmm.</p><p></p><p></p><p>Once I had finalized Graz'zt, I felt more comfortable detailing other Abyssal rulers, because a base-line had been drawn. Some disparities in power exist between the Demon Princes, but these tend to be offset by the home-ground advantage that each possesses with respect to the others. Orcus would be unlikely to prevail against Graz'zt in Azzagrat because of the Dark Prince's sorceries, and Graz'zt would be overwhelmed in Thanatos because of Orcus's semi-divine power throughout the realm and his own magical defenses. Wars would need to be fought through proxies across intervening planes.</p><p></p><p>During Graz'zt's confinement by Fillein – which persisted for fifty-five years – Azzagrat itself was assaulted furiously by the armies of Orcus. Ainhorr's defense was determined and tactically brilliant: the balor called upon numerous allies from client planes; Seniq and Chenez acted as his chief advisors. Of course, he also had five other balors within his train. </p><p></p><p>Orcus is complex – a liminal figure – regarded as a fallen celestial by the faith of Oronthon, but venerated in Shuth as a fierce protector who dispenses hard lessons. In (the formerly heterodox) systems of mystical thought on the fringes of Oronthonian belief, Orcus's dual nature is recognized and then further complicated by concepts such as Sin, Chaos and Death – meta-entities which lie outside of normal classification, and are (philosophically, more than by nature) linked to the Oronthonian Demogorgon. In some beliefs, Orcus and Death are synonymous.</p><p></p><p>It may be, therefore, that somewhere there is an Orcus of deific power, and in some reality, there is a transcendent Orcus, Aeon-like in significance. The Orcus below is the demon Orcus – listed first of the thirteen great princes, and sworn enemy of Graz'zt. He is based on Monte's Orcus, and then tweaked somewhat – as with Rhyxali and Graz'zt.</p><p></p><p></p><p></p><p><strong>ORCUS (Demon Prince)</strong></p><p></p><p><strong>Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)</strong></p><p><strong>Hit Dice:</strong> 37d8 +592 (758hp)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> 40 ft., fly 80 ft. (poor)</p><p><strong>Armour Class:</strong> 54 (-1 size, +5 deflection, +5 Dex, +15 insight, +20 natural), touch 34, flat-footed 49</p><p><strong>Base Attack/Grapple:</strong> +37/+53</p><p><strong>Attack:</strong> <em>+6 anarchic unholy mace</em> +54 melee (2d6 +18) or claw +48 melee(1d6+12) or horns +48 melee (2d6+12) or sting +48 melee (1d3+12 plus poison)</p><p><strong>Full Attack:</strong> <em>+6 anarchic unholy mace</em> +54/+49/+44/+39 melee (2d6+18) and claw +43 melee(1d6+6) and horns +43 melee (2d6+6) and sting +43 melee (1d3+6 plus poison) </p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Rebuke undead, spell-like abilities, spells, <em>summon tanar'ri, summon undead</em></p><p><strong>Special Qualities:</strong> Archfiend qualities, damage reduction 20 / cold iron and good and epic, darkvision 60 ft., immunity to death effects, electricity and poison, mastery of necromancy, resistance to acid 10 cold 10 and fire 10, spell resistance 40, telepathy 100 ft.</p><p><strong>Saves:</strong> Fort +40, Ref +29, Will +39</p><p><strong>Abilities:</strong> Str 34, Dex 21, Con 43, Int 29, Wis 40, Cha 29</p><p><strong>Skills:</strong> Alchemy +49, Bluff +49, Concentration +56 (Necromancy +76), Diplomacy +61, Escape Artist +45, Hide +45, Intimidate +53, Knowledge (Arcana) +49 (Necromancy +69), Knowledge (History) +49, Knowledge (Religion) +49, Knowledge (The Planes) +49, Listen +55, Move Silently +45, Search +49, Sense Motive +55, Spellcraft +63 (Necromancy +83), Spot +55</p><p><strong>Feats:</strong> Dark Speech, Corrupt Spell, Empower Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Penetration, Greater Spell Penetration, Improved Spell Capacity (10th), Power Attack, Quicken Spell, Scribe Scroll, Spell Penetration, Undead Mastery.