This is a post for the benefit of my players, so they have the stats of the two cambion NPCs they now control. I based these off the Cambion Wrathborn and Chained Cambion, but I bumped up the HP, defenses and damage expressions because my players are 23rd level at this point. These cambion were meant to be an annoyance in combat with the PCs while their sorcerer master flew around above them and caused problems; of course when it came down to it the party thrashed the sorcerer pretty quickly while Beautiful Bob rolled a natural 30 on his once nightly roll on the d30 in an attempt to dominate the two surviving cambions (he has an ability to attempt to permanently dominate bloodied opponents, I believe he gained this ability by consuming the soul of an inquisitor devil that he had trapped in a malevolent nut a while ago). I usually wouldn't have let him dominate the cambions because they were sired by the sorcerer the PCs were fighting, but if you roll a natural 30 on a d30 you succeed in whatever you are trying to do. That is why Beautiful Bob is half-gibbering mouther as well, he rolled a natural 30 in attempting to psychically befriend a gibbering mouther in his very first session and then he later combined his own form with the mouther in a dark ritual.
So anyway, Beautiful Bob now has two cambion NPCs, Nur-Kubi and Zaninum (both fathered by Mezizi Al-Bado, member of the royal sorcerer's Order of the Phoenix and secret member of the order of the Horned Skull - their mothers are two different succubus devils).
Nur-Kubi is a shifty sort who prefers to assume human guise and dislikes it when he loses control and must assume his natural, fiery winged form. He wishes he were human. He despises devils and his half-brother Zaninum
HP: 200 Bloodied 100 Initiative: +15 Perception: +12 Darkvision
AC:33 Fortitude:31 Reflex: 34 Will: 30
Speed: 6, Fly 8 (clumsy)
Resist 10 fire
Traits: Burning Anger (fire): Aura 1 - while Nur-Kubi is bloodied, any enemy that ends its turn within the aura takes 10 fire damage.
Standard Actions:
Pain Blade (weapon) at will: melee 1; +30 vs. AC 4d8+16 damage and the target grants combat advantage until the end of Nur-Kubi's next turn.
Path of Pain (weapon) at-will: Nur-Kubi shifts 4 squares and uses pain blade at any point during the shift.
Fire Bolt (fire, implement) at will: Ranged 5 +28 vs Reflex 4d6+10 fire damage
Burst Skyward (fire, implement) Encounter: Requirement: Nur-Kubi must be bloodied. Close Burst 2 (enemies in burst); +30 vs Reflex 4d10+10 fire damage and Nur-Kubi flies 8 squares without provoking opportunity attacks.
Minor Actions: Wicked Guise (illusion) at will - Requirement: Nur-Kubi must not be bloodied. Nur-Kubi can assume the appearance of a specific Medium humanoid.
Zaninum is an angry sort, full of hatred and wrath. He loves killing things. He hates humans. He thinks his half-brother Nur-Kubi is weak but envies his ability to fly. He wraps himself in chains that he can control telekinetically.
HP: 220 Bloodied: 110 Initiative: +15 Perception:+15 Darkvision
AC:34 Fortitude:32 Reflex:30 Will:30
Speed:6
Traits:
Binding Chains: Aura 3 Squares within the aura are difficult terrain for enemies
Child of Chains: While immobilized or restrained, Zaninum gains +2 to attack and +2 to escape a grab or to savings throws against immobilization or restrain.
Standard Actions
Chain Lash (weapon) at-will: melee 3 +32 vs. AC 6d6+16 damage and a dazed target is immobilized (save ends)
Vile Fetters (psychic) at will: melee 5 +30 vs. will 4d6+12 psychic damage and if the target ends its next turn closer to Zaninum it is dazed (save ends)
Unfettered Scream (psychic) recharge 5,6: Close blast 3 (creatures in blast) +30 vs. Fortitude 4d6+12 Psychic Damage and the target is pushed 2 squares and dazed (save ends)
Minor Actions
Mind Shackles (psychic) Recharge when first bloodied: Two enemies adjacent to each other in a close burst 5 are psychically shackled (save ends; each enemy makes a separate saving throw against this effect). While psychically shackled, an enemy takes 20 psychic damage at the start and the end of its turn if it isn't adjacent to the other creature that was affected by this power. Aftereffect: the effect persists, and the damage decreases to 10 (save ends).
