Eye of K'Tsutiss

ThirdWizard

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Eye of K'Tsutiss
The demigod K'Tsutiss is a horrible and destructive being whose purpose is so enigmatic that even his followers often are unsure of what they are working toward. Fear, aggression, and animosity are all that many see in his followers, and indeed often all that is there. Some believe that there is an inner working beyond which normal mortals cannot perceive, but most see his followers as without expression beyond blatant slaughter. The epitome of this cult is the Eye of K'Tsutiss, a being through which the demigod himself is linked.

Eyes of K'Tsutiss are created by the worshipping cultists. First, the subject to be changed is stripped down and lashed upon his back for hours. If he survives, a priest reads signs in the patterns made by the lashings and determines if he is worthy. If he is not worthy, he is killed, but if he is found worthy the ceremony continues with the subject chained to an alter of black granite. A demon loyal to K'Tsutiss is summoned in a special rite and relinquishes an eye for the cultists if they perform the ritual in exacting detail. The subject's left eye is then cut out slowly by a special dagger and in its place put the eye of the demon. The glyph of K'Tsutiss is then tattooed upon the subject's chest and in twenty-four hours the binding is complete.

These characters are usually insane, if not before the ritual then soon after. K'Tsutiss himself can see through the new eye, and the two's mind are connected in a subtle, but dangerous, way. What the Eye sees so can K'Tsutiss himself, and sometimes the link works the other way as well. As the link progresses, the character sees more and more of the horrors of the demigod and eventually becomes a creature of slaughter. The life of an Eye is usually short, many hungering for death. Often they are bred for a specific purpose, for they are a liability even for those that create them, and wherever one sees an Eye, one is sure that K'Tsutiss himself has some kind of vested interest in its movements.

Sample Eye of K'Tsutiss

This dwarf looks at you wildly, his left eye completely inhuman and darting rapidly from each of you to the next independently. As the eye focuses on Bruin, the dwarf screams out a battle cry and charges straight for you!
This example uses a 6th-level dwarven barbarian as the base creature.

Eye of K'Tsutiss 6th-level Dwarven Barbarian
Medium Monstrous Humanoid
Hit Dice: 6d12+20 (63 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 +1 breastplate), touch 10, flat-footed 16
Base Attack/Grapple: +6/+9
Attack: +1 greatsword +10 melee (2d6+5)
Full Attack: +1 greatsword +10/+5 melee (2d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage 2/day, gaze of insanity
Special Qualities: dwarf traits, Fast Movement, Improved Uncanny dodge, Trap Sense +2
Saves: For +9, Ref +2, Will +2
Abilities: Str 16, Dex 10, Con 18, Int 8, Wis 6, Cha 13
Skills: Climb +10, Intimidate +11, Jump +10, Listen +8
Feats: Iron Will, Power Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Advancement: By character class
Alignment: Chaotic Evil Combat

This Eye of K'Tsutiss charges into combat utilizing Power Attack, using Gaze of Insanity on whomever looks the most dangerous.

Fast Movement: He moves at speed 40 while in medium or lighter armor.
Illiteracy: He is unable to read.
Rage: Twice a day, he can fly into a Rage gaining +4 Strength and Constitution and gaining a +2 morale bonus on Will saves. However, he takes a -2 penalty to AC. This gives him an extra 12 hp while Raging. This effect lasts 9 rounds.
Uncanny Dodge: He retains his Dex bonus to AC even if caught flat-footed.
Improved Uncanny Dodge: He cannot be flanked unless the flanker has at least 10 rogue levels
Trap Sense: He gains a +2 bonus to Reflex saves made to avoid traps.
Gaze of Insanity (Su): He can use the Gaze as a free action 1/day (Will DC 14).
Possessions: Greatsword +1, Breastplate +1.


Creating an Eye of K'Tsutiss

"Eye of K'Tsutiss" is an aquired template that can be added to any humanoid creature (referred to hereafter as the base creature).

