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Alfryd
2007-07-28, 10:51 AM
.
Right. You know the drill.
http://www.cyberlore.com/majesty/story-priestess.htm

This one's still a little rough around the edges- the spell listings are still sketchy, wherever they don't reuse existing spells, and the whole shebang may be a little overpowered. There's a moderately interesting spellcasting mechanic, though it may be a hairy to keep track of.

This is a spellcasting class that's supposed to be relatively powerful early on, but takes a lot of effort to keep effective at higher levels, particularly if you're bleeding XP to feed your Lazari.

All mental attributes are pretty important for Priestesses, for reasons which will become clear, but having at least one at 18 or better is more or less essential. A point or two in Constitution or Dexterity can be useful to overcome their aversion to armour, but you might or might not be able to spare it.



Priestess
Alignment: Any.
Hit Die: D6.


Class Skills
The Priestess' class skills, and key abilities for each, are Diplomacy(Cha), Sense Motive(Wis), Bluff(Cha), Concentration(Con), Spellcraft(Int), Knowledge(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(Nobility)(Int) and Knowledge(Local)(Int).
In addition, the following class skills are available only to the Priestess- Red Magic(Wis), Black Magic (Int) and White Magic (Cha). Such skills' maximum ranks may not exceed the character's Priestess levels +3, but may be learnt as cross-class skills.
Skill Points at first level: (4 + Int modifier) x4.
Skill Points at subsequent levels: 4 + Int modifier.



{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Sect and Coven, Colour Magic, Retinue x1
2|+1|+0|+0|+3|Retinue x2
3|+1|+1|+1|+3|Retinue x3
4|+2|+1|+1|+4|
5|+2|+1|+1|+4|
6|+3|+2|+2|+5|
7|+3|+2|+2|+5|
8|+4|+2|+2|+6|
9|+4|+3|+3|+6|
10|+5|+3|+3|+7|Lazari
11|+5|+3|+3|+7|
12|+6/+1|+4|+4|+8|
13|+6/+1|+4|+4|+8|
14|+7/+2|+4|+4|+9|
15|+7/+2|+5|+5|+9|
16|+8/+3|+5|+5|+10|
17|+8/+3|+5|+5|+10|
18|+9/+4|+6|+6|+11|
19|+9/+4|+6|+6|+11|
20|+10/+5|+6|+6|+12|
[/table]


Class Features

Weapon and Armour Proficiency
The Priestess is not proficient with weapons, armour, or shields of any description. All Sects forbid use of armour or non-simple weaponry, and a Priestess who persistently violates the restriction may be declared Excoriate.

Sect and Coven
The Priestess must belong to one of 3 major Kryptan Sects, and may, on level 2 or any subsequent level, join one of 3 principle underground organisations, or Covens. Her combination of Sect and Coven affiliation provides a bonus to Red, White, or Black magic, as follows:

{table=head]Coven|Chapter of the Lotus Petal|Soror Shovrah|Mumma Roux
(None)|Red Magic +2, White Magic +2|Red Magic +2, Black Magic +2|Black Magic +2, White Magic +2
Inner Sect|Red Magic +1, White Magic +1, Black Magic +2|Red Magic +1, Black Magic +3|White Magic +1, Black Magic +3
Crimson Hand|Red Magic +3, White Magic +1|Red Magic +3, Black Magic +1|Red magic +2, White Magic +1, Black Magic +1
Albicrucian|Red Magic +1, White Magic +3|Red Magic +1, Black Magic +1, White Magic +2|White Magic +3, Black Magic +1
[/table]

Membership of each Sect and Coven also confers bonus skills and/or certain alignment restrictions.
{table=head](Sect/Coven)|Bonus Skills|Alignment
Chapter of the Lotus Petal|Heal(Wis), Profession(Wis)|Cannot be Evil.
Soror Shovrah|Knowledge(architecture and engineering)(Int)|Cannot be Chaotic.
Mumma Roux|Perform(Oratory)(Cha), Perform(Song)(Cha), Knowledge(Geography)(Int), Survival(Wis), Knowledge(Nature)(Int), Spot(Wis), Listen(Wis), Sleight of hand(Dex), Handle animal(Cha)|Cannot be True Neutral.
Inner Sect|Disguise(Int), Hide(Dex), Move Silently(Dex)|Cannot be Good.
Crimson Hand|Forgery(Int), Gather Information(Int), Intimidate(Cha), Appraise(Int), Speak language()|Cannot be Lawful.
Albicrucian|Craft(alchemy)(Int), Knowledge(the planes)(Int), Decipher Script(Int)|Must be Lawful.
[/table]

* Mumma Roux are illiterate, but may overcome this debility on any level at the price of 2 skill points, and may not join any Coven beforehand. Mumma Roux receive 1 fewer skill point/level than normal.
* Membership of the Crimson Hand must be taken in place of 1 feat. Crimson Hand affiliates may multiclass freely as Rogues.
* Albicrucians may multiclass freely as Wizards.
* Soror Shovrah gain +2 to Relations with, and may freely multiclass as, Dwarves.

One selected, Sect and Coven affiliations are irrevocable, but the Priestess' Coven is initially known only to herself and a select few. Knowledge of any Coven's existence to outsiders requires a DC 15 Knowledge(religion), DC 20 Knowledge(local), DC 25 Knowledge(history) or DC 30 Knowledge(arcana) check.