Showing posts with label devils. Show all posts
Showing posts with label devils. Show all posts
Tuesday, October 1, 2013
Siss-Anor Dungeons pt. 1
Last session in my 4e game the players were exploring the dungeons underneath the royal palace of Siss-Anor for the first time. Magical wards prevented teleporting into or out of the area underneath the palace, so for the first time in a long time the party didn't have the safety net of being able to open a portal back to their orbiting spacecraft with their portal coins. I am going to post some maps of areas of the dungeons, because by the end of last session Beautiful Bob had wrested control of two cambion (half-devil) slaves from a royal sorceror. These two cambions are now totally loyal to Beautiful Bob, and they are intimately familiar with the areas of the dungeon occupied by the devil-pact Order of the Horned Bull as well as the network of passages and caverns that link from the order's temple to the ancient ritual caverns in the lowest level of the dungeons. I am going to post some maps soon, but first some back story.
For the last few months of game time, the city of Siss-Anor had been oppressed by the snake men who suddenly arrived in their flying golden city/meteorite over the palace and activated sleeper cells of snake men loyalists within the royal family and royal inquisitors. The royal bloodline of House Al Treez was revealed to be of snake man scientist creation - genetically modified to be susceptible to snake man telepathic command. Squadrons of large humanoid lizardmen with green shadows instead of heads abducted most of the ranking leadership of both the other royal houses and the named merchant houses. Unprecedented numbers of blood sacrifices were demanded of all the houses, and several resulting uprisings were put down with brutal efficiency by the legions of the snakemen. Then just as suddenly as they arrived, the snake man city flew away upriver into the jungle and has not returned.
Without the backing of the snake men, the collaborators within the old royal government soon were besieged in the palace. When the palace fell the old loyalists/snake man collaborators retreated into the dungeons below the palace. The royal sorcerers, while not of snake man blood and in fact chafing under the new order, had not openly resisted the snake men and indeed had helped put down the uprisings. A secret society within the royal sorcerers known as the Order of the Horned Bull had formed a pact with the lords of hell many generations ago, and they called upon the minions of hell to protect them as they retreated into the dungeons. The upper level of dungeons, mostly consisting of barracks for the royal guard and extensive prison cell blocks, are now flooded with devils - at the moment keeping the forces of the uprising houses from capturing the collaborators.
The party has a man on the inside, a member of the royal family and a royal inquisitor himself, Kaaz al Treez. Many sessions ago Kaaz allied himself with the party because he had been investigating secret plots of the snake men in the royal house of Siss Anor for quite some time. He had been investigating a secret order within the inquisitors known as the Order of the Serpent. This secret order passed down the knowledge of the snake men for thousands of years, conducting rituals in hidden caverns far below the surface where a strange race of snake-mindflayers (snake man scientist creations) live in a network of tunnels honeycombing a sentient mycelial mass. Even after the the snake man citadel left, Kaaz observed snake man scientist activity in the lowest levels of the dungeon where the snake-mindflayers live. Literally taking the form of a fly on the wall, Kaaz observed a snake man scientist entering a secret doorway in the Cavern of the Blood Sacrifice. Following the scientist in his insect form, Kaaz discovered a snake man scientist installation hidden underneath the caverns. A large circular chamber was filled with the golden machinery inset with gem buttons and festooned with levers that is characteristic of the snake man scientists. In the center, some kind of energy vortex or singularity danced suspended in mid-air. Kaaz observed the snake man scientists walk directly into this energy vortex and disappear. When Kaaz followed after a discrete moment, he found himself on a clear platform far above the floor of an immense chamber. Hairless blue skinned humans and snake man scientists of unusual coloration busily crisscrossed the floor of the chamber to and from the eight archways ringing the chamber. Something in the atmosphere felt wrong, and he had difficulty maintaining his insect form. He was unable to communicate with the party from in this chamber through the magical wasp ear rings that he and Beautiful Bob wear for this purpose. When he attempted to fly down into the chamber he lost his insect form and crashed into a far corner of the immense chamber. He had difficulty using any magic at all and was unable to assume any of his tattoo forms. Eventually he was able to figure out how to activate an elevator lift to take him back to the platform, where he stepped back through the energy vortex. He contacted the party after this and told them the whole story. He explained to the party how they could access the lowest levels of the dungeon through a long flooded passage connecting to the old sewers, and that is how and why the party came to be entering the Cavern of the Blood Sacrifice underneath the palace of Siss Anor last session.
