Lore of the Gods - Final preview today

And now a Mesopotamian PrC...

Lilim
Those unfortunate women who suffer untold abuse at the hands of cowardly men occasionally discover the liberating doctrine of Lilith and, in turn, seek retribution. Most often, these women kill their tormenters and flee into the desert, where they come across others like themselves. Sometimes these outlaws form small cults dedicated to Lilith. Some of the cults keep to themselves, while others take vows to help all women who suffer at the hands of men. The lilim represent the latter as women who train themselves in a manner similar to that of an assassin, but with a focus on slaying males. Some see this as misandry in its purest form, while others, usually of the distaff inclination, see it as a warning to all those men who beat and terrorize women.
The lilim can be seen as vigilantes who constantly watch for any sign or rumor that a male is abusing a female. They then attempt to verify these rumors by catching them in the act, and then exacting vengeance upon the guilty male on behalf of the woman. It must be stated though; that not all women wish to witness their spouses maimed or murdered before their eyes, and may come to forever hate the lilim for this. In fact, some of the lilim’s most motivated enemies are angry and grieving widows.
Most lilim are rogues, but barbarians, bards, clerics, druids, fighters, monks, rangers, sorcerers, and wizards are all sometime drawn to the vocation despite the difficulty of qualifying. Quite often simple villagers or townsfolk, commoners and experts alike, find themselves becoming lilim out of necessity. Ex-paladins may also feel the draw of this prestige class.

Hit Dice: d6
Requirements: To qualify to become a lilim, a character must fulfill all the following criteria:
Alignment: Any non-good
Skills: Hide 5 ranks, Intimidate 5 ranks, Sense Motive 3 ranks.
Special: The candidate must be a female who has suffered at the hands of a male, in the form of mental or physical abuse and worship Lilith as her patron deity.
Class Skills: The lilim’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Class Features
Weapon and Armor Proficiency: A lilim’s weapon training focuses on weapons suitable for stealth and sneak attacks. Lilim are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Lilim are also proficient with light armor but not with shields. Armor penalties are applicable for any armor heavier than leather.
Spells: Beginning at first level, a lilim gains the ability to cast a small number of arcane spells. To cast a spell, the lilim must have a Charisma score of at least 10 + the spell’s level, so a lilim with a Charisma of 10 or lower cannot cast these spells. Lilim bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the lilim’s Charisma modifier (if any). When the lilim gets 0 spells of a given level, such as 0 1st-level spells at first level, the lilim only qualifies for bonus spells. A lilim without a bonus spell for that level cannot yet cast a spell of that level. The lilim’s spell list appears below. A lilim prepares and casts spells just as a sorcerer does.
Poison Use: Lilim are trained in the use of poison and are never at risk of accidental poisoning when applying poison to a weapon.
Desert Survival (Ex): Lilim are at home in arid wastelands. At 1st level, a lilim learns how to survive in the desert. He is able to stave off the effects of the heat and elements better than the average man. They receive a +4 competence bonus to all Hide, Listen, Spot, and Survival checks when in desert regions. All saving throws and DC ratings based on environmental influences are halved. (See the rules on heat dangers in the DMG for desert dangers.)

