Bill's special rule requests

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  • [Foundling] is a new heroic path from the Against the Shadow fansite. I'd like to choose this for my necromancy-focused channeler. Basically, the path is for a person who is born somewhat apart from reality. Less than totally alive. At level 20 the character becomes incorporeal, like a ghost, which isn't really something I'd look forward to necessarily, but it would drive the development of the character into a really neat direction. That's the main reason I like it so much. If not, second choice is Charismatic - but that will not develop the character's personality and such in the direction I'm really excited about.
    Update: Foundling was allowed

Spells[edit]

A Note on Selection
The following spells aren't just "all of the spells Kyuad could cast out of the books." The selection process was pretty strict, limiting the spells selected to most Necromancy spells (even a couple or three that are written as cleric-only spells), protective Abjuration spells, and Conjuration spells that aren't in the Summoning or Calling subcategories that also aren't straight combat spells. For an example, most of the Conjuration spells in the Spell Compendium were combat spells that deal damage, and very few of those are listed here.
I'm not expecting all of these (or even most) to show up in the game, or to become available for Kyuad to learn. But this gives the GM a lot more options for introducing spells into the game for this character's use, and some of these are very cool to boot.

  • Spells from the Spell Compendium (C = Conjuration, A = Abjuration, N = Necromancy; the number is the spell level)
    • Avasculate N7 - ray attack, target reduced to half its HP
    • Blackfire N8 - ray attack creates flames of negative energy that do Con damage
    • Bottle of Smoke C3 - creates a horse-shaped being of smoke
    • Burning Blood N4 - causes acid, then fire damage 1 round/level
    • Cloud of Bewilderment C2 - thick cloud nausiates
    • Curse of Impending Blades N2 - curses for: -2 atk
    • Curse of Impending Blades, Mass N3 - area version
    • Death Ward, Mass N9 - makes more than one subject immune to death spells, negative energy drain, etc.
    • Decomposition N2 - Makes wounds fester
    • Deep Breath C1 - lungs fill with air
    • Desiccating Bubble N2 - bubble of dry air sucks moisture out of creatures it touches
    • Disrupt Undead, Greater N3 - ray deals more damage to undead than the 0-level version
    • Distracting Ray A2 - forces spellcasters to make a Concentration check during spellcasting (works like a counterspell)
    • Energy Ebb N7 - causes a negative level each round, 1 round/level
    • Energy Immunity A7 - absorbs all hp damage from one source of energy for a day
    • Evil Glare N7 - gaze attack causes fear, 1 gaze/round
    • Fleshshiver N6 - stuns and damages, leaving target nausiated with pain
    • Freezing Fog C6 - creates fog that conceals, does cold damage, and freezes surfaces
    • Ghost Trap A7 - causes incorporeal creatures within the area to become corporeal
    • Ghoul Glyph N2 - creates a glyph that paralyzes someone within 5 ft.
    • Ghoul Light N1 - creates a torch-like light that gives undead +1 turn resistance
    • Graymantle N5 - prevents the target from healing for a short time
    • Healing Sting N2 - deals damage with a touch attack, heals you same amount
    • Indomitability A5 - protects subject from the next incapacitating attack against it
    • Infestation of Maggots N3 - touch attack infests target with maggots that deal Con damage
    • Ironguard, Lesser A5 - you become immune to nonmagical metal - it passes through you like prunes
    • Ironguts A1 - +5 Fort vs. poison
    • Junglerazer N3 - fey, vermin, plants, animals caught in an area take damage
    • Life Bolt N2 - taking a bit of damage, you shoot rays of positive energy that harms undead
    • Living Undeath N2 - target takes -4 Cha but gains immunity to sneak attacks and crits
    • Mage Armor, Greater C3 - +6 armor AC
    • Mage Armor, Mass C3 - +4 armor AC for 1 creature/level
    • Malevolent Miasma C2 - creates poisonous fog burst
    • Miasma of Entropy N4 - causes accelerated decay of organic material in an area
    • Mind Poison N3 - Wisdom damage!!
