([I was going to force people to pick up the World of Warcraft Monstrous Manual, but it's no longer available on Drivethru and possibly RPGnow. Since Blogger doesn't like tables, I will try to work around that with information on which infernal companions are popular and which can't be summoned. Definitely Balors and Pit Fiends can't be summoned -- although a Warlock worth his salt might try to put them in chains.]
Warlocks tend to summon infernal companions as part of their repretoire. Although, in theory, any Warlock of sufficient power can summon and bind a demon to him, there are a number of demons and devils that don't mind the service.
The format is this: name: ; Warlock Level: ; Advancement Level (roughly corresponds to Level Adjustment); Level of Spell Slots Sacrificed
Darkhound --> Warlock Level: 1; Advancement level: 0; Level of spell Slots Sacrificed: 1
Imp --> Warlock Level: 1; Advancement Level: 0; Level of Spell Slots Sacrificed: 1
Void Demon --> Warlock Level 5; Advancement Level: -4, Level of Spell Slots Sacrificed: 3
Succubus --> Warlock Level 9; Advancement Level: -8; Level of spell Slots Sacrificed: 5
Barghest --> Warlock Level 11; Advancement Level: -10; Level of Spell Slots Sacrificed: 6
Nightmare --> Warlock Level 13; Advancement Level -12; Level of Spell Slots Sacrificed: 3
Horned Devil --> Warlock Level 15; Advancement Level -14; Level of Spell Slots sacrificed: 8
------------
(Monsters in the original, 3.5 format)
DARKHOUND
Small Outsider (Chaotic, Demon, Evil, Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Agy, +1 natural), touch 14, flatfooted 12
Base Attack/Grapple: +3/+0
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., resistance to fire 5, scent,
demon traits
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 13, Agy 17, Sta 15, Int 3, Spt 12, Cha 6
Skills: Jump +9, Listen +8, Spot +8, Stealth +8 (+12
hiding), Survival +6*
Feats: Bloodletter, Skilled (Listen and Spot), TrackB
Environment: Temperate Forest
Area: Tirisfal Glades
Organization: Solitary, pair, or pack (3–12)
Challenge Rating: 1
Darkhounds are purple wolves with two horns sprouting from their heads and another two horns sprouting from their shoulders.
Combat
Darkhounds stalk their prey, shadowing it for hours until a suitable ambush spot presents itself. They then dart out, attempting to bring down their victim with overwhelming numbers and sharp teeth.
Skills: Darkhounds gain a +4 racial bonus on Jump checks.
*Darkhounds gain a +4 racial bonus on Survival checks when tracking by scent.
-----------------------------------
VOID DEMON
Medium Outsider (Demon, Evil, Extraplanar, Lawful)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Full Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tormenting strike (DC 14)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., bracers, consume shadows, damage reduction 2/good and truesilver*, spell resistance 13, demon traits
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 16, Agy 11, Sta 17, Int 8, Spt 5, Cha 14
Skills: Climb +11, Concentration +11, Intimidate +10, Knowledge (the planes) +7, Listen +5, Spot +5, Swim +11
Feats: Improved Initiative, Power Attack
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary or pair (1 plus master)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6–14 HD (Medium)
Level Adjustment: —
* This substance appears in More Magic & Mayhem.
A void demon is similar to a shadow demon, except it's hulking and blue. A void demon is also less intelligent than a shadow demon.
Combat
A voidwalker does not hesitate to follow even the most suicidal commands its master gives. A void demon's master often sends it to block a threat leaving the master free to cast spells or use other abilities without interference. A void demon takes its orders literally; when out of communication with its master, it continues to obey its last command, even if that command is tactically unsound.
Tormenting Strike (Su): The touch of a void demon brings a victim’s most painful memories rushing to the surface; for a brief moment, she can think of nothing but destroying the source of this mental anguish. Any creature with an Intellect score of 3 or more that takes damage from a void demon’s slam attack must attempt a DC 14 Will save. Failure means the creature cannot make melee attacks (even attacks of opportunity) against anything but the void demon for 1 full round. The save DC is Charisma-based.
Bracers (Su): Void demons, whether summoned to Galatea or arriving of their own free will, wear a set of magic bracers. These bracers form automatically when the voidwalker leaves the infernal realms, tying the voidwalker to Galatea and allowing it to exist outside of the infernal realms. A voidwalker that loses its bracers also loses much of its power and might inadvertently return to the infernal realms.