Colour Magic(Su)
The Priestess may cast spells from 3 different schools of necromantic magic, each relating to a different aspect of the Death Goddess' power and traditional surrounding dogma. Each form possesses it's own store of Spell points that determine access to spells of this form and are depleted by spellcasting.
The ranks a Priestess possesses in each of the following skills- Red Magic, Black Magic and White Magic, together with the skills' key ability modifiers, and Sect and Coven afiliations, determine her maximum Spell points in that colour.

Maximum Colour Spell points = (Colour) Magic skill ranks + key ability modifier + Sect & Coven bonus
The key ability for spellcasting in a particular colour matches that for the corresponding skill, but this ability does not place limits on maximum accessible spell level or grant bonus spell slots. (Of course, a high key ability score intrinsically grants better access to spells, but only permanent modifiers from spells and items are applied for this purpose.)

Each spell cast depletes 2 Spell points of that colour, and no other spell of matching Colour may be cast for 2 rounds after. Priestess spellcasting is spontaneous, and she may cast any spell determined as available to her by her current Spell point reserve.
Full Spell points are recovered each day, regardless of rest.

Colour Magic Bonus and Effect

Red Magic
{table=head]Spell points|Spell level|Spells available|Other
3-9|0|Apeal, Bloodoath, Spell Stamina|
10-12|1|Lesser Stamina, Leech Life, Sacrifice|
13-15|2|False Life, Consumption, Vampiric Touch|
16-18|3|Possession, Void Magic, Stamina|+1 to negative HP/level
19-21|4|Lesser Restoration, Anaemia, Chaeron|
22-24|5|Mind fog, Letting, Greater Stamina|
25-27|6|Closure, Banishment, Restoration|+2 to negative HP/level
28-30|7|Spell Reflection, Sarcoma, Melding|
31+|8|Energy Drain, Dominion, Greater Restoration|+3 to negative HP/level
[/table]
(Negative HP refers to the total HP a Priestess must reach below 0 before she dies.)

Black Magic
{table=head]Spell points|Spell level|Spells available|Other
3-9|0|Hex, Inflict Minor Wounds, Summon Spirit|
10-12|1|Wither, Fester, Inflict Light Wounds|
13-15|2|Bane, Wrack, Inflict Moderate Wounds|
16-18|3|Wither, Bone Puppet, Inflict Serious Wounds|+5 to total Retinue Hit Dice
19-21|4|Countenance, Reanimate, Inflict Critical Wounds|
22-24|5|Charm Undead, Contagion, Abrogation|
25-27|6|Harm, Speak with Dead, Mortal Coil|+10 to total Retinue Hit Dice
28-30|7|Shadow Word, Corrupted Soul, Finger of Death|
31+|8|Holy Bind, Reliquary, Phantom|+15 to total Retinue Hit Dice
[/table]
(Further members of the Priestess' retinue may not be acquired while in excess of any present Hit Dice limits.)

White Magic
{table=head]Spell points|Spell level|Spells available|Other
3-9|0|Cure Minor Wounds, Oblivion, Animation|
10-12|1|Dismissal, Gentle Repose, Lifeline|
13-15|2|Deathwatch, Doom, Cure Light Wounds|
16-18|3|Death Knell, Ague, Detect Thoughts|+1 to Lazari saves & attack rolls
19-21|4|Prayer, Palsy, Cure Moderate Wounds|
22-24|5|Slay Living, Covenant, Rigor Mortis|
25-27|6|Undeath to Death, Doomgard, Cure Serious Wounds|+2 to Lazari saves & attack rolls
28-30|7|Inure, Remove Paralysis, Living Dead|
31+|8|Deathluste, Cure Critical Wounds, All-harm|+3 to Lazari saves & attack rolls
[/table]
(Benefits to the Lazari are considered sacred bonuses.)


Retinue(Su)
A starting Priestess will generally have a 1 HD follower of type appropriate to her Temple's resources and level (typically a human commoner skeletal minion.) Any temple friendly to her Sect will happily furnish her with fresh bodies of up to 3 HD (also, generally human commoners.)
The Priestess may communicate telepathically with one member of her retinue within 40 feet each round, generally as a free action (the same rules apply as to speech.)

Further Members
It is possible for the Priestess to add creatures to her retinue by differing means, whether charmed, raised, dominated, summoned, or subject to the similar control of an existant follower. All remain subject to limits on her retinue Hit Dice, and all obey commands unquestioningly to the best of their understanding.
All members of the Priestess' retinue have no effect on tabulated CR or XP gains for any encounter, nor can they gain XP. All members are considered immune to fear, mind-affecting spells or effects, and their underlying alignment cannot shift, being subject to a form of continual mental dominion by the Priestess.

Limitations
The Priestess may command a single 1 HD follower at level 1, followers with a total of up to 4 HD at level 2, and triple her class levels in Hit Dice at level 3 and after.
Individual members of a Priestess' retinue may never possess Hit Dice greater than her class level, nor can they stray more than 100 feet/level from her position. Members which violate this rule may, if desired, attempt a Dismissal upon themselves (as per the spell, save DC 20) once per day. (This entitlement likewise applies if the Priestess is dead or upon a different plane of existence, but the save DC is reduced by 10.)
Hit Dice from class levels and living creatures are counted twice toward Hit Dice limitations.


Lazari(Ex)
The Priestess may apply the Lazari template to a single retinue follower of her choice with at least 10 HD. For details, see the Lazari description.


Ex-Priestesses
A Priestess is expected to obey the mandates of her chosen Sect and Coven, and conform to it's prescriptions on proper conduct and formal duties. Aisde from weapon and armour restrictions, this typically includes obediance to higher formal authority within the church, disdain for material trappings and maintenance of proscribed alignment. Coven members are also expected to obey superiors within a chain of command and maintain the strict secrecy of their affiliation.
Gross violation of the above restrictions will result in the character's declaration Excoriate.