</p><p></p><p><strong>Environment:</strong> Infinite Layers of the Abyss</p><p><strong>Organization:</strong> Orcus plus 1d6 vampires, death knights or liches and 2d6 blood fiends</p><p><strong>Challenge Rating:</strong> 32 </p><p><strong>Treasure:</strong> Quadruple Standard</p><p><strong>Alignment:</strong> Chaotic Evil</p><p><strong>Advancement:</strong> –</p><p><strong>Level Adjustment:</strong> – </p><p></p><p><strong>Mastery of Necromancy (Ex):</strong> Orcus receives a +6 profane bonus to the DCs of his necromantic spells and spell-like abilities, and a +6 bonus to his caster level when casting spells from that school. All of his Concentration checks, Knowledge (arcana) checks and Spellcraft checks involving necromancy receive a +20 competence bonus.</p><p></p><p><strong>Poison:</strong> Orcus delivers his poison (Fort, DC 44) with each successful sting attack. The initial damage is 2d6 points of Strength damage; the secondary damage is death.</p><p></p><p><strong>Immunity to Death Effects (Ex):</strong> Orcus is immune to any negative energy effects, or effects with the [Death] descriptor.</p><p></p><p><strong>Rebuke or Command Undead (Su):</strong> Orcus can rebuke or command undead up to 12 times per day as a 37th level Cleric. He enjoys a +4 synergy bonus to his turning checks from having 25 ranks in Knowledge (religion). </p><p></p><p><strong>Spell-Like Abilities:</strong> At will – <em>animate dead, blasphemy, charm monster, clutch of Orcus, create undead, create greater undead, deeper darkness, desecrate, detect good, detect law, detect thoughts, feeblemind, greater dispel magic, lightning bolt, read magic, stop heart, telekinesis, teleport without error, tongues</em> (self only), <em>unhallow, unholy aura, unholy blight, wall of fire</em>. 1/day – <em>shapechange, symbol of death, time stop</em>. Save DCs are 19+ spell level (25+ spell level for necromantic effects).</p><p></p><p><strong>Spells:</strong> Orcus spontaneously casts spells as a 24th level cleric, and has access to the Death, Demonic, Evil and Undeath domains. He may also cast any Sorcerer or Wizard spell from the Necromancy school as a divine spell. Orcus may freely use a metamagicked version of a spontaneous divine spell, without increasing the casting time. (6/8/8/8/7/7/6/6/5/5/4 per day; save DC 25+ spell level, 31+ spell level for Necromancy effects). Orcus may also cast four epic spells per day.</p><p></p><p><strong>Summon Tanar’ri (Sp):</strong> Once per day Orcus can automatically <em>summon</em> 4d4 maurezhi or 1d6 nalfeshnees.</p><p></p><p><strong>Summon Undead (Sp):</strong> Three times per day Orcus can automatically <em>summon</em> 4d10 wights, 2d4 abyssal ghouls or 1d3 blood fiends. </p><p></p><p><strong>Archfiend Qualities (Su):</strong> These qualities are continually in effect upon Orcus’s person – <em>see invisibility, detect magic, true seeing, freedom of movement, mind blank, protection from spells, foresight, antipathy</em> toward all good-aligned creatures, and <em>sympathy</em> towards all evil-aligned creatures. Orcus is considered to have an experience point cushion of 15,000 xp per week when casting spells which have an xp component.</p><p></p><p><strong>Facilitate Translation (Sp):</strong> as a Demon Prince, Orcus can open a special <em>gate</em> to allow other fiends to soujourn upon the Prime Plane, contrary to the usual limitations which apply to lower planar creatures. Opening such a <em>gate</em> is a full-round action, requires 5000 xp, and the Demon Prince must subsequently rest 1 hour for every Hit Dice of the translating creature(s), during which time his arcane spellcasting abilities are unavailable to him, and he is effectively fatigued. No more than 24HD of creatures may be translated, and no single creature of more than 16HD may be affected. Orcus himself may not enter the Prime unless called.