Sneak Attack: If a lilim can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Any time the lilim’s target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), the lilim’s attack deals +1d6 points of damage. This extra damage increases by +1d6 points at fifth level and again at eighth level. Should the lilim score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, the lilim can make a sneak attack that deals subdual damage instead of normal damage. She cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute the sneak attack. The lilim must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The lilim cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. If a lilim gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage do stack.
Low-light vision (Ex): At 2nd level, a lilim gains low-light vision. Those who already possess low-light vision gain no additional benefit.
Emasculate (Ex): If a lilim studies her victim for 2 rounds and then makes a sneak attack with a melee weapon that successfully deals damage against a male target, the sneak attack may have the additional effect of possibly permanently destroying the target’s genitals. While studying the victim, the lilim can undertake other actions so long as her attention stays focused on the target and the target does not move more than 30 feet away from the lilim. If the victim of such an attack fails his Fortitude saving throw (DC 10 + the lilim’s class level + Intelligence modifier) against the emasculating effect, his genitals have been painfully destroyed. The emasculating effect renders the victim unconscious for 1d6 rounds plus 1 round per level of the lilim. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the lilim has completed the 2 rounds of study, she must make the emasculating attack within the next 2 rounds. If the emasculating attack is attempted and fails (the victim makes his save) or if the lilim does not launch the attack within 2 rounds of completing the study, 2 new rounds of study are required before she can attempt another emasculate.
Seduction (Ex): At 2nd level, a lilim learns how to flaunt and utilize her sexuality to gain an advantage when dealing with males. When a lilim uses Bluff, Diplomacy, Disguise, and Gather Information on a male target, she benefits from a +4 competence bonus to all checks.
Darkvision (Ex): As the goddess of the night, Lilith bestows upon her beloved lilim the gift of seeing in absolute darkness. At fourth level, lilim receive darkvision with a 60 feet range. At seventh level, the range is extended to 120 feet. Those characters that already possess darkvision gain no additional benefit to their vision until seventh level.
Smell Fear (Ex): By the time a lilim reaches fifth level, she has encountered enough abused women to recognize the signs at a mere glance. At will, a lilim can sense whether a particular female within a thirty feet range has been abused or tormented by a male in the last 24 hours + 1 hour per the lilim’s class level. Also, the lilim can determine the severity of this torment with a successful Wisdom check (DC 20).
Slay Male (Ex): If a lilim studies her victim for three rounds and then makes a sneak attack with a melee weapon that successfully deals damage against a male target, the sneak attack has the additional effect of possibly killing the target. While studying the victim, the lilim can undertake other actions so long as her attention stays focused on the target and the target does not detect the lilim or recognize the lilim as an enemy. If the victim of such an attack fails his Fortitude saving throw (DC 10 + the lilim’s class level + Intelligence modifier) against the kill effect, he dies. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the lilim has completed the three rounds of study, she must attempt to slay the male within the next three rounds. If the slay male attack fails (the victim makes his save) or if the lilim does not launch the attack within three rounds of completing the study, three new rounds of study are required before she can attempt another slay male. This ability is equally effective on female targets, however, any lilim who uses this power to slay or harm a female loses all class features until she properly atones for actions by completing a quest set forth to her by Lilith.
Energy Drain: At 8th-level,a lilim can make use of the vampiric touch spell at the same caster level as the lilim’s class level. It works as per the spell, except that the damage inflicted is 1d6 points per the lilim’s class level, instead of 1d6 points of damage per two caster levels. This means that at eighth level the lilim inflicts 8d6 points of damage that she potentially gains as temporary hit points.
Wings of the Desert: The lilim eventually become so closely linked to the desert that she can literally travel upon the bellowing winds that scour the desolate landscapes. At 9th--level the lilim can make use of the wind walk spell at the same caster level as the lilim’s total character level.
Summon Sister of the Night: Lilim at tenth level can summon a succubus once every three days. This mimics the summon monster VIII spell, working at the same caster level as the lilim’s total character level. The summoned fiend will only answer the lilim’s call if a specific purpose is specified, which must entail inflicting pain or death upon a male. Should a succubus not hurt or kill a male once summoned, this ability will be withheld from a lilim for an entire month.
Lilim Spell List
1st level: charm person, disguise self, expeditious retreat, pass without trace, ray of enfeeblement, sleep, summon monster I (fiendish owl only).
2nd level: alter self, cat’s grace, darkness, invisibility, misdirection, summon monster II (fiendish hyena only), undetectable alignment.
3rd level: deep slumber, deeper darkness, haste, keen edge, nondetection, summon monster III (fiendish leopard only).
4th level: air walk, freedom of movement, glibness, locate creature, phantasmal killer, summon monster IV (fiendish giant owl only).
*Chosen creatures of Lilith
 

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Here's a favorite of mine from the Egyptian pantheon.

Moon Knight
Moon Knights are followers of Khonsu. They deem it their duty to seek out injustice and deliver judgment upon those responsible. Because of their vigilance, they have often been referred to as the “Guardians of the Night” in the larger cities such as Heliopolis and Karnak. In order to become a moon knight, the individual must have been the victim of a brutal act of injustice and survived a near death experience from it at the hands of those responsible (such as stabbed, beaten, burned, raped, and then left for dead). They also must desire to seek out their tormentors and extract justice. Clerics, fighters, paladins, and monks are common classes that become moon knights, but rangers, rogues, and sorcerers have also been known to follow this path.

Hit Die: d8
Requirements: To qualify to become a moon knight, a character must fulfill all the following criteria:
Alignment: Any lawful and non-evil
Base Attack Bonus: +7 or better
Base Saving Throws: +2 or better
Skills: Hide 4 ranks, Move Silently 4 ranks
Special: The character must have survived an unprovoked attack by an enemy that reduced the character to zero or less hit points.
Class Skills: A Moon Knight’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Read Lips (Int), Ride (Dex), Search (Int), Sense Motive (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier

Class Features
Armor and Weapon Proficiency: Moon knights are proficient in the use of all simple and martial weapons. They are also proficient in light and medium armor in addition to shields. Armor check penalties do apply for armor heavier than leather for all relevant skill checks.
Bonus Feat: At 2nd, 4th, 6th, and 8th levels, a moon knight gains a bonus feat. This feat may be chosen from any Game Master approved sourcebook.
Cover of Darkness (Sp): At 1st level, a moon knight may cast darkness at will and deeper darkness three times a day.
Shadow Walk (Su): At 3rd level, a moon knight may use shadow walk (as the spell) 2 times per moon knight level per day.
Mark of the Moon (Su): At 5th level, a moon knight becomes immune to the effects of lycanthropy. A visible mark (much like a brand) appears on the side of her neck in the shape of a crescent moon, marking her as a follower of Khonsu and signifying her immunity.
Scars of the Past (Su): At 7th level, a moon knight may force his opponents to have old battle wounds reopen. This effect mirrors the spell past pain and may be used twice per day.
Death’s Shadow (Su): At 9th level, a moon knight gains the ability to frighten his targets by sending them visions of their own deaths. This ability mimics the spell glimpse of the reaper and may be used twice per day.
Penance of Justice (Su): At 10th level, a moon knight gains the ability to make any who are responsible for injustice pay for their crimes. Upon a successful gaze attack, the subject is forced to mentally revisit every injustice he is responsible for during his lifetime, but now he feels inflicted upon him all the pain and suffering he has caused others throughout his lifetime in the form of mental anguish. Furthermore, a deep sense of guilt will overcome him and drive him to tears. The subject must then make a Will save against the opposing moon knight’s Will save or be permanently afflicted with a form of insanity. This ability may be used only once per day.
 