For the last few months of game time, the city of Siss-Anor had been oppressed by the snake men who suddenly arrived in their flying golden city/meteorite over the palace and activated sleeper cells of snake men loyalists within the royal family and royal inquisitors. The royal bloodline of House Al Treez was revealed to be of snake man scientist creation - genetically modified to be susceptible to snake man telepathic command. Squadrons of large humanoid lizardmen with green shadows instead of heads abducted most of the ranking leadership of both the other royal houses and the named merchant houses. Unprecedented numbers of blood sacrifices were demanded of all the houses, and several resulting uprisings were put down with brutal efficiency by the legions of the snakemen. Then just as suddenly as they arrived, the snake man city flew away upriver into the jungle and has not returned.
Without the backing of the snake men, the collaborators within the old royal government soon were besieged in the palace. When the palace fell the old loyalists/snake man collaborators retreated into the dungeons below the palace. The royal sorcerers, while not of snake man blood and in fact chafing under the new order, had not openly resisted the snake men and indeed had helped put down the uprisings. A secret society within the royal sorcerers known as the Order of the Horned Bull had formed a pact with the lords of hell many generations ago, and they called upon the minions of hell to protect them as they retreated into the dungeons. The upper level of dungeons, mostly consisting of barracks for the royal guard and extensive prison cell blocks, are now flooded with devils - at the moment keeping the forces of the uprising houses from capturing the collaborators.
The party has a man on the inside, a member of the royal family and a royal inquisitor himself, Kaaz al Treez. Many sessions ago Kaaz allied himself with the party because he had been investigating secret plots of the snake men in the royal house of Siss Anor for quite some time. He had been investigating a secret order within the inquisitors known as the Order of the Serpent. This secret order passed down the knowledge of the snake men for thousands of years, conducting rituals in hidden caverns far below the surface where a strange race of snake-mindflayers (snake man scientist creations) live in a network of tunnels honeycombing a sentient mycelial mass. Even after the the snake man citadel left, Kaaz observed snake man scientist activity in the lowest levels of the dungeon where the snake-mindflayers live. Literally taking the form of a fly on the wall, Kaaz observed a snake man scientist entering a secret doorway in the Cavern of the Blood Sacrifice. Following the scientist in his insect form, Kaaz discovered a snake man scientist installation hidden underneath the caverns. A large circular chamber was filled with the golden machinery inset with gem buttons and festooned with levers that is characteristic of the snake man scientists. In the center, some kind of energy vortex or singularity danced suspended in mid-air. Kaaz observed the snake man scientists walk directly into this energy vortex and disappear. When Kaaz followed after a discrete moment, he found himself on a clear platform far above the floor of an immense chamber. Hairless blue skinned humans and snake man scientists of unusual coloration busily crisscrossed the floor of the chamber to and from the eight archways ringing the chamber. Something in the atmosphere felt wrong, and he had difficulty maintaining his insect form. He was unable to communicate with the party from in this chamber through the magical wasp ear rings that he and Beautiful Bob wear for this purpose. When he attempted to fly down into the chamber he lost his insect form and crashed into a far corner of the immense chamber. He had difficulty using any magic at all and was unable to assume any of his tattoo forms. Eventually he was able to figure out how to activate an elevator lift to take him back to the platform, where he stepped back through the energy vortex. He contacted the party after this and told them the whole story. He explained to the party how they could access the lowest levels of the dungeon through a long flooded passage connecting to the old sewers, and that is how and why the party came to be entering the Cavern of the Blood Sacrifice underneath the palace of Siss Anor last session.
Monday, August 16, 2010
8 Devils
I retain all commercial rights to this material. Feel free to use, steal from, modify or do what have you with this post in your own personal gaming life. This is material that will be published in a modified form in an upcoming supplement I am working on.
Mechanics note - there are references to attribute attacks (Charisma attack, Dexterity attack, etc.) in the text. Either replace with a standard melee or ranged attack roll, make the effect an auto-hit and give the target a save to resist it, or make up your own attribute attack rules because I cannot share mine with you at this time!
1: Orobas
A Devil who appears as a noble horse or a princely man. His pact grants limited knowledge of the future, improving AC by a +2 bonus, granting a +1 bonus to hit and the ability once a day to take the better result of two dice throws instead of making a single dice throw. Orobas tasks those who agree to his pact with uncovering knowledge and secrets and is aware of anything that they observe or experience.