A Sister Excoriate can no longer advance in Priestess levels and loses all Sect & Coven bonuses to spellcasting. Excoriate status may be revoked if the character atones and submits herself to re-induction as a Priestess (a process described below.) A Priestess who takes levels as a Healer or Solarus is always declared Excoriate. Access to the Priestess class' supernatural abilities precludes and revokes all access to those of the Healer or Solarus.


Becoming a Priestess
The Priestess is typically taken as a base class, but can, in theory, be adopted by characters with differing starting classes, subject to a lengthy training and ordainment period. Training as a priestess typically takes 8 years of closeted study and obeisance, during which at most 3 levels of the class, and none other, may be taken. (The character does not derive the benefits of Sect or Coven affiliation.) If she completes this training period to the satisfaction of the convened Mothers Excelsior or other church dignitaries, she may thereafter progress normally in levels and is accepted into her chosen Coven and Sect.
Only women may train as a Priestess. Men serve as retainers and attendants, but the Goddess' powers are not accessible to them.

.

Alfryd
2007-07-31, 06:25 AM
I've decided it may be best to post the spell listings seperately, pending further cleanup.


Priestess Spells
Unless specified otherwise, all spells have touch range, 1 round casting time and are considered Necromancy.


Appeal
The caster gains a +3 insight bonus on a following Charisma-based skill check of choice.
level 0 red.

Bloodoath
Charms undead freshly raised or summoned at a cost to caster's HP of 3 HP + 2 HP/target Hit Die. They must have been raised or summoned no more than 2 rounds/level, nor can undead with more than 3 Hit Dice be affected.
The subject is alowed a Will saving throw at a -4 penalty to avoid enthrallment in this fashion.
level 0 red.

Spell stamina
Neither this spell nor the caster's next cast Red magic spell will impose delays on further spellcasting of matching colour. The next spell must be chosen in advance, and Spell Stamina requires concentration until the chosen spell is cast.
level 0 red.

Lesser Stamina
This spell alleviates Fatigue, negates up to 2 HP/level of nonlethal damage, and grants 1 temporary HP/level (up a maximum of 10 points' nonlethal damage and 5 temporary HP.) Temporary HP last 1 round/level. Only living creatures are affected. Lesser Stamina may be used only once/day.
level 1 red.

Stamina
This spell alleviates Fatigue or Exhaustion, negates up to 4 HP/level of nonlethal damage, and grants 2 temporary HP/level (up a maximum of 30 points' nonlethal damage and 15 temporary HP.) Temporary HP last 2 rounds/level. Only living creatures are affected. Stamina may be used only once/day.
level 3 red.

Greater Stamina
This spell alleviates Fatigue, Exhaustion, Nausea or Unconsciousness, negates up to 6 HP/level of nonlethal damage, and grants 4 temporary HP/level (up a maximum of 90 points' nonlethal damage and 45 temporary HP.) Temporary HP last 3 rounds/level. Only living creatures are affected. Greater Stamina may be used only once/day.
level 5 red.

Leech Life
Drains 1d4 + 1HP/level from the subject and uses it to restore the caster's health. Range is 5 feet +5 feet/level, (max. 50 feet.) HP in excess of the caster's normal maximum may not be exceeded. Both living and undead are affected equally, and Fort halves.
level 1 red.

Sacrifice
Grants the caster 2 bonus temporary HP/subject Hit Die if they can perform a successful Coup de Grace on the subject. If unwilling, subjects are permitted a Will saving throw to resist effects. Temporary HP last 1 hour/level.
level 1 red.

Anergy
This spell increases the caster's normal maximum HP by 2 HP/level, or 1 HP/level if cast upon another subject, max 10 HP. The spell will neither increase or restore current HP but can be used to stabilise a dying character for the spell's duration, permitting other healing or natural stabilisation their chance to apply.
The spell lasts 1 minute/level.
level 2 red.

Consumption
Fort negates, and the subject is permitted fresh Fort saves every 3 rounds to end the spell.
After 3 rounds, the spell begins to inflict 1d4 damage/round on the subject.
After 6 rounds, the spell inflicts 2 points of Con damage.
After 9 rounds, the spell inflicts 2 points Con damage andd 1 additional point of Con damage/round after.
After 12 rounds, the character can no longer breathe and must make Fort saves as if subject to drowning or suffocation. Such saves suffer a -2 penalty. The spell inflicts 3 additional points of Con damage.
Only living targets are affected.
level 2 red.

Void Magic
The caster may perform a Spell resistance check or Will saving throw to dispel the effects of one existing enchantment or spell currently affecting a nearby character, including herself. The save DC or caster level matches that of the original spell, but the spell may not have been in effect for more than 1 round/level. Unwilling subjects cannot be affected by the spell.
Range is 5 feet +5 feet/level, up to 50 feet.
level 3 red.

Possession
The caster may seize direct control of a single chosen minion's mind at touch range. During possession, the following applies:
* The creature gains alignment subtype(s) (Lawful, Good, Chaotic, or Evil, if any) as appropriate to it's mistress' alignment.
* The creature may apply it's mistress' Spell Resistance and Will saves (or their own, as desired,) against any debilitating spells and effects.
* The caster is automatically aware of anything her minion senses, hears or feels. This provides the caster with a +1 circumstance bonus to AC against attacks which her minion is aware of.
* The creature may apply any skills or feats possessed by the caster, conferring the benefits of it's own physical attributes and the caster's own mental attributes (any feats which list attribute prerequisites must be satisfied under these conditions.) The creature cannot access it's own feats or skills, and applies the BAB of it's mistress.
* Possessed minions suffer a -5 penalty to any saving throws against dismissal and may not apply their mistress' Will saves to this end.
* The caster may communicate freely with the subject and convey unlimited, detailed information as desired.