</p><p></p><p><strong>Redoubt of Evil:</strong> When present anywhere in Thanatos (in the Abyss), Orcus is considered to have an effective divine rank of 1 with the portfolio of death, suffering and undeath, and the domains of death, evil, and undeath. Although not a true deity, Orcus benefits from certain deific powers on his home plane. He gains the following benefits:</p><p></p><p>* Orcus’s hit points increase to 888 (maximum per die).</p><p>* His speed doubles to 80 ft., fly 160 ft.</p><p>* His Charisma increases from 29 to 30.</p><p>* Orcus's gains a a divine AC bonus of +1, and a deflection bonus to his AC of +10. His AC increases to 61.</p><p>* He gains a +1 divine bonus on all attack rolls, and does not automatically fail on a natural attack roll of 1.</p><p>* Orcus gains a +1 divine bonus on all saving throws. He does not automatically fail on a natural saving throw roll of 1.</p><p>* All of Orcus's skill checks gain a divine bonus of +1, and Charisma based skill checks gain an additional +1 due to ability increase. Caster level checks gain a divine bonus of +1.</p><p>* He benefits from divine immunities to transmutation (polymorphing, petrification or any other attack that would alter his form), energy drain, ability drain, ability damage, and mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). He gains immunity to cold and acid, disease, stunning, sleep, paralysis, death effects and disintegration. He is not subject to death from massive damage.</p><p>* Saving throw DCs for Orcus's spell-like abilities increase to 21+ spell level (27+ spell level for necromantic effects). </p><p>* In addition, Orcus gains the following extra spell-like abilities usable at will as an 11th level caster: <em>cause fear, circle of death, control undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, energy drain, magic circle against good, protection from good, slay living, summon monster IX</em> (evil creatures only), <em>wail of the banshee.</em> Saving throw DCs for these spell-like abilities are 21+ spell level (27+ spell level for necromantic effects).</p><p>* He gains the benefits of the domain powers of death, evil and undeath. Orcus gains Extra Turning as a free feat, casts [Evil] spells at +1 caster level, and may use a <em>death touch</em> once per day. </p><p>* Orcus’s senses (including darkvision) extend to a distance of one mile.</p><p>* When making a skill check related to his portfolio with a DC of 15 or less, Orcus can perform it as a free action. He may make one such check per round as a free action.</p><p>* Orcus may create any magic item related to his portfolio with a market price of 4,500 gp or less.</p><p>* Orcus has a divine aura extending up to 10 ft. Mortals and beings of less than divine rank 1 must make a successful Will save (DC 21) to resist this effect. Beings of divine rank 1 or higher are immune to this effect.</p><p>* Orcus may use remote communication to any of those who venerate him, and to anyone within one mile of a site dedicated to him.</p><p>* Orcus gains the Salient Divine Abilities of <em>Hand of Death</em> and <em>Know Death</em>.</p><p></p><p>Orcus’s sanctum is considered to be a Godly Realm.</p><p></p><p><strong>Possessions:</strong> The <em>Wand of Orcus</em> is a large <em>+6 anarchic unholy mace</em> which causes any nonoutsider or any outsider with less than 15HD who touches it to make a Fortitude save (DC25) or die. Anyone who touches the wand against Orcus's will must also save or die. The <em>wand of Orcus</em> confers a +5 deflection bonus to its wielder's AC, and grants the use of each of the following powers as a 24th level caster: 1/day – <em> abyssal might, bodak birth, call nightmare, clutch of Orcus</em> (improved heightened to 12th level, DC 28), <em>summon monster IX</em> (empowered, extended to 48 rounds), <em>wrack</em> (improved heightened to 12th level, DC 28), <em>wretched blight</em> Improved Heightened to 12th level, DC 28).