Normally appearing as a lion with a bellowing ass’s head, Valefor is a sneaky devil who seeks to accumulate great riches. His pact grants +2 to Dexterity, and the ability to pick locks and pockets at a success rate equal to five times dexterity (this can be modified downwards in exceptionally difficult circumstances as adjudicated by the GM). Once a day an infernal cloud of darkness can be summoned in a 15’ radius circle surrounding the pact maker (who is the only one capable of seeing in this magical darkness). Valefor demands 1/4 the total value of all treasure gained using the abilities granted by his pact. This treasure must be placed inside the inscribed symbol of Valefor within 24 hours of being obtained or the pact is broken.
Forneus takes the form of a sea-monster, with the exact details of his appearance changing with each summoning. One feature remains the same; Forneus has a melodious voice and an extremely persuasive speaking manner. He grants +1 to Charisma and the ability to understand and speak fluently all spoken languages. Once per day a Charisma Attack may be made to attempt to charm an intelligent target within hearing distance; once charmed, the target will obey all non-suicidal orders. This charm effect lasts for 24 hours at which time a new Charisma Attack must be made to sustain it or the target is no longer charmed (the target will have full memory of being charmed). Forneus is a master negotiator; he never fails to secure the rights to the eternal souls of those who sign a pact with him. Upon the body reaching 0 HP, the soul immediately becomes the property of Forneus rendering all attempts to revive the dead character ineffective. In addition, animals will be distrustful of and act hostile towards the character even in life.
Bune appears as a dragon with one human head and two dragon heads. He takes a portion of the life essence of those who make a pact with him, resulting in a -2 penalty to Constitution (and resulting permanent loss of 2d6 HP). He also requires the physical body after death of those who deal with him; when a character who has made a pact with Bune dies, the body is immediately animated as a zombie of HD equal to 1/2 the character’s Constitution (rounded down) and is now controlled by Bune. Any undead controlled by the character at the time of death are also now controlled by Bune.
Bune grants the ability to animate and control up to 2d6 HD a day of skeletons or zombies. The maximum number of HD of undead that can be controlled at any one time is 24 HD. Older creations become free-willed if new undead are animated that put the total amount over 24 HD of undead controlled. Orders are given telepathically within visual range and will be followed to the ends of the earth.
Appears most often in male guise as Astaroth, seeming to be a singularly unattractive angel, or sometimes as Astarte, a female form with the head of a young cow. In either form, a viper is wielded in the left hand as a weapon. Both forms emit such a foul stench that precautions must be taken to even think coherently in their presence. Astaroth is a fallen angel who dreams one day of returning to the celestial ranks; he demands one boon from each pact follower, a boon that will surely be claimed some day in an effort to further his plots. In addition, a pact with Astaroth results in a -1 penalty to Charisma and a permanent foul odor. Astaroth grants +1d8 extra magical poison damage to all melee or ranged attacks and the ability to emit a 10’ radius noxious cloud at will which has the following effects; all within its radius must Save vs. Poison or flee for 1d4 rounds. Those that remain take 1d8 poison damage a round and suffer a -2 penalty to all rolls (the character is immune to these effects).
6: Marax
Appearing as a bull with a man’s face, Marax is an extremely learned devil. He consumes the Willpower of those who deal with him (-2 to Willpower) but grants amazing knowledge of plants, stones and the stars and the ability to synthesize this new information (+1 to Intelligence). This knowledge allows for brewing of simple healing potions and poisons (1d4 days gathering and preparation required, chance of success equals five times Intelligence, produces 1d6 doses): healing potions cure 1d6 damage per dose and poisons do 3d6 damage/dose if activated on contact, 4d6 damage/dose if introduced through a wound or 5d6 damage/dose if ingested (Save vs. Poison prevents all damage). The true composition and value of any stone, mineral or gem can be determined with 100% accuracy. Stars can be used to navigate by with no chance of getting lost, and auspicious dates can be chosen for specific tasks (the GM will determine what the exact benefits of attempting a task on an auspicious date are).
7: Seere
Normally seen taking the form of a beautiful man on a winged horse, Seere is an unusually good natured free spirit for a devil. He requires only the eternal loyalty of those who make a pact with him, and seems to be creating a large loosely organized coalition for some purpose. Seere may demand a service at some point in exchange for his pact, and if this service is not provided, the pact is broken.