Size and Type: The creature's type changes to Monstrous Humanoid. It retains any subtype and subtypes that indicate kind. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.

Special Attacks: The Eye has a devastating gaze attack that can cripple enemies.

Gaze of Insanity (Su): The roaming demonic eye can focus on one individual within 30 feet; when it does the target must make a Will save (DC 10 + 1/2 character level + charisma modifier) or spend 1d4+1 rounds cowering (-2 AC and loses Dexterity bonus to AC), trying to shake horrible images from his head. Afterward, if the target failed the initial save, the target must also make another Will save (same DC) or take 1d2+1 points of Wisdom damage as backlash of what he has touched with his mind.

After the cowering effect has ended, or if he succeeded the initial saving throw, he is shaken (-2 penalty on attack rolls, saving throws, skill checks, and ability checks) for 1d4+1 hours.

This attack can perform once per day as a free action.

Special Qualities: The Eye of K'Tsutiss gains Darkvision 60'.

Abilities: Alter the base creature's stats as follows: Con+2, Wis-4, Int-2, Cha+2. The ritual involved in creating the Eye increases their resilience and their force of personality, though over time they go insane, losing their ability to reason.

Challenge Rating: Same as base creature +1.

Alignment: Always chaotic evil.

Level Adjustment: Same as base creature +1.
 

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I like your template.
I´m playing with the idea of creating a class, a prc or template for some cultists.

ThirdWizard said:
Eye of K'Tsutiss
The subject's left eye is then cut out slowly by a special dagger and in its place put the eye of the demon.
A demon is an outsider not a monstrous humanoid. Binding a demon to a humanoid IMHO either do not change type of the creature or change the type to outsider (native)

ThirdWizard said:
"Eye of K'Tsutiss" is an aquired template that can be added to any humanoid creature (referred to hereafter as the base creature).
Because of the penalty to int and wis you should specify a mimimum wis and int.

ThirdWizard said:
Size and Type: The creature's type changes to Monstrous Humanoid. It retains any subtype and subtypes that indicate kind. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.
IMHO you should change the type to outsider.

ThirdWizard said:
Gaze of Insanity (Su): The roaming demonic eye can focus on one individual within 30 feet; when it does the target must make a Will save (DC 10 + 1/2 character level + charisma modifier) or spend 1d4+1 rounds cowering (-2 AC and loses Dexterity bonus to AC), trying to shake horrible images from his head.
Which creatures does the gaze effect? The gaze should be a mind affecting effect and a fear effect.
Cowering also means no attacks, so the gaze is a hold monster for 1d4+1 rounds without any further saves.

ThirdWizard said:
Afterward, if the target failed the initial save, the target must also make another Will save (same DC) or take 1d2+1 points of Wisdom damage as backlash of what he has touched with his mind.
The gaze looks like a combination of the spells fear or hold monster and ray of enfeeblement.


ThirdWizard said:
After the cowering effect has ended, or if he succeeded the initial saving throw, he is shaken (-2 penalty on attack rolls, saving throws, skill checks, and ability checks) for 1d4+1 hours.

This attack can perform once per day as a free action.
The gaze is very powerful because:
- the gaze is a free action
- the target of the gaze always shaken for 1d4+1 hours without a save.
- 1d4+1 hours shaken is a long time
- the target who failed the initial save can not break free from cowering


1.) If the target of the gaze succeeded the initial saving throw he should gain no penalty.
2.) The first effect of the gaze: If the target of the gaze failed the initial saving throw the target is cowering for 1 round.
Each new round the target gets an new save. If the target fails this save it cowers to a maximum of 1d4+1 rounds.
If the target succeeded any saving throw beyond the failed first one the target is shaken for 1d4+1 minutes.
The second effect of the gaze: If the target of the gaze cowers for at least one round it must make an additional will save to avoid the second effect of the gaze. This save is made ather the cowering effect ends.