A voidwalker that loses its bracers must make a DC 19 Will save or return immediately to the infernal realms as if targeted by a banishment spell. If the voidwalker makes its save, it still takes a permanent –5 penalty to Strength, Agility, and Stamina. Only a limited wish, wish, reality revision, or miracle can reverse this penalty.
Voidwalker bracers possess a hardness of 15 and 15 hit points each. Destroying a single bracer has no effect on a voidwalker.
Consume Shadows (Su): A voidwalker can absorb the darkness surrounding it, thereby healing itself of wounds; using this ability provokes attacks of opportunity. A voidwalker in total darkness can spend a full round concentrating (losing its Agility bonus to AC for the round), drawing the darkness in and producing a faint indigo light around its body. The voidwalker heals a number of hit points equal to its Hit Dice + its Stamina bonus (8 points in the case of the voidwalker presented above).
A voidwalker may consume shadows in shadowy illumination but heals only half this amount. If the voidwalker takes damage while it using consume shadows, it must attempt a Concentration check (DC 10 + damage dealt) or fail in the attempt.
Damage Reduction (Ex): A voidwalker has damage reduction x/good and truesilver, where x is equal to 1/2 its outsider Hit Dice (DR 2/good and truesilver in the case of the voidwalker presented above).
Spell Resistance: A voidwalker has spell resistance equal to 11 plus 1/2 its outsider Hit Dice (13 in the case of the voidwalker presented above).
-------------
OGL Section 15:
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
World of Warcraft: Monster Guide Copyright 2007, Blizzard Entertainment
Showing posts with label Orc Magic. Show all posts
Showing posts with label Orc Magic. Show all posts
Saturday, June 4, 2011
Orc Sorcery
Except for orc Warlocks, orcs have a hard time learning arcane magic -- especially wizard magic. If the power of the Warlock wasn't so seductive, an orc would not learn arcane magic so formally. However, that is not to say that orcs cannot practice magic through instinct and improvisation. Sometimes, magic can erupt from several different bloodlines.
Orcs capable of sorcery display the Abyssal bloodline, and are probably descendents of Orc tieflings or orc warlocks mating with their succubi. Although a small percentage manifests an elemental bloodline connected to fire. But a rare few can trace their magic back to the legendary chieftains that led their people into the World when they crossed over to conquer it. These powerful sorcerers have the pure ancestral bloodline connected to the Ancient Lionmane Clan -- the Ancient Royal Dynastic Clan that was blessed by Nwali himself.
Orc Bloodline
The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.
Class Skill: Survival.
Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), Naskil's transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th).
Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.
Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.
------
OGL Section 15
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.
Orcs of Galatea. Copyright 2011 by Elton Robb. Not all rights are reserved, see the Creative Commons License shown above.
Orcs capable of sorcery display the Abyssal bloodline, and are probably descendents of Orc tieflings or orc warlocks mating with their succubi. Although a small percentage manifests an elemental bloodline connected to fire. But a rare few can trace their magic back to the legendary chieftains that led their people into the World when they crossed over to conquer it. These powerful sorcerers have the pure ancestral bloodline connected to the Ancient Lionmane Clan -- the Ancient Royal Dynastic Clan that was blessed by Nwali himself.
Orc Bloodline
The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.
Class Skill: Survival.
Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), Naskil's transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th).
Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.
Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.
------
OGL Section 15
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.
Orcs of Galatea. Copyright 2011 by Elton Robb. Not all rights are reserved, see the Creative Commons License shown above.
Labels:
Fantasy Roleplaying,
Orc Magic,
Orcs,
Pathfinder
Saturday, May 28, 2011
Shaman Spells
The following Spell list is composed from the World of Warcraft Roleplaying Game, Pathfinder, Horde Player's Guide, and More Magic and Mayhem.