For the last one for today, I give you one from the Greek Pantheon...

Hunter of Hera
Hunters of Hera specialize in the location and elimination of half-gods. Hera herself has an extreme hatred towards half-gods, but especially any sired by Zeus. A Hunter of Hera is often an individual who has had an unfortunate encounter with a “Child of the Gods” and developed a hatred of them. Hera listens for pleas of vengeance and singles out this individual and appears before him (in avatar form). Hera makes her case that some of the other gods wish to supplant the natural order of man with half-gods that are more perfect. Hera is willing to grant that individual certain abilities in exchange for his oath to exterminate those half-gods that she deems a threat. Clerics, druids, fighters, and rogues are typical classes that choose to become Hunters of Hera. However, any class (or monster) is eligible provided they meet the requirements.

Hit Dice: d6
Requirements: To qualify to become a Hunter of Hera, a character must fulfill all the following criteria:
Base Attack Bonus: +6
Base Saving Throws: +3 or better
Skills: Hide 2 ranks, Knowledge (religion) 4 ranks, Listen 5 ranks, Move Silently 5 ranks.
Religion: The character must worship Hera as a patron deity (this can be satisfied by swearing fealty to her when first approached).
Special: The character must have been severely injured or suffered grievous personal loss at the hands of a Child of the Gods or directly because of half-god actions (i.e. structural collapse of a building from a half-god throwing a monster into it, killing all inside).
Class Skills: A Hunter of Hera’s class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at each level: 4 + Int modifier

Class Features
Weapon and Armor Proficiency: A Hunter of Hera is proficient with all simple and martial weapons, light armor and small shields. Armor penalties are applicable for any armor heavier than leather.
Commune (Sp): At first level, a Hunter of Hera gains the ability to commune (as the spell) with Hera in order to seek permission to hunt a particular Child of the Gods. He must have her authorization before he may make an attempt to eliminate that half-god.
Favored Enemy (Ex): At second level, a Hunter of Hera gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Children of the Gods. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures provided Hera has sanctioned the elimination of the half-god. At 4th, 6th and 8th levels, the bonus against Children of the Gods increases by 2.
Sense Divine Blood (Su): At third level, a Hunter of Hera can sense the presence of an individual or creature that has divine blood running through its veins within 30ft. This sense comes across as a tingling feeling all over his body that becomes stronger as he nears the divine-born being.
Track (Ex): At fifth level, a Hunter of Hera gains the feat Track and may use it to unerringly follow a trail of blood left by a Child of the Gods if within 2 miles.
True Strike (Sp): At seventh level, a Hunter of Hera’s preferred weapon of attack against half-gods becomes a weapon of true strike (as the spell) three times per day.
Damage Reduction (Ex): At ninth level, Hunters of Hera gain Damage Reduction 5/-.
Smite Godling (Su): At tenth level, a Hunter of Hera has become so efficient and proficient at hunting half-gods and knowing their weaknesses that once per day he can call forth an element of Hera’s power and smite them. This melee action gives the character a +4 attack bonus and does an additional +1 point of damage per level of Hunter of Hera upon a successful hit.
 


Monday's preview

We're getting closer to the end of the previews. Here's a list of some of the domains you will be seeing.

Egyptian Domains
The Egyptian gods’ portfolios emphasize the relationships between life and death, the balance of nature, and the symbolic importance of animals as both representatives and messengers of the gods. All deities have an animal quality associated with them and most share an elemental aspect of nature. The spell selection for the Egyptian domains reflects these very qualities but also illustrates those differences that make them unique to Egypt.

Balance Domain
Deities: Amon, Anubis, Khonsu, Maat, Nephthys, Osiris, Shu, Tefnut, Thoth
Granted Power: Once each per day, you can cast protection vs. law, chaos, good and evil as a free action.

Balance Domain Spells:
1. Weighing the Balance. Determine how far removed from True Neutral subject is.
2. Calm Emotions. Calms 1d6 subjects/level, negating emotion effects.
3. Prayer. Allies gain +1 on most rolls, and enemies suffer –1.
4. Dismissal. Forces a creature to return to native plane.
5. Divine Arbitration. Make a fair and unbiased judgment to solve a conflict.
6. Shared Fate. Links two targets. What happens to one happens to both.
7. Banishment. Banishes 2 HD/level extra planar creatures.
8. Equalization. Shifts most radical aspect of subject’s alignment toward Neutral.
9. Antipathy. Object or location affected by spell repels certain creatures.