+1 to Dexterity. Seere grants a 240’ movement rate across any surfaces or through any conditions, including over water, up a wall or through a bramble patch. This increased speed results in one extra attack a round. Seere also grants the ability to escape from any non-magical bonds in 1d4 rounds.
8 Devils Willing to Make a Pact With a Mortal:
Devilish Pact optional rule: Instead of gaining the normal benefits of leveling up, a character can choose to make a pact with a devil upon attaining a new level. The character must seek out the name of an individual devil, conduct an expensive ritual (1d6 x 100 GP) to summon it and make a pact with it to gain the abilities granted by the devil. Even attaining this knowledge may take many game sessions of persistent seeking as adjudicated by the GM. Either choose a devil or roll 1d8 after performing the ritual to determine which devil was contacted and the effects of the pact.
- Drawbacks of a Pact: All Devilish Pacts come with a drawback: Whenever the pact maker is recalled by others, their first impressions are overwhelmingly negative. Even if actual interactions with people go well, when they think back on those interactions they will realize that there was something amiss. There is just something off about that one... Over time, if a character stays in the same area, the entire population of the area will grow to dislike the character even if the character gives them no real reason to do so.
- Leveling Up a Pact: Upon gaining a level, a player may choose to level up the character’s Devilish Pact rather than gaining the usual benefits that accrue to the character's class at the new level. No HPs are gained, the chance to hit does not improve, no new spells are learned... a devil requires total devotion from those servants who hope to gain great power. Leveling up the Devilish Pact requires another ritual; each subsequent ritual costs twice as much as the one before.
- Breaking a Pact: Each devil demands a different form of payment in return for granting a pact boon. If at any time this payment is not or cannot be made, the pact is broken. The devil will provide no more services, and depending on the exact terms of the pact made, there may be other consequences of breaking a pact. Death and loss of the immortal soul of a character is a real possibility unless the character was an extremely shrewd negotiator when making the pact in the first place.
1: Orobas
A Devil who appears as a noble horse or a princely man. His pact grants limited knowledge of the future, improving AC by a +2 bonus, granting a +1 bonus to hit and the ability once a day to take the better result of two dice throws instead of making a single dice throw. Orobas tasks those who agree to his pact with uncovering knowledge and secrets and is aware of anything that they observe or experience.
Level 2: Further +1 bonus to AC
Level 3: Further +1 bonus to to hit
Level 4: The ability to ask a question and divine the true response even if the person questioned does not verbally respond. This ability requires a Charisma attribute attack.
Level 5: The ability to speak the language of and command lesser devils (5 HD or fewer) while they are within speaking range. They will follow orders only while within this range. If they are currently under orders from another, this requires a Willpower attribute attack.
Level 9 (levels 6-8 are required to be dedicated without reward but at no ritual cost to furthering the relationship with Orobas for Level 9 to be attained): The ability to summon devils (4d6 HD a day) and command devils of up 9 HD with no limitations on range or duration. Summoned devils remain until dismissed or killed.
2: ValeforNormally appearing as a lion with a bellowing ass’s head, Valefor is a sneaky devil who seeks to accumulate great riches. His pact grants +2 to Dexterity, and the ability to pick locks and pockets at a success rate equal to five times dexterity (this can be modified downwards in exceptionally difficult circumstances as adjudicated by the GM). Once a day an infernal cloud of darkness can be summoned in a 15’ radius circle surrounding the pact maker (who is the only one capable of seeing in this magical darkness). Valefor demands 1/4 the total value of all treasure gained using the abilities granted by his pact. This treasure must be placed inside the inscribed symbol of Valefor within 24 hours of being obtained or the pact is broken.
Level 2: +15% to pick locks and pockets
Level 3: The ability to speak to and give simple commands to vermin (up to rat size)
Level 4: The ability to speak with, give complex commands to and receive back reports from birds (up to crow size)
Level 5: The ability to climb on vertical surfaces and ceilings like a spider.
Level 6: The ability to automatically open all non-magical locks and have the regular % chance to open even magically sealed locks and wards.
Level 7: The ability to walk through walls of up to 3’ in thickness and to walk on water.