0 level Shaman spells --- Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue
1st level Shaman spells --- Bane, Bless, Burning Hands, Comprehend Languages, Cure Light Wounds, Detect Evil/Chaos/Good/Law, Detect Undead, Doom, Earth Shock, Endure Elements, Identify, Inflict Light Wounds, Lesser Lightning Guardians, Lesser Lightning Strike, Protection from Chaos/Evil/Good/Law, Remove Fear, Roar, Stasis Trap, Summon Nature's Ally I, War Drums
2nd Level Shaman spells --- Augury, Ancestral Communion, Bear's Endurance, Blessing of Courage and Life, Bull's Strength, Calm Emotions, Call of the Spirits, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Flaming Sphere, Flame Shock, Frost Armor, Gentle Repose, Ghostbane Dirge, Gust of Wind, Heroic Fortune, Hold Person, Inflict Moderate Wounds, Lesser Frost Shock, Lesser Restoration, Owl's Wisdom, Remove Paralysis, Resist Energy, Share Language, Silence, Soothing Word, Summon Nature's Ally II, Weapon of Awe, Wolf Spirit
3rd Level Shaman Spells -- Bear Spirit, Bestow Curse, Blindness/Deafness, Blood Biography, Call Lightning, Channel the Gift, Contagion, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Elemental Speech, Earthbind Totem, Elemental Speech, Glyph of Warding, Guiding Star, Helping Hand, Inflict Serious Wounds, Lightning Strike, Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Sacred Bond, Summon Nature's Ally III, Unravel Destiny, Water Walking
4th Level Shaman Spells --- Ancestral Gift, Blessing of Fervor, Control Water, Cure Critical Wounds, Dimensional Anchor, Dismissal, Divination, Divine Power, Eagle Spirit, Fire Nova Totem, Frost Shock, Greater Magic Weapon, Imbue with Spell Ability, Inflict Critical Wounds, Neutralize Poison, Repel Vermin, Restoration, Spiritual Ally, Summon Nature's Ally IV, Tongues
5th Level Shaman Spells -- Breath of Life, Cleanse, Commune, Disrupting Weapon, Flame Strike, Earth Strike, Greater Gust of Wind, Greater Lightning Strike, Healing Wave, Mass Heroic Fortune, Pillar of Life, Raise Dead, Scrying, Smite Abomination, Snake Staff, Summon Nature's Ally V, Symbol of Pain, Symbol of Sleep, Tremor Totem, Wall of Stone
6th Level Shaman Spells -- Cure Moderate Wounds: Mass, Eagle's Splendor: Mass, Find the Path, Geas/Quest, Greater Frost Shock, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mass Bear's Endurance, Mass Inflict Wounds, Mass Owl's Wisdom, Strength of Earth Totem, Summon Nature's Ally VI, Symbol of Fear, Symbol of Persuasion, Wind Walk, Word of Recall
7th Level Shaman Spells -- Ancestral Shield, Control Weather, Astral Recall, Fire Storm, Greater Scrying, Healing Stream Totem, Mass Cure Serious Wounds, Rampart, Refuge, Reincarnate, Resistance Totem, Sirroco, Stone Tell, Summon Nature's Ally VII, Vortex
8th Level Shaman Spells -- Discern Location, Earthquake, Euphoric Tranquility, Grounding Totem, Magma Totem, Rift of Ruin, Seamantle, Storm Bolts, Summon Nature's Ally VIII, Whirlwind
9th Level Shaman Spells -- Clashing Rocks, Cure Critical Wounds: Mass, Elemental Swarm, Exorcise, Foresight, Regenerate, Storm of Vengeance, Summon Nature's Ally IX, Sympathy, Windfury Weapon
0 level Shaman spells --- Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue
1st level Shaman spells --- Bane, Bless, Burning Hands, Comprehend Languages, Cure Light Wounds, Detect Evil/Chaos/Good/Law, Detect Undead, Doom, Earth Shock, Endure Elements, Identify, Inflict Light Wounds, Lesser Lightning Guardians, Lesser Lightning Strike, Protection from Chaos/Evil/Good/Law, Remove Fear, Roar, Stasis Trap, Summon Nature's Ally I, War Drums
2nd Level Shaman spells --- Augury, Ancestral Communion, Bear's Endurance, Blessing of Courage and Life, Bull's Strength, Calm Emotions, Call of the Spirits, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Flaming Sphere, Flame Shock, Frost Armor, Gentle Repose, Ghostbane Dirge, Gust of Wind, Heroic Fortune, Hold Person, Inflict Moderate Wounds, Lesser Frost Shock, Lesser Restoration, Owl's Wisdom, Remove Paralysis, Resist Energy, Share Language, Silence, Soothing Word, Summon Nature's Ally II, Weapon of Awe, Wolf Spirit
3rd Level Shaman Spells -- Bear Spirit, Bestow Curse, Blindness/Deafness, Blood Biography, Call Lightning, Channel the Gift, Contagion, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Elemental Speech, Earthbind Totem, Elemental Speech, Glyph of Warding, Guiding Star, Helping Hand, Inflict Serious Wounds, Lightning Strike, Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Sacred Bond, Summon Nature's Ally III, Unravel Destiny, Water Walking
4th Level Shaman Spells --- Ancestral Gift, Blessing of Fervor, Control Water, Cure Critical Wounds, Dimensional Anchor, Dismissal, Divination, Divine Power, Eagle Spirit, Fire Nova Totem, Frost Shock, Greater Magic Weapon, Imbue with Spell Ability, Inflict Critical Wounds, Neutralize Poison, Repel Vermin, Restoration, Spiritual Ally, Summon Nature's Ally IV, Tongues