The caster must maintain concentration for the spell's duration, but she may otherwise take action normally and this is not considered a full-round action. The spell cannot be mainted for more than 8 hours a day, while 4 hours spent in this fashion inflicts Fatigue, and 6 hours, Exhaustion. Minions may be directed to travel more than 1 mile from the caster's position in this fashion without losing control, but an hourly concentration check is required for as long as the minion is outside this range.
Possession has a casting time of 2 rounds.
level 3 red.

Chaeron
The Chaeron is a template applies to a given undead minion which confers additional Hit Dice to the creature until it's Hit Dice match your own. The Chaeron consumes 100 caster XP for each Hit Die gained.
{table=head]Hit Dice|BAB|Fort|Ref/Will|Natural AC bonus
1|+0|+2|+0|+0
2|+1|+3|+0|+0
3|+2|+3|+1|+0
4|+3|+4|+1|+0
5|+3|+4|+1|+1
6|+4|+5|+2|+1
7|+5|+5|+2|+1
8|+6|+6|+2|+2
9|+6|+6|+3|+2
10|+7|+7|+3|+3
[/table]
Minions raised using the Animation spell may freely exchange existing Hit Dice as skeletal minions for those as Chaeron at half XP cost.
level 4 red.

Anaemia
This spell afflicts the target with 1 point of Con damage/2 levels (max. 10), Fatigue before level 15 and Exhaustion subsequently, which are permanent until dispelled (typically via a Break Enchantment or equivalent spell.) An initial Will save eliminates Fatigue or reduces Exhaustion to Fatigue, which can be recovered from normally.
Only living targets are affected.
level 4 red.

Letting
REWORK
level 5 red.

Closure
This spell converts up to 5 HP/level of damage into nonlethal damage, and may be used to reattach severed limbs or body parts. The spell may be used to heal undead or the caster directly.
level 6 red.

Melding
This spell permits possession of a character outside the caster's retinue, and at a range of 15 feet + 5 feet/5 levels up to 35 feet (characters unwilling to be controlled in this fashion are entitled to a Will saving throw with a +5 bonus and require a ranged touch attack.) A Possession spell must then be cast seperately and in direct succession with a successful Melding. The subject is paralysed in the interval, an effect which cannot be dispelled, but the Priestess must maintain concentration until possession completes. The subject is permitted a final Will saving throw to break effects 1 round before casting ends.
The subject must have at least 3 points in Intelligence, 2 points in Wisdom, and 1 point in Charisma for Melding to apply.
If casting succeeds, all the normal benefits and drawbacks of Possession apply. In addition, the subject obeys the caster unquestioningly with full understanding even when given clearly suicidal or grievously objectionable directions for as long as the spell lasts.

Each successful Detect Thoughts spell cast on the subject during the last hour imposes a cumulative +1 bonus to the Melding's save DC (max +4.)
level 7 red.

Spell Reflection
Spell Reflection allows you to mirror castings of a particular spell made against you with a caster level of 1 for each point by which you beat the save DC (max. 20.) You may only reflect spells that have a single target, and you may only reflect them back upon the original caster.
While the spell is in effect, you gain a +5 bonus to all saves against such spells, and Spell resistance +20 against all magic.
Spell Reflection lasts 1 round/2 levels.
level 7 red.

Sarcoma
REWORK
level 7 red.

Dominion
The caster may permanently add Possessed creatures to her retinue. The chosen creature may perform a Will saving throw to resist the onset of casting and a final Will saving throw when casting completes at a -5 penalty to resist completion, but this does not break the caster's Possession until you beat the DC by 15 points or more, nor deter further caster Dominion attempts for more than an hour.
Normal limits on retinue Hit Dice apply, but the subject suffers a -2 penalty to any subsequent saving throws for Dismissal.
level 8 red.



Hex
Inflicts 2 points of damage upon an opponent's ability scores at random. A melee touch attack is required. Roll 1d6 and consult the following:
1- Strength, 2 - Dexterity, 3 - Constitution, 4 - Intelligence, 5 - Wisdom, 6 - Charisma
Mental attributes are allowed a Will save, physical attributes, a Fort save.
Multiple castings of Hex may stack by targeting different stats, but castings on the same stat have no further effect.
level 0 black.

Summon Spirit
The caster may summon a disembodied undead spirit from the netherworld. The spirit lasts for up to 1 day/2 levels. Differing undead may be summoned in accordance with the following table:

{table=head]Hit Dice|BAB|HD|Fort/Ref|Will|Special
1|+0|d4|+0|+2|(Shade)
2|+1|d4|+0|+3|
3|+2|d4|+1|+3|
4|+3|d4|+1|+4|
5|+3|d6|+1|+4|
6|+4|d6|+2|+5|
7|+5|d6|+2|+5|
8|+6/+1|d6|+2|+6|
9|+6/+1|d8|+3|+6|
10|+7/+2|d8|+3|+7|
11|+8/+3|d8|+3|+7|(Wraithe)
12|+9/+4|d8|+4|+8|
13|+9/+4|d10|+4|+8|
14|+10/+5|d10|+4|+9|
15|+11/+6/+1|d10|+5|+9|
16|+12/+7/+2|d10|+5|+10|(Spectre)
17|+12/+7/+2|d12|+5|+10|
18|+13/+8/+3|d12|+6|+11|
19|+14/+9/+4|d12|+6|+11|
20|+15/+10/+5|d12|+6|+12|
[/table]
Take your level and subtract 2d6 for minion Hit Dice. Alternatively, (take your level + 1d6) / 2 (rounding down.) Bear in mind this may result in summoning something more powerful than you can strictly control. Summoned spirits will quit this plane of their own accord within 1 hour/level unless bound to the caster.