Cosmic Domain
Deities: Ptah
Granted Power: You get a +4 enhancement bonus to Wisdom once per day. Calling upon this ability is a free action that lasts for 1 hour.

Cosmic Domain Spells:
1. Starlight. Focused light from above.
2. Cosmic Awareness. +4 insight bonuses to Search, Spot, and Listen checks.
3. Rings of Withstanding. Rings form that protect against various attacks.
4. Solar Wind. As gust of wind, plus 3d6 fire damage.
5. Cosmic Ray. Cosmic energy ray deals 1d8/two level (max 10d8).
6. True Seeing. See all things as they really are.
7. Reverse Gravity. Objects and creatures fall upwards.
8. Astral Self. As astral projection, but with a personal range.
9. Meteor Swarm. Deals 24d6 fire damage, plus bursts.

Moon Domain
Deities: Khonsu, Nut, Tefnut, Thoth
Granted Power: You gain low-light vision with a 60 ft. range. If you already possess low-light vision, you gain an additional 60ft. to your range.

Moon Domain Spells:
1. Silverkiss. Temporarily coats weapons with silver.
2. Glitterdust. Blinds creatures, outlines invisible creatures.
3. Silence. Negates sound in a 15ft. radius.
4. Confusion. Makes subject behave oddly for 1 round/level.
5. Circle of Moonlight. Protects against lycanthropes and undead.
6. Curse of Lycanthropy. Victim becomes a were-creature.
7. Insanity. Subject suffers continuous confusion.
8. Silverskin. Subject is sheathed in silver, which provides numerous protections.
9. Lunar Veil. Nullifies lycanthropes, moon-based spells and low-light vision.

Greek Domains
The Olympic pantheon is oft portrayed as one of rigid structure and order with Zeus firmly in control. There is no denying that the Greek gods are passionate and easily stray from their behavioral alignments. This is evident in everything they do to one degree or another. They represent, for the most part, emotional extremes which, is reflected in both their domains and in the spells that make them up.

Madness Domain
Deities: Dionysus, Hecate
Granted Power: You gain a +2 to Will checks and are granted an additional +2 on saves involving intelligence, memory or sanity.

Madness Domain Spells:
1. Forgetfulness. Causes enemies to forget their spells and imposes a –2 penalty to Intelligence-based skill checks.
2. Haunted. Subject senses unnerving random hallucinations.
3. Spark of Insight. Allows caster to remember a forgotten clue.
4. Modify Memory. Changes 5 minutes of subject’s memories.
5. Feeblemind. Subject’s Intelligence drops to 1.
6. Method of Madness. Allows you to see the big picture or discern patterns or puzzles.
7. Insanity. Subject suffers continuous confusion.
8. Splinter the Mind. Causes specific mental illness in subject chosen by you.
9. Weird. As phantasmal killer, but affects all within 30ft.

Night Domain
Deities: Hecate, Nyx
Granted Power: You can rebuke or command nocturnal creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier.

Night Domain Spells:
1. Sleep. Put 2d4 HD of creatures into comatose slumber.
2. Haunted. Subject senses unnerving random hallucinations.
3. Silence. Negates sound in a 15ft. radius.
4. Scare. Panics creatures up to 5 HD (15ft. radius).
5. Dream. Sends a message to anyone sleeping.
6. Find the Path. Shows the most direct way to a location.
7. Shadow Walk. Step into shadow to travel rapidly.
8. Shadow Tentacles. Shadows animate and attack with a number of effects.
9. Energy Drain. Subject gains 2d4 negative levels.

Storm Domain
Deities: Zeus
Granted Power: You are immune to all deafening effects and you gain a +2 on all saves against electrical attacks.

Storm Domain Spells:
1. Endure Elements. Ignore 5 damage/round from one energy type.
2. Whispering Wind. Sends short message one mile/level.
3. Thunderstrike. One victim is struck by electrical and sonic damage.
4. Air Walk. Subject treads on air as if solid (climb at 45-degree angle).
5. Rolling Thunder. Creates a wave of sonic force.
6. Chain Lightning. 1d6 damage/level; secondary bolts.
7. Control Weather. Changes weather in local area.
8. Maelstrom. Creates a massive tempest.
9. Elemental Swarm (air only). Summons multiple elementals.

Mesopotamian Domains
The Mesopotamian gods, like their Olympian counterparts, are emotionally charged but retain a strong element of order and law within their core. They tend to be less absolute in defining whether they are good or evil and tend to be centered more on defining order versus chaos.

Abomination Domain
Deities: Tiamat.
Granted Power: You can rebuke or command aberrations as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3+ your Charisma modifier.

Abomination Domain Spells:
1. Enlarge. Object or creature grows +10%/level (max +50%).
2. Alter Self. As change self, plus more drastic changes.
3. Grotesque. Creature can assume an amorphous form.
4. Giant Vermin. Turns insects into giant vermin.
5. Black Tentacles. 1d4+1/level tentacles grapple randomly within 15 ft.
6. Touch of Chaos. Touch causes corporeal instability.
7. Writhing Tendrils. Extra partial action, combat benefits, and +6 to Dexterity-based checks.
8. Clone. Duplicate awakens when original dies.
9. Shapechange. Transforms you into any creature, and change forms once per round.