</p><p></p><p>The <em>Amulet of Orcus</em> is a major artifact which confers a +8 enhancement bonus to Wisdom and Charisma, and a +4 resistance bonus to all saving throws. It also allows the wearer to use a <em>magic jar</em> effect (heightened to 16th level, save DC 34) once per day as a standard action. The <em>magic jar</em> has no range limit and may work across planes, but the target must be under some kind of scrutiny (either visually, or magically such as by the <em>scrying</em> spell) when the power is invoked. The amulet itself acts as the receptacle for Orcus's essence.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 1574587, member: 4303"] Hmm. Once I had finalized Graz'zt, I felt more comfortable detailing other Abyssal rulers, because a base-line had been drawn. Some disparities in power exist between the Demon Princes, but these tend to be offset by the home-ground advantage that each possesses with respect to the others. Orcus would be unlikely to prevail against Graz'zt in Azzagrat because of the Dark Prince's sorceries, and Graz'zt would be overwhelmed in Thanatos because of Orcus's semi-divine power throughout the realm and his own magical defenses. Wars would need to be fought through proxies across intervening planes. During Graz'zt's confinement by Fillein – which persisted for fifty-five years – Azzagrat itself was assaulted furiously by the armies of Orcus. Ainhorr's defense was determined and tactically brilliant: the balor called upon numerous allies from client planes; Seniq and Chenez acted as his chief advisors. Of course, he also had five other balors within his train. Orcus is complex – a liminal figure – regarded as a fallen celestial by the faith of Oronthon, but venerated in Shuth as a fierce protector who dispenses hard lessons. In (the formerly heterodox) systems of mystical thought on the fringes of Oronthonian belief, Orcus's dual nature is recognized and then further complicated by concepts such as Sin, Chaos and Death – meta-entities which lie outside of normal classification, and are (philosophically, more than by nature) linked to the Oronthonian Demogorgon. In some beliefs, Orcus and Death are synonymous. It may be, therefore, that somewhere there is an Orcus of deific power, and in some reality, there is a transcendent Orcus, Aeon-like in significance. The Orcus below is the demon Orcus – listed first of the thirteen great princes, and sworn enemy of Graz'zt. He is based on Monte's Orcus, and then tweaked somewhat – as with Rhyxali and Graz'zt. [B]ORCUS (Demon Prince)[/B] [B]Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)[/B] [B]Hit Dice:[/B] 37d8 +592 (758hp) [B]Initiative:[/B] +5 [B]Speed:[/B] 40 ft., fly 80 ft. (poor) [B]Armour Class:[/B] 54 (-1 size, +5 deflection, +5 Dex, +15 insight, +20 natural), touch 34, flat-footed 49 [B]Base Attack/Grapple:[/B] +37/+53 [B]Attack:[/B] [I]+6 anarchic unholy mace[/I] +54 melee (2d6 +18) or claw +48 melee(1d6+12) or horns +48 melee (2d6+12) or sting +48 melee (1d3+12 plus poison) [B]Full Attack:[/B] [I]+6 anarchic unholy mace[/I] +54/+49/+44/+39 melee (2d6+18) and claw +43 melee(1d6+6) and horns +43 melee (2d6+6) and sting +43 melee (1d3+6 plus poison) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] Rebuke undead, spell-like abilities, spells, [I]summon tanar'ri, summon undead[/I] [B]Special Qualities:[/B] Archfiend qualities, damage reduction 20 / cold iron and good and epic, darkvision 60 ft., immunity to death effects, electricity and poison, mastery of necromancy, resistance to acid 10 cold 10 and fire 10, spell resistance 40, telepathy 100 ft. [B]Saves:[/B] Fort +40, Ref +29, Will +39 [B]Abilities:[/B] Str 34, Dex 21, Con 43, Int 29, Wis 40, Cha 29 [B]Skills:[/B] Alchemy +49, Bluff +49, Concentration +56 (Necromancy +76), Diplomacy +61, Escape Artist +45, Hide +45, Intimidate +53, Knowledge (Arcana) +49 (Necromancy +69), Knowledge (History) +49, Knowledge (Religion) +49, Knowledge (The Planes) +49, Listen +55, Move Silently +45, Search +49, Sense Motive +55, Spellcraft +63 (Necromancy +83), Spot +55 [B]Feats:[/B] Dark Speech, Corrupt Spell, Empower Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Penetration, Greater Spell Penetration, Improved