Summoned undead are invisible and ignore weapons or armour with an enchantment bonus of less than 1/5 their Hit Dice (rounded up.) Even such weapons and armour have a 10% x (enchantment bonus + masterwork bonus) chance to impede disembodied creatures at all.
By default, spirits have 2 melee claw attacks with damage dice matching newest hit dice. The spirit's mental and physical attributes match their base Will save +1d4, rolled seperately for each stat.

Shades cannot affect corporeal creatures.
Wraithes may assault corporeal creatures but deal either nonlethal damage or 1 point Str damage only during attacks.
Spectres may assault corporeal creatures normally and may deal lethal or nonlethal damage as they like, in addition to 1d4 Str damage.

Due to their insubstantial nature, summoned spirits may not equip weapons or armour with an enchantment bonus less than that required to strike themselves.
level 0 black.

Fester
The victim suffers a -1 penalty to Fort saves and takes 1 point of additional damage from all blows for the spell's duration. No initial save is permitted, but after 3 rounds, the spell allows a Fort save to negate and deals 1 damage every round, for up to 1 round/level.
level 1 black.

Wrack
Deals 2 damage/level and inflicts 2 points of ability damage to Con, Str, and Dex. A successful Fort save halves HP damage and negates ability damage, but requires a Concentration check of equal DC.
level 2 black.

Wither
The spell applies a -1 penalty/3 levels to Str and BAB (max -6,) and reduces the victim's base movement speed by 10 feet/round (speed may never be reduced below half prior allowance in this fashion.) The spell's duration is based on the victim's initial Fort save:
success, >= 10|unaffected
success, 0-9|3 rounds
failure|1 minute/level

level 3 black.

Bone Puppet
The caster attempts to seize physical control of a character's movements. The caster must maintain concentration for control.
The subject may attempt a Will save at a -3 penalty with Strength modifier, which is then compared against the spell's save DC.
{table]Result|Effect|Duration
Success, > 5 points|Unaffected|n/a
Success, 0-4 points|-3 penalty to Dex and Str|3 rounds
Failure, </= 5 points|Paralysed|3 rounds
Failure 6-10 points|Control of subject|9 rounds + 1/level
[/table]
Control of the subject applies -3 penalties to Dex, Str, attack rolls and AC, but confers control of attacks and movement at half speed. Attack rolls may be made with the caster's BAB, but the subject is considered Flat-footed and no other physical actions can be taken. The caster does not gain any special control over the subject's mind or gain any of their sense impressions. Bone Puppet is not considered a mind-affecting spell and can be neither negated nor resisted accordingly.
level 3 black.

Countenance
The spell contains or abjures hostile visible undead, reducing their effective Hit Dice for Charm Undead or Bloodoath purposes by 3, and preventing hostile action against the caster. Up to the caster's level in Hit Dice of undead can be abjured in this fashion, but a (-2 penalty) Will save negates effects for the subject. The spell lasts for 1 day, but fresh saves are permitted each hour in the caster's presence.

The spell may be used to contain a single undead subject, preventing all action or movement for 1 full hour. The subject is not, however, paralysed, and may defend themselves physically as standard.
level 4 black.

Reanimate
Restores undead to unlife without penalties, while living subjects take a two-level hit (XP is halfway to the next level.) Subjects without enough levels can't be raised at all, but even unwilling subjects may be raised if they fail a Will save. A successful Will save negates all further Reanimate attempts against the subject save by a seperate caster at least 5 levels higher or the original caster at least 10 levels later. The subject need not be considered intact for purposes of raising but most physical remains have to be present.
level 4 black.

Charm Undead
Allows you to add any encountered undead to your retinue, subject to a caster level check versus their Will save + 1/2 Hit Dice.
level 5 black.

Mortal Coil
Fort save with -5 penalty negates.
Mortal Coil may be cast on any visible subject within range of the caster's retinue control radius, and thereafter steals 1 HP/day from the subject and gives it as temporary HP to the caster, regardless of their presence or absence, as long as they remain within the retinue control radius. Temporary HP gained last 24 hours and provide a +1 bonus to saves and AC. The rate of drain increases by 1 HP/day per day, and multiple castings stack in effectiveness, though fresh Fort saves are permitted against each casting.
Escaping retinue control radius prevents further damage being done and increase in the rate of drain, but only allows a reprieve until the caster comes within range again. The caster also instinctively knows the subject's heading if they are anywhere on the same plane of existence.
Mortal Coil may be negated with a Remove Curse, Limited Wish or Break Enchantment spell, but is otherwise impossible to counter or dispel once in effect.
level 6 black.

Abrogation
An improved version of Sacrifice/Dismissal that also grants current subject HP in temporary HP. -10 penalty to saves, and telepathic communication is required.
level 5 black.

Shadow Word
This spell deals 1d4 Massive + 4 damage per subject Level, or 2d6 nonlethal/level if you make a Will save, max. 10 levels, against one living subject. The caster may optionally only deal specified nonlethal damage if desired. Alternatively, the spell may be used to paralyse undead indefinitely, but Will at a -4 penalty negates.
This is a sonic effect and may be negated as such, though only one target is affected. Shadow Word may be used only once/day.
level 7 black.