Omen Domain
Deities: Shamash.
Granted Power: Knowledge (astrology) and Knowledge (hepatoscopy) are class skills. You also get a +2 competence bonus to checks with these skills.

Omen Domain Spells:
1. Fate. Adds +20 bonus to your next skill check.
2. Augury. Learns whether an action will be good or bad.
3. Nondetection. Hides subject from divination, scrying.
4. Divination. Provides useful advice for specific proposed actions.
5. Commune. Deity answers one yes-or-no question/level.
6. Contact Other Plane. Ask question of extraplanar entity.
7. Greater Divination. As divination, but sees farther into the future with less ambiguity.
8. Cheat Destiny. Undo an action that results in death.
9. Prophecy. Establish a powerful prophecy that will affect later generations.

Writing Domain
Deities: Nabu.
Granted Power: You can make use of the comprehend languages spell twice a day as a spell-like ability, but with respect to written messages only.

Writing Domain Spells:
1. Erase. Mundane or magical writing vanishes.
2. Copy Mundane Text. Duplicates a provided nonmagical text.
3. Restore Page. Fragments of a single page are restored completely.
4. Explosive Runes. Deals 6d6 damage when read.
5. Copy Magical Text. Duplicates a provided magical text.
6. Restore Book. Fragments of a single book are restored completely.
7. Reduce to Words. Transforms inanimate objects into written text.
8. Symbol. Trigger runes have array of effects.
9. Greatest Glyph of Warding. As glyph of warding, but up to 15d8 damage or 9th-level spell.

Norse Domains
The Norse deities come from a land that is far more harsh than any of the previous pantheons. As a result, they are also creatures of extremes but for far different reasons. They are passionate and driven because they are all aware of the prophecy regarding Ragnarok and what it means to their survival. Because of this ever looming facet in their lives, they are more conscious and mindful of their followers, giving them access to many domains that other gods do not have.

Heaven Domain
Deities: Odin
Granted Power: +1 inherent bonus to AC, attack and damage against fiendish Outsiders.

Heaven Domain Spells:
1. Bless. Allies gain +1 attack and +1 on saves vs. fear.
2. Virility. Boosts Con. and Str. scores by +1/ 2 levels. (+10 max.)
3. Daylight. 60ft. radius of bright light.
4. Holy Sword. Weapon becomes +5, double damage against evil.
5. Commune. Deity answers one yes/no question/level.
6. Heavenly Blessing. Grants subject a random celestial ability.
7. Holy Word. Kills, paralyzes, weakens or dazes non-good subjects.
8. Holy Aura. +4 AC, +4 resistance and SR 25 vs. evil spells.
9. Purge of Might. Holy blast destroys or damages all evil in a 100ft. radius.

Rune Domain
Deities: Odin
Granted Power: Free Scribe Scroll feat.

Rune Domain Spells:
1. Erase. Mudane or magical writing vanishes.
2. Secret Page. Changes one page to hide its real content.
3. Glyph of Warding. Inscription harms those who pass it.
4. Explosive Runes. Deals 6d6 damage when read.
5. Symbol of Pain. Triggered rune wracks nearby creature with pain.
6. Greater Glyph of Warding. As glyph of warding except does 10d8 damage or 6th-level spell
7. Symbol of Weakness. Triggered rune weakens nearby creatures.
8. Symbol of Death. Triggered rune slays nearby creatures.
9. Teleportation Circle. Circle teleports any creature inside to a designated spot.

Winter Domain
Deities: Ull
Granted Powers: You gain cold resistance 5. This is an inherent power and stackable with all others.

Winter Domain Spells:
1. Whirlwind of Ice. Causes 1d4 slashing and 1d4 cold damage to creatures within the area.
2. Resist Elements. Ignores 12 damage/round from one energy type.
3. Northwind. Blasts foes with frosty air.
4. Sleet Storm. Hampers vision and movement.
5. Ice Storm. Hail deals 5d6 damage in a cylinder 40 ft. across.
6. Icetomb. Freezes targets, keeps them in suspended animation.
7. Control Weather. Changes weather in local area.
8. Summon Polar Worm. Summons a Frost Worm/Remorhaz to fight for you.
9. Glacial Slide. Creates a slow moving but devastating wall of ice.

Tomorrow, some new spells...
 

New spells for Tuesday

As promised, here are some of the new spells we've created for Lore of the Gods. By the way, Jim is working on a way to put this book and Wildwood in the Bastion online store for preorders. There's a hurdle that has to be cleared first regarding how preorders are charged with the shopping cart program. More news on that as soon as I hear from him that he's figured it out. :)

Aegis of the Gods
Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Up to one creature touched per three caster levels
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You surround the subjects with a magical aura that helps protect them from harm. The subject gains a +4 resistance bonus to one saving throw type, chosen by you upon casting the spell. A person may have more than one active aegis of the gods, but each must apply to a different saving throw.