ThirdWizard said:
Abilities: Alter the base creature's stats as follows: Con+2, Wis-4, Int-2, Cha+2. The ritual involved in creating the Eye increases their resilience and their force of personality, though over time they go insane, losing their ability to reason.
I do not know any template which grants a penalty to int.
Instead of reducing int and wis make maximum wis and int to get the template. An orc barbarian certainly wants to acquire the template but Wis -6 and Int -4 does not sound good.
The demigod is a god of slaughter, so many fighters and barbarians pray to this demigod.
Fighting class does not have a good will save and reducing wis decrease also the will save.
The eyes are more vulnerable to enchantment spells than a normal fighter.
IMHO you should:
- make a maximum to int only to acquire the template. A maximum to wis is not good for barbarians and rangers (to cast spells or wilderness lore)
- drop the int penalty and reduce wis to wis -2, but raise the CR and LA and grant as bonus feat Iron will (an eye is stubborn and fanatic).

ThirdWizard said:
Challenge Rating: Same as base creature +1.

Alignment: Always chaotic evil.

Level Adjustment: Same as base creature +1.
[/QUOTE]
I´m not good a guessing CRs and LAs but IMHO with the unmodified powerful gaze it should be more than +1.
 

Thanks for the feedback!

yennico said:
Because of the penalty to int and wis you should specify a mimimum wis and int.

I'll consider that. I don't want to make it overly complex, so I hesistate to do so. I don't know any templates which have prerequisits more than a creature type, though I might be missing something.

IMHO you should change the type to outsider.

It isn't really making him into an Outsider, though. He's just getting the eye of an Outsider put into him. They can still be raised and eat and breathe and all that. They're just... Monserous.


Which creatures does the gaze effect?

Whoever it targets. Hmm maybe I should think of a new name since it isn't a Gaze Attack. Yeah, that's too confusing.

The gaze should be a mind affecting effect and a fear effect.
Cowering also means no attacks, so the gaze is a hold monster for 1d4+1 rounds without any further saves.

Ah yes, I'll add the [Mind-affecting] descriptor. It isn't quite Hold Monster because the creature is only cowering, and isn't helpless. I should add the affects: can't take actions, oops!

The gaze is very powerful because:
- the gaze is a free action
- the target of the gaze always shaken for 1d4+1 hours without a save.
- 1d4+1 hours shaken is a long time
- the target who failed the initial save can not break free from cowering

Yeah, 1d4+1 hours seems a bit long. I want it to be long enough that it will last multiple encounters, but perhaps I went overboard. The Hexblade's ability (forgot the name) lasts one hour, and I like the effect that this has. Perhaps 1 hour flat will work better.

IMHO you should:
- make a maximum to int only to acquire the template. A maximum to wis is not good for barbarians and rangers (to cast spells or wilderness lore)
- drop the int penalty and reduce wis to wis -2, but raise the CR and LA and grant as bonus feat Iron will (an eye is stubborn and fanatic).

I like the Iron Will idea. Perhaps just +2 to Will Saving throws so that they could also gain the feat in addition to this bonus. -2 Wisdom seems too low, though. Probably I'll get rid of the negative Int, however.I added that after playtesting, and it isn't really necessary.

I´m not good a guessing CRs and LAs but IMHO with the unmodified powerful gaze it should be more than +1.

I think it would be too weak at +2 CR based on playtesting (even at CR as low as 5-6). LA I have no idea. I actually toned it down since then, so I'm fairly confident in the CR +1.
 

ThirdWizard said:
I don't know any templates which have prerequisits more than a creature type, though I might be missing something.
And I do not know templates with penalties of -4 or penalties at all, but I do not know every template. :)


ThirdWizard said:
It isn't really making him into an Outsider, though. He's just getting the eye of an Outsider put into him. They can still be raised and eat and breathe and all that. They're just... Monserous.
Outsiders (native) and not outsiders. Outsiders (native) can be raised, need to eat and breath....
Look here.