5th Level Shaman Spells -- Breath of Life, Cleanse, Commune, Disrupting Weapon, Flame Strike, Earth Strike, Greater Gust of Wind, Greater Lightning Strike, Healing Wave, Mass Heroic Fortune, Pillar of Life, Raise Dead, Scrying, Smite Abomination, Snake Staff, Summon Nature's Ally V, Symbol of Pain, Symbol of Sleep, Tremor Totem, Wall of Stone
6th Level Shaman Spells -- Cure Moderate Wounds: Mass, Eagle's Splendor: Mass, Find the Path, Geas/Quest, Greater Frost Shock, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mass Bear's Endurance, Mass Inflict Wounds, Mass Owl's Wisdom, Strength of Earth Totem, Summon Nature's Ally VI, Symbol of Fear, Symbol of Persuasion, Wind Walk, Word of Recall
7th Level Shaman Spells -- Ancestral Shield, Control Weather, Astral Recall, Fire Storm, Greater Scrying, Healing Stream Totem, Mass Cure Serious Wounds, Rampart, Refuge, Reincarnate, Resistance Totem, Sirroco, Stone Tell, Summon Nature's Ally VII, Vortex
8th Level Shaman Spells -- Discern Location, Earthquake, Euphoric Tranquility, Grounding Totem, Magma Totem, Rift of Ruin, Seamantle, Storm Bolts, Summon Nature's Ally VIII, Whirlwind
9th Level Shaman Spells -- Clashing Rocks, Cure Critical Wounds: Mass, Elemental Swarm, Exorcise, Foresight, Regenerate, Storm of Vengeance, Summon Nature's Ally IX, Sympathy, Windfury Weapon
Labels:
Dungeons and Dragons,
Orc Magic,
Orcs,
Pathfinder,
roleplaying games
Thursday, May 26, 2011
The Shaman
Orc society are an animist society that does not worship an actual deity, but venerates many spirits -- ancestral spirits, animal spirits, plant spirits, elemental spirits, and so on.
The Wise among them are not witches, nor warlocks, but people called shamans. Shamanism among the Orcs is also called Heathenism around certain circles. Shamans guide others in their spiritual matters and act as a bridge from the physical world and the spirit world. While seemingly serene, the shaman can unleash the power of his totem spirits.
The Shaman is a variant of the cleric. A variant on this class is perfect for low magic campaigns, see the Genius Guide to The Shaman for details, and here for the OGC.
Game Mechanics
Alignment: Shamans from human, wild and jungle elf clans, the Wildstone dwarves, and the Orcs can typically be of any alignment; although the human shamans tend to be Lawful (since they follow the ancient laws). Other shamans tend to be chaotic because they follow their hearts.
Hit Die: d8.
Sample Totem Animal list ---
The Wise among them are not witches, nor warlocks, but people called shamans. Shamanism among the Orcs is also called Heathenism around certain circles. Shamans guide others in their spiritual matters and act as a bridge from the physical world and the spirit world. While seemingly serene, the shaman can unleash the power of his totem spirits.
The Shaman is a variant of the cleric. A variant on this class is perfect for low magic campaigns, see the Genius Guide to The Shaman for details, and here for the OGC.
Game Mechanics
Alignment: Shamans from human, wild and jungle elf clans, the Wildstone dwarves, and the Orcs can typically be of any alignment; although the human shamans tend to be Lawful (since they follow the ancient laws). Other shamans tend to be chaotic because they follow their hearts.
Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp)
Class Skills: The shaman’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Knowledge (spirits) (Int), Linguistics (Int), Perform (ritual) (Cha)g, Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Ranks Per Level: 2 + Int modifier.
Changes:
Spontaneous Casting: Good-aligned shamans can spontaneously cast cure spells, while evil-aligned shamans can spontaneously cast inflict spells. Neutral shamans must choose either cure or inflict spells at 1st level, and the choice cannot be reversed later.
Turn or Rebuke: Shamans can turn or rebuke elementals. At 1st level, the shaman chooses a favored
element (air, earth, fire or water): He can rebuke, command or bolster elementals of that element; and he can turn or destroy elementals of the opposed element. The opposed elements are air/earth and fire/water. For instance, if a shaman chooses water as his favored element, he can rebuke water elementals and turn fire elementals. The choice of a favored element cannot be changed later.
element (air, earth, fire or water): He can rebuke, command or bolster elementals of that element; and he can turn or destroy elementals of the opposed element. The opposed elements are air/earth and fire/water. For instance, if a shaman chooses water as his favored element, he can rebuke water elementals and turn fire elementals. The choice of a favored element cannot be changed later.