Bestial Attribute
Transmutation
Level: Clr 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Reflex negates
Spell Resistance: Yes
The subject of this spell gains a single physical attribute of the caster’s creature-type (humanoid, dragon, outsider, etc.). She may gain the creature-type’s natural ability score (Strength, Constitution, or Dexterity), attack form (claw, bite, sting, etc.), mode of locomotion (running speed, wings to fly, fins to swim, etc.), camouflage, senses, or means of respiration (gills/amphibious). Which attribute gained is under the control of the caster and once set, cannot be changed.

Rings of Withstanding
Abjuration
Level: Clr 3, Cosmic 3, Pal 3
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: Will negates (blinding only)
Spell Resistance: Yes (blinding only)
A series of powdery, glittering rings encircles and moves with you. They are capable of withstanding any force attack (like magic missile) and give you three-quarters cover (+7 AC and +3 on Reflex saves against attacks that affect an area). When an opponent attempts to strike you (whether successful or not), the rings erupt in a bright shower of golden particles possibly blinding them (in addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat, loses any Dexterity bonus to AC, grants a +2 bonus to opponents’ attack rolls, moves at half speed, and suffers a -4 penalty on Search checks and most Strength- and Dexterity-based skill checks). This protection almost completely surrounds you, guarding you from all sides of the battle, excluding however, top and bottom. When you wish to attack, the rings momentarily part allowing you unrestricted access to your foes.

Shape Reef
Transmutation
Level: Drd 4, Sea 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Portion of coral reef, up to 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The character can form a portion of a reef into any shape that suits the character’s purpose. For example, the character can open a passage, form a room, raise a set of bars to trap a creature, or seal off a chamber. The character can even cause an object (such as a crude spear) to form and be detached from the reef.

Circle of Moonlight
Abjuration
Level: Clr 5, Drd 5, Moon 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Area: 10-ft. radius
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes
You create a spherical barrier marked by a visible circular halo of white light. This barrier prevents any lycanthrope or undead of 5 Hit Dice or less from entering the sphere or physically touching those inside it. Lycanthropes and undead of 6 Hit Dice or more must make a Will save in order to pass through and take 3d6 hit points of damage upon doing so. The barrier also acts against flying or incorporeal undead who may try to bypass it by entering from above or below the visible halo. The damage is only inflicted once, though affected creatures must make a successful Will save each round within the area of effect or flee as if panicked.
Material Components: Sprig of belladonna and a flask of holy water.

Icetomb
Evocation/Transmutation
[Cold]
Level: Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Close (25ft. + 5ft./ level)
Area: 1 creature
Duration: Special (see text)
Saving Throw: Reflex negates
Spell Resistance: Yes
In all appearance, this spell looks like a cone of cold spell. However only the first creature struck by the cone (and failing their save) is affected. The victim is covered in a thick layer of ice and enters a state of temporal stasis, as the spell. This effect lasts until the ice melts naturally or takes 20 points of heat/fire damage, at which point the ice shatters and the victim is reanimated. Once released the victim is groggy and “stunned” for 1d4 rounds.

Eyes on the World
Divination
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 5 minutes
Range: Long (400ft. + 40ft./level)
Target: 1 area/object/creature /2 levels
Duration: 1 hour/ level
Saving Throw: Will negates (creature only)
Spell Resistance: Yes
This spell allows you to instantly know when an area has been breached or when an object or creature has been threatened. During the casting you must be in the area warded and touch any objects or creatures to be warded. If multiple areas are to be warded, then you must have a clear mental picture of each area. The exact circumstances of what is considered as “breached” or “threatened” may be defined during the spell casting or may simply be left up to the GM. You will receive a mental alarm and know which target was triggered. This alarm is unobtrusive and does not distract the caster in any way.

Maelstrom
Conjuration (Summoning)
Level: Clr 8, Drd 8, Sor/Wiz 8, Storm 8
Components: V, S, M/DF
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: 300-ft. diameter storm cloud
Duration: 10 minutes
Saving Throw: See text
Spell Resistance: No
This spell creates a churning, black mass of clouds. Brilliant flashes of lightning dance across its surface and the deafening roar of thunder can be heard for miles. All creatures beneath this massive storm are subject to the following:
* Each creature must make a Fortitude save or be deafened for 1d4x10 minutes.
* Driving rain cuts visibility down to just 15 feet. This affects darkvision as well.
* A bolt of lightning strikes a random target each round for 10d10 damage (Reflex half). If the caster concentrates, she may choose the target. This is a full round action which does not require a Concentration check.
* All creatures of 4 HD or less must make a Fortitude save or be dazed as the spell.
* The pure chaos of this storm causes spellcasters to make a Concentration check (DC 15) each time they wish to cast spells.
Material Components: A bit of fur, an amber, crystal, or glass rod, a pinch of wool, and a small rattle.

Lunar Veil
Abjuration
Level: Clr 9, Drd 9, Moon 9
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft. radius circle
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
All creatures within the spell’s effect see the moon eclipsed, if the moon is visible. This is an illusion and has no real bearing on the effect of the spell upon those within its area. All forms of low-light vision fail within this area as well as any moon-based spells. Each spell effect must save as if targeted by dispel magic in order to continue to function. The true power of this spell, however, is to nullify all lycanthropes. Each and every lycanthrope within the area of effect loses its shapeshifter status along with all powers and benefits associated with lycanthropy. This can be a huge blessing for those who see lycanthropy as a curse or a bane for those who revel in it.