    • Night's Caress N5 - 1d6/level damage, 1d6+2 Con damage; touch attack
    • Nightshield A1 - negates magic missile attacks, gives bonus to saves
    • Opalescent Glare N6 - gaze attack kills low-HD Evil creatures, or fears
    • Panacea C5 - cures the target of most states
    • Phantasmal Thief C5 - little guy steals things magically
    • Ray of Entropy N6 - ray deals -4 Str, Con, and Dex for 1 min/level
    • Ray of Sickness N2 - ray makes target sickened
    • Ray of Weakness N2 - ray causes -2 attack, -10 ft. speed
    • Refusal A5 - wards an area against spellcasters entering it
    • Resist Energy, Mass A3 - bigger than the standard
    • Resistance, Greater A4 - +3 bonus
    • Resistance, Superior A6 - +6 bonus
    • Reveille N2 - makes corpse tell you how it died (a.k.a. Super GM Fun)
    • Revenance C6 - restores the dead to life! (for 1 minute/level, read the fine print noob)
    • Reverse Arrows A3 - like protection from arrows but it can redirect the arrows back to the originator
    • Servant Horde C3 - creates lots of unseen servants
    • Shroud of Undeath N2 - unintelligent undead think you're undead; but you're vulnerable to attacks vs. undead
    • Skull Watch N3 - enchants a skull to keep watch in an area, alerting you if someone is present
    • Spectral Touch N6 - touch attacks grant negative levels, but give you 5 temp hp
    • Spider Poison N3 - poisonous (Str damage) touch attack
    • Spirit Worm N1 - causes Con damage each round, up to 5
    • Spiritwall N5 - creates a spooky wall that fears those on one side and harms those who try to pass through
    • Stolen Breath N2 - robs the target of air, making them sick for a minute unless they use a round to breath normally
    • Symbol of Spell Loss A5 - like symbol of death but it causes spellcasters to lose spells (in Midnight, it most likely would just drain spell energy, probably to the tune of energy equal to half the target's caster level)
    • Undead Torch N3 - undead creature deals extra damage to living creatures
    • Updraft C1 - you float up in the air and slowly float down (how ghostly!)
    • Veil of Undeath N8 - you gain traits of undead creatures
    • Vigor C1/3/5 - there are three levels of this, all grant fast healing 1, 2, and 4, and are Conjuration (Healing) spell types. The fleshknit spells below are based on these spells, but are necromantic for style reasons, and are therefore preferred.
    • Viscid Glob C5 - makes a big glob of sticky goo that sticks a target to the goo
    • Wail of Doom N5 - cone burst of slight damage and causes panic
    • Wall of Good A4 - creates a wall that protects against evil creatures
    • Wrack N5 - target is blind and helpless for a short time, then shaken
  • Spells from the Book of Vile Darkness
    • Angry Ache - causes pain that imposes a -2 per 4 lvls penalty to attacks.
    • No Light - it's the opposite of light, by creating an absense of light (not magical darkness).
    • Preserve Organ - a lower-level and weakened version of gentle repose. This preserves a portion of a corpse, rather than the whole thing. Mainly, I could see this useful for preserving steaks, or a portion of a body that needs to not decay, like if you were bringing it to someone who could reincarnate a dead ally.
    • Suspend Disease - doesn't cure disease, but slows it, like slow poison.
  • Spells from other sources
    • Bone Thicket C3 - causes skeletal hands to sprout up, capable of a few different utilities
    • Fleshknit series of spells (fleshknit, fleshknit circle, greater fleshknit, lesser fleshknit, mass lesser fleshknit) - these grant fast healing for damage dealt while the spell is active
    • Bestow Curse, Lesser N3 - bestows a minor curse
    • Prowess Siphon N2 - drains 3 Str from target to caster

Feats[edit]

Daunting Presence[edit]

Source: Libris Mortis, pg. 25
You are skilled at inducing feat in your opponents.
Prerequisites: Cha 13, base attack bonus +1.
Benefit: You may take a standard action to awe an opponent. The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score. If the opponent fauls a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already shaken.
Special: A fighter may select Daunting Presence as one of his fighter bonus feats.




Midnight: North & South Portal
Midnight: the Shadow Killers player Bill