Level 8: The ability to temporarily change the physical composition of a metal into any other metal for 24 hours by touch (affects up to 25 pounds per round of metal, and even very large objects can be affected over multiple rounds)
3: ForneusForneus takes the form of a sea-monster, with the exact details of his appearance changing with each summoning. One feature remains the same; Forneus has a melodious voice and an extremely persuasive speaking manner. He grants +1 to Charisma and the ability to understand and speak fluently all spoken languages. Once per day a Charisma Attack may be made to attempt to charm an intelligent target within hearing distance; once charmed, the target will obey all non-suicidal orders. This charm effect lasts for 24 hours at which time a new Charisma Attack must be made to sustain it or the target is no longer charmed (the target will have full memory of being charmed). Forneus is a master negotiator; he never fails to secure the rights to the eternal souls of those who sign a pact with him. Upon the body reaching 0 HP, the soul immediately becomes the property of Forneus rendering all attempts to revive the dead character ineffective. In addition, animals will be distrustful of and act hostile towards the character even in life.
Level 2: The charm ability may be used twice per day on two different targets.
Level 3: Calm the Mob - once per day, the pact grants the ability to stop all within a 25’ radius from fighting or arguing for 1d6 rounds. During this time those affected will civilly respond to questions, defend themselves and attack if attacked, but will not initiate hostilities of either the physical or verbal kind for the duration.
Level 4: Silver Tongue - grants the ability to make a Charisma attack against any intelligent target within earshot - a success means that any request that is not patently absurd or directly life threatening will be granted by the target. The target will instantly rationalize this event and within 1d4 hours will be unable to remember any specifics of the encounter.
Level 5: The ability to summon and command lesser devils or imps (5 HD or fewer, 2d6 total HD each day). Summoned devils remain until dismissed or killed.
Level 9 (levels 6-8 are required to be dedicated without reward but at no ritual cost to furthering the relationship with Forneus for Level 9 to be attained): The ability to summon any devil (total of 4d6 HD a day, no other limit on HD of summonable devils) and attempt to negotiate for its services. This requires a successful Charisma Attack and a successful Willpower Attack. It also requires an expensive summoning circle (20,000 GP cost) to have any chance of succeeding. Summoned devils remain until dismissed or killed.
4: BuneBune appears as a dragon with one human head and two dragon heads. He takes a portion of the life essence of those who make a pact with him, resulting in a -2 penalty to Constitution (and resulting permanent loss of 2d6 HP). He also requires the physical body after death of those who deal with him; when a character who has made a pact with Bune dies, the body is immediately animated as a zombie of HD equal to 1/2 the character’s Constitution (rounded down) and is now controlled by Bune. Any undead controlled by the character at the time of death are also now controlled by Bune.
Bune grants the ability to animate and control up to 2d6 HD a day of skeletons or zombies. The maximum number of HD of undead that can be controlled at any one time is 24 HD. Older creations become free-willed if new undead are animated that put the total amount over 24 HD of undead controlled. Orders are given telepathically within visual range and will be followed to the ends of the earth.
Level 2: At will, can see through the eyes of any controlled undead and can give telepathic directions with no range limitations now. In addition, can speak through the mouths of any controlled undead.
Level 3: The ability to speak with a corpse as long as most of its skull is present. The corpse will answer truthfully but only knows what it knew in life. Each corpse can be asked 1d6 questions.
Level 4: Up to 4d6 HD a day of skeletons or zombies can be animated and the maximum number of HD of undead that can be controlled at any one time is now 48 HD.
Level 5: Draining Bite - a Reflex Attack can be made to successfully bite a target for 4d6 damage OR 1d6 Strength damage. Any HP or Strength lost in this manner become temporary HP or Strength for the biter that last for one hour. Any controlled undead gain the ability to make this attack as well as the character, but only one such attack can be made in any given round regardless of who makes it. Any target slain by this attack instantly animates as a zombie under the control of the character.
Level 6: Touch of the Grave - any normal melee attack that hits also paralyzes the target for 1d6+1 rounds if they fail a save vs. Death . Any controlled undead gain the ability to make this attack as well as the character, but only one such attack can be made in any given round regardless of who makes it.
Level 7: The ability to control and command even greater undead such as vampires. Any greater undead reduced to zero HP by the character or an undead under the character’s control is instantly restored to full HP and is now under the command of the character. The greater undead’s HD count as normal towards the max number of HD that can be controlled by the character.
Level 8: There is no limit to the total number of HD of undead that can be controlled by the character at any one time.