Anybody just chomping at the bit to use this book in their campaigns yet? ;)

Tomorrow, the last of the previews: Creatures, Monsters, and Lesser Powers.
 

Monsters and creatures of legend

Here is the final sneak peek at the book. That's it, no more. Nada. Zilch. You're going to have to just drool until we release the book in pdf and then print shortly thereafter... So, without much adieu, I give you samples from the monster chapter...

Cereberus
Large Outsider
Hit Dice: 10d12 + 35 (115 hp)
Initiative: +8
Speed: 50ft. (10 squares)
AC: 23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19
Base Attack/Grapple: +10/ +21
Attack: Bite +20 melee (1d8+ 7)
Full Attack: 3 Bites +20 melee (1d8+ 7)
Space/Reach: 10ft./ 5ft.
Special Attacks: Trip, disease, rend.
Special Qualities: Scent, darkvision 120ft., blindsight, spell-like ability, spell resistance 28, damage reduction 15/-
Saves: Fort +12, Reflex +11, Will +10
Abilities: Str 25, Dex 18, Con 17, Int 6, Wis 16, Cha 10
Skills: Balance +8, Climb +17, Hide +13, Intimidate +10, Jump +17, Listen +13, Move Silently +14, Search +8, Spot +13, Survival +13, Swim +12
Feats: Combat Reflexes, Improved Critical (Bite), Improved Initiative, Power Attack
Environment: Guarding the Gates (portal) to the Underworld
Organization: Unique
Challenge Rating: 22
Treasure: None
Alignment: True Neutral
Advancement: -
Level Adjustment: -

Cerberus is the massive, three-headed watchdog of the Gates of the Underworld. He has a rough, soot-colored coat, eyes as black and bottomless as a pit and three sets of drooling jaws filled with yellowed teeth. Cerberus was placed at the Gates of the Underworld by Hades to guard the portal from the living. He will let the dead (and undead) pass without challenge. However, he will let no living, mortal creature pass within 50ft. of the structure, attacking those who dare enter his chamber. The only exceptions to this are Heracles and Odysseus, who have bested him in combat and have the permission of Hades to travel freely to the Underworld.

Combat
Cerberus defends the Gates of the Underworld from the living at all costs and will not allow melee with one opponent distract him from guarding against intrusion from another. He will use his acute senses to detect all trespassers and position himself accordingly. He can simultaneously attack up to three individuals at any time.
Blindsight (Ex): Cerberus can ascertain all trespassers within 50ft. as a sighted creature could.
Spell-like Abilities: Cerberus can use the following abilities at will—blink, cause fear, deeper darkness, see invisibility, dispel magic, freedom of movement. These abilities are as the spells cast by a 20th level sorcerer/cleric (Save DC 13 + spell level).
Rend (Ex): If Cerberus hits with two or more bite attacks on the same opponent, he latches on and rends the victim’s body for an additional 4d6 +24 points of damage.
Disease (Su): Any bite wound from Cerberus will cause the victim to make a Fortitude save (DC 16) or be infected with a vile disease. Incubation time is 1d4 days for a loss of 1d4 temporary Strength points until the disease can be cured. Consult the DMG for details.
Scent (Su): Cerberus can literally smell the living and the dead. No guise or illusion can cloak the truth of either state from him.
Trip (Ex): With any bite attack that hits Cerberus can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Cerberus.

Grendel
Large Magical Beast (shapeshifter)
Hit Dice: 16d12+ 95 (259hp)
Initiative: +6
Speed: 30ft. (6 squares), swim 60ft.
AC: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +16/ +28
Attack: Claw +28 melee (1d6+8)
Full Attack: 2 Claws +28 melee (1d6+8)
Space/Reach: 10 ft./ 10ft.
Special Attacks: Improved grab, rend
Special Qualities: Alternate form, dampen radiance, aversion to daylight, darkvision 120 ft.
Saves: Fort +14, Ref +9, Will +4
Abilities: Str 26, Dex 14, Con 24, Int 10, Wis 12, Cha 10
Skills: Climb +13, Hide +11, Jump +13, Listen +7, Move Silently +8, Spot +7
Feats: Awesome Blow, Improved Bull Rush, Power Attack
Environment: Lakes and rivers
Organization: Solitary or mated pair
Challenge Rating: 22
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11-12 HD (Large) for female.
Level Adjustment: -

Grendels are horrific beasts standing 9ft. tall with short dark gray or black fur covering their densely muscled frames. They have a vaguely human-like head with small, useless horns protruding form their foreheads. A grendel’s arms are elongated, almost dragging the ground as they walk, allowing them a greater reach on combat. Grendels favor the flesh of humans and elves, especially the young, and choose to attack under the cover of darkness and the night.