Corrupted Soul
Gradually turns a living subject, willing or no, into your slave and servitor that you automatically control. An initial Fort or Will save are permitted to resist the spell, which may be cast upon any visible subject. If this fails, symptoms make themselves felt inside an hour.
Following incubation, and every 1d10 days, the subject must perform a successful Fort or Will save or acquire 1 creature Level as a Corrupted Soul:
{table=head]Level|BAB|Save|Special
1|+0|+0|+1 to save DC/caster level, Con -2, Wis -2
2|+1|+0|+2 to save DC/caster level, Con -2, Wis -2
3|+1|+1|+3 to save DC/caster level, Con -2, Wis -2, Partial undead traits
4|+2|+1|+4 to save DC/caster level, Con -2, Wis -2
5|+2|+1|+5 to save DC/caster level, Con -2, Wis -2, Perfect Control
[/table]
Corrupted Souls gain d8 Hit Dice. Each level, the spell permanently drains 2 points of Wisdom and Constitution from the subject, while the save DC and effective caster level increase by 1. If the subject dies, the spell ends, but unconsciousness has no effect.

At creature level 3, The subject has a 50% chance to ignore damage from criticals or dependant on vulnerability to criticals, in addition to death effects, disease, poison, paralysis or fear.

At creature level 5, the process is irreversible and the subject falls under the command of the caster permanently. Corrupted souls count normally toward retinue hit dice limits, but there is no risk of the creature falling out of control unless deliberately dismissed.

Corrupted Soul can be countered or dispelled to remove 1 creature level from the subject whenever a check is required every 1d10 days, but normal caster level checks are required.
level 7 black.

Holy Bind
Provides a summoning circle to increase maximum permitted HD of raised or summoned undead monsters by 1, while reducing effective HD of raised or summoned minions for Charm Undead or Bloodoath purposes by 3 (this effect stacks with Countenance.) Undead in question cannot leave the circle unless broken, but at most 3 may be contained at any time. Subjects are permitted Will saves with a -1 penalty to negate.
level 8 black.

Reliquary
Provides a point of focus by which you may bind summoned undead to this plane forever. Requires a portion of the summoner's flesh for the purpose, which cannot be regrown. Only consenting undead may be bound in this fashion, and a given caster cannot possess more than one reliquary. If dispelled or dismissed, the reliquary may used upon other subjects in the future.
The reliquary may be any small container worth at least 1000 gp.
The spell may also be used to bind the soul of a freshly killed person to the same purpose. A portion of the subject's flesh is required in such cases, and Will negates.
level 8 black.

Phantom
Summons a fearfully powerful incorporeal undead which may not be controlled- and might not even be contained.
DETAIL
level 8 black.



Animation
The caster may raise undead skeletal servitors for her retinue. Any slain humanoid creature within 30 feet may be raised. The creature keeps up to the caster's level in Hit dice, or as many as it possessed in life, whichever is less, but at most 10 HD. The creature will lose 1 Hit Die for every 10 days of burial or open exposure, and must have been considered intact for purposes of raising at the time of death.
Slain undead may also be raised, but they possess two fewer Hit Dice than beforehand.

{table=head]Hit Dice|BAB|Fort/Ref|Will
1|+0|+0|+2
2|+1|+0|+3
3|+1|+1|+3
4|+2|+1|+4
5|+2|+1|+4
6|+3|+2|+5
7|+3|+2|+5
8|+4|+2|+6
9|+4|+3|+6
10|+5|+3|+7
[/table]

The following changes apply to the base creature:
* It's Wisdom score is set to 8 and Charisma to 2. It suffers a -6 Intelligence penalty (but retains a minimum of Intelligence 1.)
* The creature loses it's Constitution score, but gains 4 bonus HP per Hit die, and all existing Hit dice are converted to d4s.
* The creature is stripped of flesh and innards, gaining damage reduction 5/bludgeoning, and immunity to cold, paralysis, polymorph, electricity, poison, disease, ability drain, death effects, negative levels, and critical hits.
* The creature can see as well by day, night, underground or even through regions of magically-induced darkness. It gains a +2 bonus to Spot checks and +4 bonus on saving throws vs. illusions with optical components. It can detect living creatures within 30 feet at will, though it cannot discern their exact location or numbers.
* Former alignment, weapon and armour proficiencies and 1 feat of it's mistress' choice are retained. The creature has no special abilities or skills, but gains a single claw attack, 1d6 damage for a medium-sized subject and adjusted accordingly.

Freshly raised skeletal minions are considered disoriented for 2d6 rounds, after which they begin to behave autonomously if they are not charmed into membership of the caster's retinue by other means.
Skeletal minions may don and wield armour, weapons and items to enhance their scores and abilities normally. The minion cannot communicate by any means, even telepathically, imposing obvious penalties to many skill checks and abilities, but can receive and understand external instructions. Left to their own devices, Skeletal minions are only capable of basic, instinctive actions or the programmed execution of specific, simple, and advance unambiguous orders.
level 0 white.

Oblivion
The spell renders a subject passive and non-hostile, without initiative, desire, or free will. Only consenting subjects may be affected, and a subject is always aware of the spell's effect in advance. Subjects may die at will, otherwise Oblivion lasts for 1 round/level. Affected subjects automatically fail saving throws, are considered defenceless, and take no actions on their own account.
(Members of the caster's retinue are automatically 'consenting' and continue to obey orders and directives to the best of their understanding. They may never choose to die unless permitted.)
level 0 white.