5: Astaroth/AstarteAppears most often in male guise as Astaroth, seeming to be a singularly unattractive angel, or sometimes as Astarte, a female form with the head of a young cow. In either form, a viper is wielded in the left hand as a weapon. Both forms emit such a foul stench that precautions must be taken to even think coherently in their presence. Astaroth is a fallen angel who dreams one day of returning to the celestial ranks; he demands one boon from each pact follower, a boon that will surely be claimed some day in an effort to further his plots. In addition, a pact with Astaroth results in a -1 penalty to Charisma and a permanent foul odor. Astaroth grants +1d8 extra magical poison damage to all melee or ranged attacks and the ability to emit a 10’ radius noxious cloud at will which has the following effects; all within its radius must Save vs. Poison or flee for 1d4 rounds. Those that remain take 1d8 poison damage a round and suffer a -2 penalty to all rolls (the character is immune to these effects).
Level 2: Living Weapon - any single weapon within 20’ turns into a snake and bites its wielder with its wielder’s normal chance to hit, doing 3d8 poison damage.
Level 3: Once a day, Astaroth may be called upon for the correct answer to a “yes or no” question (as adjudicated by the GM).
Level 4: The ability to speak with and understand all serpents and dragons. A Willpower attack may be made to attempt to charm a serpent or dragon of HD less than 1/2 the character’s Willpower (rounded down) - the charmed ophidian will obey any orders that do not involve surrendering treasure or direct physical harm to itself, and the charm lasts for one week unless renewed. The total number of charmed serpents or dragons under the control of the character at any one time may not exceed the character’s Willpower.
Level 5: The ability to transform once a day for up to 1d4 hours into a serpent with a colored tail, two small feet, a chestnut neck and spines similar to hedgehog. In this form (another aspect of Astaroth/Astarte), the character gains a flight speed of 240’ (excellent maneuverability), an AC bonus of +4, the ability to breathe a noxious cloud once every 1d4 rounds that is a cone 30’ long and 10’ at its apex doing 6d6 poison damage (Save vs. Poison for 1/2 damage), and the ability to shoot 1d4 spines a round to a range of 100’ (each requiring a ranged attack roll) that do 3d8 poison damage each. All personal equipment merges into the new form, which lacks hands and is correspondingly handicapped.
6: Marax
Appearing as a bull with a man’s face, Marax is an extremely learned devil. He consumes the Willpower of those who deal with him (-2 to Willpower) but grants amazing knowledge of plants, stones and the stars and the ability to synthesize this new information (+1 to Intelligence). This knowledge allows for brewing of simple healing potions and poisons (1d4 days gathering and preparation required, chance of success equals five times Intelligence, produces 1d6 doses): healing potions cure 1d6 damage per dose and poisons do 3d6 damage/dose if activated on contact, 4d6 damage/dose if introduced through a wound or 5d6 damage/dose if ingested (Save vs. Poison prevents all damage). The true composition and value of any stone, mineral or gem can be determined with 100% accuracy. Stars can be used to navigate by with no chance of getting lost, and auspicious dates can be chosen for specific tasks (the GM will determine what the exact benefits of attempting a task on an auspicious date are).
Level 2: Can make a protective plant-based oil using the same rules given for creating potions above; this oil grants a non-cumulative +2 bonus to AC per dose if applied to the skin, clothing or armor and lasts for 1 hour.
Level 3: Can brew a potion of strength using the same rules given above; this potion grants a non-cumulative +4 bonus to Strength per dose and lasts for 1 hour.
Level 4: A powder can be made of crushed gemstones, each dose requiring 500 GP worth of gems in its creation. This powder when sniffed grants the ability to see and hear the events of the past in the present location of the character as if the last 1d4 years had been recorded from this very vantage point. This takes total concentration and nothing else can be attempted besides looking into the past. Finding a specific incident or moment in time farther back than 1 week takes 6d10 minutes, while reviewing the past week takes only six minutes.
Level 5: Can brew a potion of invisibility using the same rules above, this potion renders the imbiber invisible for 1 hour per dose (note this invisibility is not dispelled by attacking).
Level 6: Can brew a potion that raises the dead. This potion takes rare alchemical and plant ingredients that either cost 5d6 x100 GP or involve an expedition into the wilderness in search of them. Only one dose at a time may be produced. The potion must be poured into the mouth of the recently deceased within 24 hours of death, and its chance of success equals five times the Constitution of the deceased. This potion retains its potency for exactly 12 months from the date of its creation.