Combat
Grendels are highly territorial and will use guerilla tactics to cause terror in the locals in order to drive them away. This usually involves attacking a single opponent and rending them in full view of others before dragging them away to be eaten later.
Alternate Form (Su): A Grendel is usually encountered in humanoid form, however when they become submerged, they take on a more serpentine form, which allows them to swim and breathe water. This shift in form is automatic and involuntary, but otherwise it doesn’t affect the statistics above.
Dampen Radiance (Su): All light sources within 50ft. (magical or mundane) are reduced to one half of their normal illumination. Low-light vision is reduced by one quarter due to the reduction in illuminating light while darkvision is unaffected. In addition, the surrounding temperature drops ten degrees giving a chill to the air. This is an automatic and uncontrollable ability inherent to all Grendels.
Aversion to Daylight (Ex): Grendels loath the daylight are receive -4 morale penalty to all attack rolls while exposed.
Improved Grab (Ex): To use this ability, the Grendel must successfully hit an opponent with both claw attacks.
Rend (Ex): The round after a Grendel successfully uses its Improved Grab ability it will automatically rend its prey for an additional 4d6+ 16 points of damage.

Nidhogg
Dark Dragon of Niflheim
Gargantuan Outsider Dragon
Hit Dice: 40d20 +340 (998hp)
Initiative: +6
Speed: 40ft. (8 squares), fly 240ft. (poor), swim 30ft.
AC: 46 (-4 size, +2 Dex, +38 natural), touch 8, flat-footed 44
Base Attack/Grapple: +30/ +54
Attack: Bite +48 melee (2d8+ 12)
Full Attack: Bite +48 melee (2d8+ 12), 2 claws +42 melee (3d6+ 12), 2 wing buffets (slams) +42 melee (2d6+ 12), tail slap +42 melee (2d8+ 12)
Special Attacks: Breath weapon 24d8 (DC 39), fear aura (DC 41)
Special Qualities: Spell-like abilities, damage reduction 10/magic, resistances, immunities, undead control, spells, spell resistance 35
Saves: Fort +30, Ref +24, Will +28
Abilities: Str 35, Dex 15, Con 27, Int 24, Wis 23, Cha 24
Skills: Balance +27, Bluff +47, Climb +52, Concentration +48, Diplomacy +27, Hide +38, Intimidate +47, Jump +52, Knowledge (arcana) +42, Knowledge (nature) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +48, Move Silently +42, Search +47, Sense Motive +36, Spellcraft +47, Spot +48, Survival +46
Feats: Ability Focus (breath weapon), Alertness, Combat Reflexes, Debilitating Breath Weapon, Dodge, Flyby Attack, Hover, Improved Fear Aura, Improved Initiative, Improved Natural Attack (claw), Mobility, Multiattack, Snatch, Sweeping Breath Weapon, Wingover
Environment: Niflheim
Organization: Unique creature
Challenge Rating: 45
Treasure: None
Alignment: Chaotic Evil
Advancement: -
Level Adjustment: -

Living by the root of Yggdrasil, the World Tree, in a pit of serpents, Nidhogg feeds on the bodies of the dead at Hvergelmir (the bubbling cauldron), the spring in Niflheim that acts as the source of the rivers of the world. When not feeding upon the dead he gnaws at the root of Yggdrasil and taunts the majestic eagle that sits in its limbs. He is a vile and malicious dragon, deep black in color, who enjoys feeding on the corpses of mortals he kills. When Ragnarok comes, he will raise the armies of the dead that surround him and use them to attack the gods and all else he desires.

Combat
Nidhogg loves to hunt and track his prey through the vast wastes of Niflheim. He is weary and wise when he finds gods trespassing in his realm. Tracking and assessing his foes, then attacking through stealth. However, he is far bolder when he encounters mortals invading the lands of the dead.
Resistances (Ex): Nidhogg has fire, electric resistance 20.
Breath Weapon (Su): Nidhogg has one type of breath weapon, a cone of fire.
Immunities (Ex): Nidhogg is immune to cold, sonic and acid damage.
Spell-like Abilities: At will- true seeing, freedom of movement; 3/day- displacement, dimensional anchor.
Undead Control (Su): Nidhogg has absolute control over all undead that have fewer HD than he, within 100 yards.
Spells (Sp): Nidhogg can cast spells as a 20th level wizard (necromancer). He may also cast spells from the Chaos, Death and Evil domains as a 20th level cleric in place of wizard spells. Spells per day are: 4/4/4/4/4/4/4/4/4/4 (Forbidden schools: Abjuration, Conjuration)
Debilitating Breath Weapon (Feat): Nidhogg may use his breath weapon to deal 10 points of ability damage (Constitution) with its breath weapon in addition to normal damage. A successful save halves this damage.
Improved Fear Aura (Feat): Nidhogg’s appearance and personality augments the natural terror he inspires in all who encounter him, causing many to flee in fear from his presence. The save DC to resist the fear aura increases by 4.
Sweeping Breath Weapon (Feat): Nidhogg is capable of slowly channeling his breath weapon rather than expending it in one burst of energy by sweeping a wide area with his flame. He may use his breath weapon in a semicircle with a radius equal to the length of his standard breath weapon. When using his breath weapon in this manner, only half damage is dealt.

You'll find a picture of Nidhogg below. :)
 

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