Dismissal
The caster may release followers at will and regardless of location, provided they remain within her retinue control radius. Subjects released may attempt a Will saving throw to avoid death in the process, those who do no longer count against the Priestess' retinue limits. Dismissed followers lose all benefits of retinue membership, but if they survive can also resume free action and may prove hostile.
Living subjects may be released without risk of death if the caster desires, but undead always run this risk.
level 1 white.

Lifeline
The caster sacrifices 1 HP/round per level to restore matching health to a living target, up to any limit desired. She must maintain continual concentration and the DC for doing so increases by 1 point per round.
level 1 white.

Ague
The spell afflicts the target with a -2 morale penalty to all saves and attack damage, dealing 5 points of nonlethal damage/level (max 50.) Morale effects last for 2 minutes/level. A Will save halves both effect and duration.
level 3 white.

Palsy
Will negates. Every 4 rounds, a secondary Fort save at a -4 penalty is allowed to negate effects.
The subject suffers a -4 penalty to Strength and Dexterity, all Str or Dex-based skill checks, and a -2 penalty to BAB, AC, and Reflex saves.
Lasts 1 round/level.
level 4 white.

Covenant
This spell raises a slain creature from the dead in exchange for service in the caster's retinue thereafter. Living and undead may be affected equally, but only willing subjects may be raised and no saving throw or spell resistance is allowed.
Alternatively, the spell may be used to provide a chosen subject immunity from future death, at the cost of admission to the caster's retinue once they die. Again, only willing subjects may be affected, but no saving throw is permitted against the future entry.
In the latter case, subjects gain a +2 sacred bonus to Will and Fort saves and 1 bonus HP/subject Hit Die. If both caster and subject are Lawful, the subject gains the Lawful subtype, if both are Chaotic, the Chaotic subtype, if both are Evil, the Evil subtype, and if both are Good, the Good subtype. Opposed subtypes are suppressed for such purposes. These benefits persist until entry to the caster's retinue, when the spell expires. The covenant itself cannot be dispelled or countered by any means short of Limited Wish.
The caster may maintain a Covenant with only one character at any time (herself included,) while casting Covenant upon a different subject revokes benefits for and control over any prior subject, who will die.
Casting takes at least 1 hour + 1 minute/level of the subject.
The spell costs the caster 500 XP, with gypsum, jade and ivory altogether worth at least 1500 gold pieces.
level 5 white.

Rigor Mortis
This spell permanently paralyses the subject and constricts their breathing as if subject to gradual suffocation.
A successful Fortitude save, or spell or ability that counters paralysis removes constriction, or a Will save at a -4 penalty negates all effects. The caster may choose which form of counter is permitted. Spells or abilties which counter paralysis are otherwise ineffective, as are Dispel Magic checks, but Remove Curse or similar spells dispel all effects.
level 5 white.

Doomgard
Doomgard grants a chosen minion a +2 enhancement bonus to all attack rolls, damage and physical attributes at the price of a -2 penalty to mental attributes and AC (no mental attribute may be reduced below 1 in this fashion.) The spell lasts for 2d6 hours/caster level.
level 6 white

Inure
This spell grants the subject a +10 bonus to saving throws against any two of the following:
Disease, Poison and Death effects
Fear and Mind-affecting spells or effects
Spells and effects that permit total negation by Fort saves
Spells and effects that permit total negation by Will saves
The spell lasts indefinitely, but every time the subject attempts such a save, the bonus is reduced by 1. Once the bonus is reduced to +4, the spell expires.
Multiple castings of Inure may be used to provide or renew protection from mulltiple such debilities.
Casting takes 1 hour and some significant material components. Call it 250 GP.
level 7 white.

Living Dead
A chosen living subject is thereafter considered undead for most purposes.
* The subject gains complete immunity to death effects, poison, disease, ability drain, negative levels, and any spell effects restricted to living targets. He gains a +5 bonus to saving throws against fear, paralysis, mind-affecting spells or abilities, Fortitude saves, and may attempt a DC 20 Fort save to negate damage from, or dependant on vulnerability to, criticals.
* He need not breathe, eat, drink, or rest (though he may do so if it pleases.)
* The subject loses all effects of their Constitution modifier, and becomes vulnerable to spells or effects restricted to the undead, including instant death at 0 HP or less.
* The subject can be raised normally following death as if he were a living subject however, and recovers health during rest and recovery normally.

The spell lasts indefinitely, and cannot otherwise be dispelled by any means short of Limited Wish or through true death. Unwilling subjects need a melee touch attack and are permitted a Will saving throw with a +2 bonus to negate effects.
level 7 white.

Deathluste
The subject of a Deathluste becomes permanently immune to all fear and death effects.
All fear or death effects instead grant the subject a cumulative +1 morale bonus to attack rolls, saves and skill checks for 24 hours, up to +4. However, when dying, the subject will lose 3 extra HP/round until and unless they stabilise.
Only living subjects may be affected.
Unwilling subjects may end this effect whenever desired, provided they are not dying or presently subject to morale bonuses from the spell. It cannot otherwise be cancelled, resisted or dispelled. The subject regardless may never subsequently be raised as an undead creature of any description.
level 8 white.

All-harm
The spell inflicts 10d6 damage on all living targets within range, or restores matching health to undead. One effect must be chosen. A successful Will save halves damage, but HP may not be reduced below 1 in this fashion. Range is 20 feet +5 feet/4 levels.
level 8 white.


.

Alfryd
2007-07-31, 06:30 AM
Actually, the Lazari could probably use a seperate listing too.