Domains: Shamans gain access to domains associated with their particular Totem animal. See below.
Aura and Channel Energy is exchanged for the following abilities ---
• 1st Level—Augur (Sp): The gift of the sight is a curse for many, but the shaman has long since mastered the ways of readings omens, signs and portents. Using the skill bestowed upon him by the spirits, the shaman can see into the spirit world and prophesy. He has the ability to cast the spell augury once per day as a spell-like ability; his caster level equals his shaman path level.
Totem Animal (Sp): The Shaman gains a totem animal to guide him through life. This is selected by the player. The Shaman's spirit animal is his or her spirit guide through the Spirit World and can lead him to hidden knowledge. It can also offer certain bonuses for certain skill checks.
Sample Totem Animal list ---
Wolf -- Wolf is the family totem, and is associated with duty towards family, their ferocity in battle, and their ability to travel. Orcs breed and use wolves for mounts. Wolf totems offer +2 to Intimidate and Survival checks. Shamans who are wolf shamans gain the Community, Strength, and Travel domains. Associated sub-domains include: Family, Ferocity, and Exploration.
Eagle -- Eagle is a leader's totem. Eagles are associated with leadership, pride, and exaltant thoughts. Eagle totems offer +2 to Diplomacy and Knowledge (politics) checks and also the Leadership feat. Eagle Shamans have access to the Air, Glory, Nobility, and Travel domains. Subdomains include: Wind, Honor, Leadership, and Trade.
Dog -- Dog is known for his loyalty to family, tribe, clan, or nation. Dog will be loyal even unto death. Dog totems offer +2 to Diplomacy and Sense Motive checks. Dog Shamans have access to Community, Good, and Protection domains. Subdomains include: Family, Archon, and Defense.
Dolphin -- Dolphins are known for their friendliness towards all humanoids (except sahuagin). They are also well known for their sexual appetites, and will protect a man and save him from drowning. Dolphin totems offer +2 to Swim and Perform (sexual techniques). Dophin shamans have access to Community, Charm, Good, Protection, and Water domains. Subdomains include: Family, Love, Azata, Defense, and Ocean.
Lion -- Lion is another leader's totem. Lions do not compete with Eagle, but represent power, strength, glory, and nobility. Lion is the King of Beasts. Lion shamans gain +2 on Diplomacy and Knowledge (nobility) checks and also the Leadership feat. Lion grants the Animal, Glory, Nobility, and Strength domains. Subdomains include: Fur, Honor, Leadership, and Resolve.
Coyote -- Coyote, the great trickster. Coyote is independent and typically does anything it wants. Coyote grants +2 on two skills of the Shaman's choosing but the Shaman must be Chaotic in alignment. Coyote grants access to all the domains but no sub-domains. Favored weapon is the Shaman's own choosing.
Snake -- Snake is a healer's totem rather than a fighter's totem. Snake shamans are expert healers, and are typically very wise. Snake offers access to the Good, Healing, Knowledge, and Scalykind domains. Subdomains include: Azata, Thought, and Restoration.
Dienonychus -- also called Raptor or Carver, Dienonychus is a pack animal that is incredibly clever. The dienonychus are superb hunters and are typically maintained by orcs for taming purposes. Dienonychus offers +2 on perception checks and the track feat. Dienonychus offers access to the Knowledge, Scalykind, and Travel domains. Subdomains include: Memory, Saurian, and Exploration.
• 4th Level—Flametongue/Frostbrand (Su): A shaman learns to capture an elemental spirit within a weapon he wields. By sacrificing any prepared spell slot of 1st level or higher, a shaman can imbue a weapon with either the flaming or frost special weapon properties. A weapon cannot bear both elemental weapon properties at once, and it loses its special property if it leaves the shaman’s hands. A shaman can imbue a weapon this way once per day. Doing so is a standard action that provokes attacks of opportunity. The property lasts for a number of rounds equal to 1 + his Spirit modifier (minimum 1 round). This property can be suppressed for 1d4 rounds by a dispel magic targeted on the weapon. The shaman gains an additional use of this ability per day at 8th and 12th level. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. A frost weapon deals an extra 1d6 points of cold damage on a successful hit.