Spell Capacity (10th), Power Attack, Quicken Spell, Scribe Scroll, Spell Penetration, Undead Mastery. [B]Environment:[/B] Infinite Layers of the Abyss [B]Organization:[/B] Orcus plus 1d6 vampires, death knights or liches and 2d6 blood fiends [B]Challenge Rating:[/B] 32 [B]Treasure:[/B] Quadruple Standard [B]Alignment:[/B] Chaotic Evil [B]Advancement:[/B] – [B]Level Adjustment:[/B] – [B]Mastery of Necromancy (Ex):[/B] Orcus receives a +6 profane bonus to the DCs of his necromantic spells and spell-like abilities, and a +6 bonus to his caster level when casting spells from that school. All of his Concentration checks, Knowledge (arcana) checks and Spellcraft checks involving necromancy receive a +20 competence bonus. [B]Poison:[/B] Orcus delivers his poison (Fort, DC 44) with each successful sting attack. The initial damage is 2d6 points of Strength damage; the secondary damage is death. [B]Immunity to Death Effects (Ex):[/B] Orcus is immune to any negative energy effects, or effects with the [Death] descriptor. [B]Rebuke or Command Undead (Su):[/B] Orcus can rebuke or command undead up to 12 times per day as a 37th level Cleric. He enjoys a +4 synergy bonus to his turning checks from having 25 ranks in Knowledge (religion). [B]Spell-Like Abilities:[/B] At will – [I]animate dead, blasphemy, charm monster, clutch of Orcus, create undead, create greater undead, deeper darkness, desecrate, detect good, detect law, detect thoughts, feeblemind, greater dispel magic, lightning bolt, read magic, stop heart, telekinesis, teleport without error, tongues[/I] (self only), [I]unhallow, unholy aura, unholy blight, wall of fire[/I]. 1/day – [I]shapechange, symbol of death, time stop[/I]. Save DCs are 19+ spell level (25+ spell level for necromantic effects). [B]Spells:[/B] Orcus spontaneously casts spells as a 24th level cleric, and has access to the Death, Demonic, Evil and Undeath domains. He may also cast any Sorcerer or Wizard spell from the Necromancy school as a divine spell. Orcus may freely use a metamagicked version of a spontaneous divine spell, without increasing the casting time. (6/8/8/8/7/7/6/6/5/5/4 per day; save DC 25+ spell level, 31+ spell level for Necromancy effects). Orcus may also cast four epic spells per day. [B]Summon Tanar’ri (Sp):[/B] Once per day Orcus can automatically [I]summon[/I] 4d4 maurezhi or 1d6 nalfeshnees. [B]Summon Undead (Sp):[/B] Three times per day Orcus can automatically [I]summon[/I] 4d10 wights, 2d4 abyssal ghouls or 1d3 blood fiends. [B]Archfiend Qualities (Su):[/B] These qualities are continually in effect upon Orcus’s person – [I]see invisibility, detect magic, true seeing, freedom of movement, mind blank, protection from spells, foresight, antipathy[/I] toward all good-aligned creatures, and [I]sympathy[/I] towards all evil-aligned creatures. Orcus is considered to have an experience point cushion of 15,000 xp per week when casting spells which have an xp component. [B]Facilitate Translation (Sp):[/B] as a Demon Prince, Orcus can open a special [I]gate[/I] to allow other fiends to soujourn upon the Prime Plane, contrary to the usual limitations which apply to lower planar creatures. Opening such a [I]gate[/I] is a full-round action, requires 5000 xp, and the Demon Prince must subsequently rest 1 hour for every Hit Dice of the translating creature(s), during which time his arcane spellcasting abilities are unavailable to him, and he is effectively fatigued. No more than 24HD of creatures may be translated, and no single creature of more than 16HD may be affected. Orcus himself may not enter the Prime unless called. [B]Redoubt of Evil:[/B] When present anywhere in Thanatos (in the Abyss), Orcus is considered to have an effective divine rank of 1 with the portfolio of death, suffering and undeath, and the domains of death, evil, and undeath. Although not a true deity, Orcus benefits from certain deific powers on his home plane. He gains the following benefits: * Orcus’s hit points increase to 888 (maximum per die). * His speed doubles to 80 ft., fly 160 ft. * His Charisma increases from 29 to 30. * Orcus's gains a a divine AC bonus of +1, and a deflection bonus to his AC of +10. His AC increases to 61. * He gains a +1 divine bonus on all attack rolls, and does not automatically fail on a natural attack roll of 1. * Orcus gains a +1 divine bonus on all saving throws. He does not automatically fail on a natural saving throw roll of 1. * All of Orcus's skill checks gain a divine bonus of +1, and Charisma based skill checks gain an additional +1 due to ability increase. Caster level checks gain a divine bonus of +1. * He benefits from divine immunities to transmutation (polymorphing, petrification or any other attack that would alter his form), energy drain, ability drain, ability damage, and mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). He gains immunity to cold and acid, disease, stunning, sleep, paralysis, death effects and disintegration. He is not subject to death from massive damage. * Saving throw DCs for Orcus's spell-like abilities increase to 21+ spell level (27+ spell level for necromantic effects). * In addition, Orcus gains the following extra spell-like abilities usable at will as an 11th level caster: [I]cause fear, circle of death, control undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, energy drain, magic circle against good, protection from good, slay living, summon monster IX[/I] (evil creatures only), [I]wail of the banshee.[/I] Saving throw DCs for these spell-like abilities are 21+ spell level (27+ spell level for necromantic effects). * He gains the benefits of the domain powers of death, evil and undeath. Orcus gains Extra Turning as a free feat, casts [Evil] spells at +1 caster level, and may use a [I]death touch[/I] once per day. * Orcus’s senses (including darkvision) extend to a distance of one mile. * When making a skill check related to his portfolio with a DC of 15 or less, Orcus can perform it as a free action. He may make one such check per round as a free action. * Orcus may create any magic item related to his portfolio with a market price of 4,500 gp or less. * Orcus has a divine aura extending up to 10 ft. Mortals and beings of less than divine rank 1 must make a successful Will save (DC 21) to resist this effect. Beings of divine rank 1 or higher are immune to this effect. * Orcus may use remote communication to any of those who venerate him, and to anyone within one mile of a site dedicated to him. * Orcus gains the Salient Divine Abilities of [I]Hand of Death[/I] and [I]Know Death[/I]. Orcus’s sanctum is considered to be a Godly Realm. [B]Possessions:[/B] The [I]Wand of Orcus[/I] is a large [I]+6 anarchic unholy mace[/I] which causes any nonoutsider or any outsider with less than 15HD who touches it to make a Fortitude save (DC25) or die. Anyone who touches the wand against Orcus's will must also save or die. The [I]wand of Orcus[/I] confers a +5 deflection bonus to its wielder's AC, and grants the use of each of the following powers as a 24th level caster: 1/day – [I] abyssal might, bodak birth, call nightmare, clutch of Orcus[/I] (improved heightened to 12th level, DC 28), [I]summon monster IX[/I] (empowered, extended to 48 rounds), [I]wrack[/I] (improved heightened to 12th level, DC 28), [I]wretched blight[/I] Improved Heightened to 12th level, DC 28). The [I]Amulet of Orcus[/I] is a major artifact which confers a +8 enhancement bonus to Wisdom and Charisma, and a +4 resistance bonus to all saving throws. It also allows the wearer to use a [I]magic jar[/I] effect (heightened to 16th level, save DC 34) once per day as a standard action. The [I]magic jar[/I] has no range limit and may work across planes, but the target must be under some kind of scrutiny (either visually, or magically such as by the [I]scrying[/I] spell) when the power is invoked. The amulet itself acts as the receptacle for Orcus's essence. [/QUOTE]
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