The Lazari, or Death Knight, is the single most powerful and devout follower a Priestess may possess. At level 10, or any subsequent level, the Priestess may apply the Lazari template to any one existing minion of her choice with at least 10 Hit Dice. A Lazari's Hit Dice do not count toward the Priestess' normal limits upon Retinue, but only 1 Lazari may be kept at any time. The Lazari gains 1 level per level the Priestess subsequently gains, increasing the XP needed for the Priestess' to do so by 1000 XP/prior Lazari level. The Lazari is immune to level drain in any form or fashion, but may only advance in level in step with his mistress.

The Lazari does not affect tabulated CR or XP gains for an encounter.
If the Priestess chooses not to acquire a Lazari, dismisses an existing Lazari, or if her existant Lazari is somehow irrevocably destroyed, she may choose to acquire a Lazari upon her next level, but intermediate level gains are not made retroactive. The Lazari must advance in step with his mistress' from then on.

The Lazari is destroyed when and if it's mistress dies of old age, but will remain under control indefinitely under all other circumstances unless deliberately dismissed. As long as the Lazari survives, the Priestess' retinue remain under control regardless of range.

Advancing as a Lazari
The Lazari has no class skills, but may learn cross-class skills normally. He gains skill points/level = 4 + Int modifier. He gains d10 Hit Dice per level, and his alignment always matches his mistress.
The Lazari cannot multiclass, is immune to level drain, and cannot expend XP (however, his mistress may choose to expend XP on his behalf where appropriate.)
In other respects, the Lazari functions as a base creature with class levels, gaining skill points, feats, and ability bonuses normally as it advances in levels.

{table=head]Level|BAB|Fort|Ref|Will|(MA)/Str|HP bonus|Other
0|+0|+2|+0|+2|(+0)/+0|0|
1|+1|+2|+0|+2|(+1)/+2|4|Smite Living +2 x 2/day, Detect Life, Hue
2|+2|+3|+0|+3|(+2)/+2|5|
3|+3|+3|+1|+3|(+2)/+4|6|Spell resistance +5, Aura of Death
4|+4|+4|+1|+4|(+3)/+4|7|Smite Living +3 x3/day
5|+5|+4|+2|+4|(+3)/+6|8|
6|+6/+1|+2|+5|+5|(+4)/+6|9|
7|+7/+2|+2|+5|+5|(+4)/+8|10|Smite Living +4 x4/day, Spelll resistance +15
8|+8/+3|+3|+5|+6|(+5)/+8|11|Vigil
9|+9/+4|+3|+6|+6|(+5)/+10|12|Spelll resistance +25
10|+10/+5|+7|+3|+7|(+6)/+10|15|Smite Living +5 x5/day, Bond Eternal, Render Aid
[/table]



Attribute and Hit Point bonus
The Lazari gains a bonus to Strength, HP, and mental Attributes with each level, similar to racial modifiers. No mental attribute may be raised beyond 13 in this fashion. Such bonuses are not cumulative with level.

Smite Living
At level 1 the Lazari gains a +2 bonus to attack rolls during one attack against a living creature, and deals 1 additional point of damage/level. He may use this ability twice/day. Uses/day and attack bonus increase by +1 at levels 4, 7 and 10.

Detect Life
From level 1 the Lazari may detect living creatures within 30 feet + 5/feet per level as a standard action. He is not aware of their precise location unless they enter his field of vision directly, nor can he distinguish betwen one living creature or many by this method. For purposes of determining field of vision, creatures can make Hide checks at a -5 penalty.

Hue
Once per day, the Lazari may cast any Kryptan spell of level lower than his Lazari levels. Any spells cast that affect or add members to the caster's retinue refer to that of his mistress, which are shared for such purposes.

Aura of Death
From level 3, all allied undead regenerate one HP/hour whilst in the Lazari's presence.

Spell Resistance
At level 3 the Lazari gains Spell resistance +5, in addition to any other bonuses he may possess from items or spells. This benefit increases to +15 at level 7 and +25 at level 9.

Vigil
At level 8, the Lazari gains a +2 bonus on Spot and Listen checks, and may alert his mistress to danger telepathically. Aside from normal benefits, this provides his mistress with a +2 circumstance bonus to AC and +5 bonus to saving throws against illusion whenever the Lazari is at hand and alert.
His mistress may freely communicate unlimited information to her Lazari during telepathic commands, whose intent and function he understands both implicitly and completely.

Bond Eternal
At level 10, the Lazari will regenerate in a visible location of his mistress' choosing after being destroyed within 1d10 days following death, as long as his mistress still lives. If his mistress dies, she will revive after 10 days at the cost of 1000 XP/level, provided her Lazari survives and her body has not been entirely destroyed. The Priestess may choose not to revive in this fashion if so desired. Reviving his mistress in this fashion requires a Holy Bind spell and 3 days worth of rituals unmolested, but no further assistance is required.
The Priestess cannot be raised as an undead creature against her will while her Lazari lives, nor will she die of old age. A Priestess who prolongues her life in this fashion will lose 1 point of Constitution for every year she surpasses her normally appointed age of death. When her Constitution reaches zero, she will die, but may expire of age beforehand if desired.

Render Aid
At level 10, the Lazari may deliver a total of 100 points of healing to either allied undead or his mistress each day. Delivering healing in this fashion must be down at touch range, and may be used to inflict equal damage on living targets. Doing so requires a melee touch attack and the victim is entitled to a DC 40 Fort save to negate damage. The Lazari may also deliver touch spells for his mistress as desired.