7: Seere
Normally seen taking the form of a beautiful man on a winged horse, Seere is an unusually good natured free spirit for a devil. He requires only the eternal loyalty of those who make a pact with him, and seems to be creating a large loosely organized coalition for some purpose. Seere may demand a service at some point in exchange for his pact, and if this service is not provided, the pact is broken.
+1 to Dexterity. Seere grants a 240’ movement rate across any surfaces or through any conditions, including over water, up a wall or through a bramble patch. This increased speed results in one extra attack a round. Seere also grants the ability to escape from any non-magical bonds in 1d4 rounds.
Level 2: A single charging melee attack can be made against a target at least 10’ away. This attack does triple normal damage. If the attack is successful, the character can continue to move up to her full movement rate away without prompting a return attack.
Level 3: Seere grants an instinctual knowledge of the presence of precious metals or gems. The more valuable the item, the farther away this presence can be felt (10’ per 100 GP of value as a rough rule of thumb). The general direction in a straight line to the item is known. This ability does not require concentration, as soon as the pact maker enters within the radius that a valuable item could be felt in, she is aware of its presence and has a relative idea of its composition, value and distance.
Level 4: +1 to Dexterity, the ability to run on air as if it were solid ground, and the ability to make a charging attack against two separate opponents in a single round. These are Dexterity attacks and if successful they do 2d6 damage and knock the wind out of the target, stunning them for 1d4 rounds.
8: GaapGaap only appears at high noon and in the guise of a mighty human king. He demands constant sacrifices and burnt offerings to be made in his honor at noon of every fifth day. If these offerings are late or do not meet with Gaap’s approval, he may appear to exact a terrible price (1 in 6 chance, GM adjudicates what happens when Gaap visits - the first time should be a truly memorable “warning”). Those who make a pact with Gaap have their passions of love and anger intensified. +2 to Charisma and Strength, -2 to Willpower. Those meeting the pact maker’s eyes must make a Save vs. Magic to disobey anything they are told to do (obviously suicidal or other extremely out of the ordinary requests may grant the victim a second Save vs. Magic to resist the order at the GM’s discretion). The pact maker sees the world clearly in black and white, either loving something or hating it. A Charisma attack may be made during an opponent’s turn, once before the beginning of the character’s next turn, against a target that is attacking a comrade of the pact maker. If this Charisma attack is successful, the target takes 1d6 damage and its attack against the comrade fails. The devotee of Gaap may call out one enemy by name at a time as the special target of her wrath. Melee attacks against the Wrath Target receive +2 to hit and do double damage. Level 3: Seere grants an instinctual knowledge of the presence of precious metals or gems. The more valuable the item, the farther away this presence can be felt (10’ per 100 GP of value as a rough rule of thumb). The general direction in a straight line to the item is known. This ability does not require concentration, as soon as the pact maker enters within the radius that a valuable item could be felt in, she is aware of its presence and has a relative idea of its composition, value and distance.
Level 4: +1 to Dexterity, the ability to run on air as if it were solid ground, and the ability to make a charging attack against two separate opponents in a single round. These are Dexterity attacks and if successful they do 2d6 damage and knock the wind out of the target, stunning them for 1d4 rounds.
Level 2: The Wrath Target is magically held in place, unable to move in any direction but still able to attack and defend. A frenzy of four Strength attacks may be made against the Wrath Target for 3d6 damage each.
Level 3: The pact maker can pass strength on to a loved comrade, healing by laying on hands for 3d6 HP. This ability can only be used on each comrade once per day.
Level 4: The pact maker can instantly teleport to the side of any loved one or hated enemy no matter the intervening distance and without knowing the current whereabouts of the person.
Level 5: +2 to Strength. A frenzy of six Strength attacks may be made against the Wrath Target for 4d6 damage each. The Devotee of Gaap must make a Willpower attack against Gaap (21 Willpower) when Gaap appears during the ritual to attain this Level 5 power. If this attack fails, the pact maker loses touch with reality and becomes drunk with the power of Gaap. At the beginning of any melee, the pact maker must roll under their Willpower on 3d6 or she will make a randomly determined target her Wrath Target and proceed to focus her attacks on that target (friend or foe). At the GM’s discretion, other events may also trigger this same uncontrolled aggression, such as improper sacrifices to Gaap or a willingness to use the Anger powers granted by Gaap more than the helpful powers fueled by the emotion of Love.
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