• 8th Level—Ghost Totem (Su): The shaman gains the ability to turn himself into the animal of his totem with a ghostly white appearance. For instance, if his totem animal is a wolf, he turns into a wolf with a ghostly white pelt. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaman level, or until the shaman changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
• 12th Level—Purge (Su): The shaman has learned how to snuff out the threads of magic that fuel spells empowering other creatures. The shaman can make a dispel check (1d20 + shaman’s caster level, maximum +10) against any beneficial transmutation spell currently in effect on a target (e.g., bull’s strength). The DC for this dispel check is 11 + the spell’s caster level. If the shaman succeeds, the spell is dispelled; if he fails, the spell remains in effect, and the shaman cannot make
another purge attempt against that specific spell (though he can attempt to dispel other transmutation spells in effect on a target, if any).
another purge attempt against that specific spell (though he can attempt to dispel other transmutation spells in effect on a target, if any).
• 16th Level—Rebirth (Su): By sacrificing a prepared spell slot of 5th level or higher, the shaman can bring a dead comrade back to life. This ability functions exactly like the spell resurrection, with the following exceptions. The slain comrade cannot have been dead for more than 8 hours and must have the same affiliation or alignment as the shaman. A shaman may do this once per day at 16th level and twice per day at 20th level.
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Shaman Spells.
Shamans depend on an entirely different spell list than the Cleric.
----------
OGL section 15:
World of Warcraft Roleplaying Game. Copyright 2005 by Blizzard Entertainment
More Magic and Mayhem. Copyright 2005 by Blizzard Entertainment.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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roleplaying games
Monday, May 23, 2011
The Warlock
By pokketmowse |
Warlock magic is usually thought to have it's origins among the orcs, however human religious writings from Ancient Days proscribes against the use of familiar spirits and witchery. Which could mean that Warlock magic has it's beginnings among humans as well. Currently, the only races that are attracted to the Warlock as a class include humans, gnomes, the elves (specifically Massalian Elves and not all elves in general), and some dwarves.
Schools of Magic
Warlock magic combines spells from the following schools --
Conjuration
- Infernal Binder
- Teleportation
- Scryer
- Generation
- Shadow
Affliction
(associated school -- Evocation)
The Affliction school is basically the Witch's set of spells and powers. Only it focuses on spells which debilitate the enemy over time. The student who learns magic in this school can rip the life out of their opponents, their very soul, or magical potential itself and add it to his own. Also powerful curses, such as the Curse of Recklessness, the Curse of Weakness, and the Curse of Recklessness are a part of this particular school.
Demonology
(associated school -- Conjuration)
The Demonology school combines the best and the worst of Teleportation and Infernal Binder schools, providing the warlock with the power to improve his demons, to summon demons, and to bind them to his will. It also includes a number of spells that are particularly a part of other schools. Such as Demon Skin, Fel Armor, and Eye of Kroznaz. Also one of the most sought after spells in this school by warlocks is Metamorphosis, which makes the Warlock capable of transforming into a demon himself. Although, a Warlock typically relies on his infernal companion to fight his battles for him than throwing spells about directly.
Destruction
(Associated school -- Evocation)
The School of Destruction is the mighty destructive aspect of the Warlock's arsenal. Combining both the might of shadow magic and the might of fire magic, the Warlock can go to great heights blowing up his enemies. Signature spells in this school include Shadow Bolt, Immolate, Soulburn, and Rain of Fire.
Game Mechanics
The Warlock has the same game mechanics as the Wizard except for the following:
Class Skills: The warlock's class skills are Appraise (Int), Craft (Int), Diplomacy (cha), Fly (Dex), Intimidate (cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Infernal Companion -- This ability replaces the familiar class feature of the sorcerer, wizard, and witch. The warlock can summon the infernal companion and dismiss it at any time so that he may
summon a new one.
At 1st level, the warlock may choose a darkhound or imp as her fel companion. She must sacrifice a 1st-level spell slot to do so. She can regain the spell slot only if she permanently abandons the fel companion. No mental bond exists between master and servant, but a fel companion understands any language that the warlock speaks.
As a warlock gains levels, he may replace an infernal companion he abandoned with a more powerful
demon. Doing so requires the warlock to sacrifice more spellcasting power. This information is presented on Table A–1: The Warlock’s Fel Companion (see the WoW RPG Monster Guide for more information).
Demon: Which demon the fel companion is.
Warlock Level: The master’s level in the warlock class.
Advancement Adjustment: When determining the companion’s advancement features (see below), subtract this number from the warlock’s class level.
Level of Spell Slot Sacrificed: The warlock must sacrifice a spell slot of this level in order to retain the
companion. The only way the warlock may regain this spell slot is to abandon the companion permanently, as described above.