ThirdWizard said:
Whoever it targets. Hmm maybe I should think of a new name since it isn't a Gaze Attack. Yeah, that's too confusing.
So the target of the eye can be an animal, an outsiders, an intelligent plant, undead....
That is powerful.


ThirdWizard said:
Ah yes, I'll add the [Mind-affecting] descriptor. It isn't quite Hold Monster because the creature is only cowering, and isn't helpless. I should add the affects: can't take actions, oops!
The effect is the same. A creature affected by a hold monster spell can not attack, can not cast spells, looses his dex bonus to ac, can be sneaked...
The only difference is -4 penalty instead of -2.


ThirdWizard said:
Yeah, 1d4+1 hours seems a bit long. I want it to be long enough that it will last multiple encounters, but perhaps I went overboard. The Hexblade's ability (forgot the name) lasts one hour, and I like the effect that this has. Perhaps 1 hour flat will work better.
That sounds better...
 

yennico said:
And I do not know templates with penalties of -4 or penalties at all, but I do not know every template. :)

True.

Outsiders (native) and not outsiders. Outsiders (native) can be raised, need to eat and breath....
Look here.

Oh, I know I run a Planescape game. I guess its just how you look at them. I don't see them as Outsiders at all. They're still mostly who they were, they just have a demon eye.

So the target of the eye can be an animal, an outsiders, an intelligent plant, undead....
That is powerful.

It is a fairly powerful ability. It's pretty much all they get, though, besides a few ability adjustments. It might be interesting to make enemies with the [Evil] descriptor immune to it for flavor sake, though. After putting in the [Mind-affecting] descriptor (very good idea), though, it makes Cosntructs, Oozes, Plants, Undead, and Virmin immune, as well as anyone affected by spells that protect against such things. Which makes much sense.

The effect is the same. A creature affected by a hold monster spell can not attack, can not cast spells, looses his dex bonus to ac, can be sneaked...
The only difference is -4 penalty instead of -2.

Well, helpless characters can be coup de graced. So, if it made them paralyzed, the Eye could hit them with it, walk up to them and insta-kill the character. This basically takes you out of the fight and makes you much easier to hit for 2-5 rounds. Definately bad, but not as bad. With a balanced party, I found it not to be too much of a detriment; I can see it being pretty abused in a PC's hands, though.

That sounds better...

That's what I'm trying for. Shaken is a fear condition, so it should be cured with a remove fear or similar magic. I like to give reasons for some of these less-used spells.
 

ThirdWizard said:
I don't see them as Outsiders at all. They're still mostly who they were, they just have a demon eye.
If they are mostly who they were why do you change the type?


ThirdWizard said:
It is a fairly powerful ability. It's pretty much all they get, though, besides a few ability adjustments. It might be interesting to make enemies with the [Evil] descriptor immune to it for flavor sake, though. After putting in the [Mind-affecting] descriptor (very good idea), though, it makes Cosntructs, Oozes, Plants, Undead, and Virmin immune, as well as anyone affected by spells that protect against such things. Which makes much sense.
That is ok.

ThirdWizard said:
Well, helpless characters can be coup de graced. So, if it made them paralyzed, the Eye could hit them with it, walk up to them and insta-kill the character. This basically takes you out of the fight and makes you much easier to hit for 2-5 rounds. Definately bad, but not as bad. With a balanced party, I found it not to be too much of a detriment; I can see it being pretty abused in a PC's hands, though.
That is true. Taking a spellcaster out of the combat is a big advantage, a cowering spellcaster can not cast spells.

ThirdWizard said:
That's what I'm trying for. Shaken is a fear condition, so it should be cured with a remove fear or similar magic. I like to give reasons for some of these less-used spells.
That is true.
 

yennico said:
If they are mostly who they were why do you change the type?

Hmm... I don't know. Heh, perhaps I should just leave it as Humanoid.

Thanks for the input. These guys are going to be seeing much more use in my campaign and have a few story elements linked to their existance, with a plot twist that I've been hinting at in-game for a while now. Should be fun. :)
 

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