At 1st level, a warlock may have a single fel companion, but at levels 6, 12, and 18 a warlock may
choose a new demon to add to his cadre. The demon that requires the highest-level spell slot is the warlock’s primary companion (if there’s a tie, choose one). Each other demon is a secondary companion and requires a spell slot 1 level lower than that listed on Table A–1.
Only one fel companion may accompany the warlock at a time, while the others remain in the Twisting Nether. Starting a ritual of summoning automatically dismisses the warlock’s current fel companion.
Obtaining a new fel companion requires a ceremony of binding. Performing the ceremony requires 24 hours and uses up magic materials that cost 200 gp per level of spell slot used. At the end of the ceremony, the demon tests the warlock. This test may be combat, a battle of wills, or some kind of contest (GM’s discretion). If the warlock suitably impresses the demon, it joins the warlock as a loyal fel companion. If not impressed, it likely becomes annoyed (at best) or vengeful (at worst).
As a warlock gains levels, he may choose to improve his fel companion, at the cost of additional spellcasting power, as shown on Table A–2: Fel Companion Advancement.
Adjusted Warlock Level: The warlock’s level in the warlock class, modified by the demon’s advancement adjustment from Table A–1.
Bonus HD and Spell Slot Adjustment: Extra 8-sided (d8) Hit Dice, each of which gains a Stamina modifier, as normal. Remember that extra Hit Dice improve the fel companion’s base attack bonus, special attack save DCs, and base save bonuses. A fel companion’s base attack bonus is equal to its total HD. Save DCs for special attacks are equal to 10 + 1/2 the companion’s total Hit Dice + its appropriate ability score modifier.
A fel companion has good Fortitude, Reflex, and Will saves (treat it as a character whose level equals the demon’s HD). A fel companion gains additional size, skill points, and feats for bonus HD as normal when advancing its racial Hit Dice. (See Chapter 3: Improving Monsters for more information.)
Each bonus HD the companion gains also has the drawback of adding 1 to the level of the spell slot the
warlock must sacrifice to retain it as a companion.
Special: The fel companion increases its ability scores (warlock’s choice of which ones) and gains special abilities called companion powers, described below.
Companion Powers
As a fel companion’s bond with a warlock grows, its master may use a demonic grimoire to teach it new abilities. Instructing a demon with a grimoire requires 8 to 48 hours of reading and reciting Infernal incantations.
The grimoires providing the abilities listed below are relatively easy for a warlock with reasonable connections to acquire (without significant cost), though tales speak of other rare and more powerful grimoires. Unless otherwise noted, a fel companion can learn each power only once.
Ability Enhancement (Ex): The fel companion gains a +4 enhancement bonus to one ability score. A fel companion can gain this ability up to six times (i.e., once for each ability).
Aura of Suffering (Su) (voidwalker only): Any enemy that begins its turn within 10 feet of the voidwalker is affected by its tormenting strike ability as though the voidwalker had struck it in melee.
Blood Pact (Su): The warlock and all allies (not including the fel companion) within 30 feet of the fel
companion gain a +2 enhancement bonus to Stamina.
Damage Reduction (Ex): The fel companion gains damage reduction 5/good or 5/truesilver (your choice). If the fel demon already has damage reduction, you may instead add 5 to its existing damage reduction.
Fel Strike (Su): The fel companion gains the fel strike ability if it did not already have it (see Chapter 5: Monster Types, Subtypes, and Abilities).
Improved Firebolt (Ex) (imp only): The imp’s lesser firebolt ability becomes firebolt. An imp of 6 or more Hit Dice may gain this ability a second time, improving its ability again to greater firebolt. (See More Magic & Mayhem for firebolt and greater firebolt.)
Invisibility (Sp) (succubus only): The succubus can use invisibility as a spell-like ability at will. She can use this ability only on herself. Caster level 7th.
Paranoia (Su): The warlock and all allies (not including the fel companion) within 30 feet of the fel
companion gain a +4 enhancement bonus on Spot and Sense Motive checks.
Spell Lock (Su) (felhound only): Three times per day, the felhound may attempt to counterspell any spell as if casting greater dispel magic (caster level equals the warlock’s class level –2). As with any counterspell attempt, this ability requires the felhound to ready an action. If a caster foiled in this way attempts to cast the same spell again within the next 1d4 rounds, it fails automatically, as if countered again.
Spell Resistance (Su): The fel companion gains spell resistance equal to 10 + 1/2 the warlock’s class level. If the creature already has spell resistance, this ability replaces it, but you may add 1/2 the companion’s outsider Hit Dice to the above total.
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Warlock Spells:
0 - Level: Acid Splash, Arcane Mark, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Resistance, Sense Demons✝, Spark✝, Touch of Fatigue.
1st level: Alarm, Cause Fear, Charm Person, Comprehend Languages, Corruption✝, Disguise Self, Identify, Infernal Healing✝, Lesser Demon Skin, Lesser Immolate✝, Lesser Shadow Bolt✝, Mask Dweomer, Mount, Protection from Evil, Ray of Enfeeblement, Silent Image, Shocking Grasp, Summon Monster I, Unseen Servant
2nd Level: Burning Gaze✝, Curse of Recklessness✝, Detect Thoughts, Dust of Twilight✝, Invisibility, Lesser Searing Pain✝, Minor Image, Mirror Image, Orb of Anhilation, Resist Energy, See Invisibility, Spontaneous Immolation✝, Summon Monster III, Summon Swarm, Touch of Idiocy
3rd Level: Chains of Binding✝, Create Firestone✝, Demon Skin✝, Explosive Runes, Dispel Magic, Heatstroke✝, Life Tap✝, Magic Circle Against Chaos/Evil/Good/Law, Phantom Steed, Protection from Energy, Searing Pain✝, Shadow Bolt✝, Summon Monster III, Tongues, Unravel Destiny✝, Water Breathing
4th Level: Agonize✝, Aura of the Unremarkable (rare)✝, Charm Monster, Confusion, Create Spellstone✝, Crushing Despair, Curse of Tongues✝, Dimensional Anchor, Eye of Nortorgo (Arcane Eye), Fire Trap✝, Greater Infernal Healing✝, Elscon's Mnemonic Enhancer, Rain of Fire✝, Shadow Projection✝, Summon Monster IV, Tardan's Black Tentacles, True Form
5th Level: Baleful Polymorph, Carrion Swarm, Contact Other Plane, Covetous Aura✝, Curse of the Elements✝, Curse of Shadow✝, Dismissal, Elscon's Private Sanctum, Fire Snake✝, Greater Chains of Binding✝, Greater Searing Pain✝, Greater Shadow Bolt✝, Hold Monster, Immolate✝, Lesser Planar Binding, Life Drain✝, Magic Jar, Mind Fog, Ritual of Summoning✝, Sending, Shadow Evocation, Soul Drain✝, Summon Monster V, Waves of Fatigue✝
6th Level: Acid Fog, Antimagic Field, Contagious Flame✝, Disintegrate, Elscon's Lucubration, Form of the Dragon I✝, Guards and Wards✝, Getaway✝, Greater Demon Skin✝, Greater Dispel Magic, Hellfire Ray✝, Planar Binding, Sirroco✝, Shadow Walk, Soulstone✝, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, True Seeing, Unwilling Shield✝
7th Level: Banishment, Conflagrate✝, Dark Metamorphosis✝, Delayed Blast Fireball, Elscon's Magnificent Mansion, Ethereal Jaunt, Expend✝, Form of the Dragon II✝, Greater Arcane Sight, Greater Shadow Conjuration, Greater Teleport, Instant Summons, Mass Hold Person, Nortorgo's Sword, Phase Door, Plane Shift, Prismatic Spray, Symbol of Weakness, Sequester, Summon Monster VII, Teleport Object, Waves of Exhaustion
8th Level: Antipathy, Binding, Demand, Dimensional Lock, Form of the Dragon III, Greater Planar Binding, Hellfire, Incendiary Cloud, Mass Charm Monster, Protection from Spells, Scintillating Pattern, Shadowburn, Summon Monster VIII, Temporal Stasis, Wall of Lava
9th Level: Dominate Monster, Etherealness, Fiery Body, Freedom, Foresight, Gate, Greater Immolate✝, Imprisonment, Meteor Swarm, Nortogo's Disjunction, Shades, Summon Monster IX, Teleportation Circle, Wall of Suppression, Winds of Vengeance✝
✝ denotes a spell that is not in the Core Player's Handbook for Pathfinder. Maybe in the World of Warcraft Roleplaying Game, More Magic and Mayhem, or another Paizo source.
--------------------------------------------
------------
OGL Section 15:
Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Lands of Confl ict Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard Entertainment
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic and Mayhem Copyright 2005, Blizzard Entertainment
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. I. Copyright 2009, Paizo Publishing, LLC; Author: F. Wesley Schneider.
Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker. Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; Author: JD Wiker. Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker. |
Labels:
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Orcs,
Pathfinder,
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