Abyssal Redeemer (PEACH) [Archive] - Wizards Community

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EvilSqueegee

01-02-07, 07:29 PM
Class: The Abyssal Redeemer
Jaethi looked the paladin directly in the eye. She might have been no athlete, but one couldn't deny that the tiefling's small horns and menacing glare were intimidating to most. The fact that one of her eyes was aflare with a crackling, golden light was far from friendly, to say the least.

But the man in silver remained unphased.

"He is evil."

"And the fact that he just saved that little girl's life means NOTHING to you?" Jaethi snapped, obviously growing irritated with the high-and-mighty attitude the brawnier, 'holier' man held in his eyes.

"One good deed does not redeem anyone of an eternity's worth of taint."

Jaethi threw her hands in the air, giving up. "**** holy crusaders and their close-minded ****!" She turned and walked away, the hulking monstrosity of a demon lumbering after her, wounded from the battle with the cultists but obediently staying close to it's master.

"More than one way to skin a cat! This isn't over. By the time I'm done, you'll be the laughing stock of the town!" she barked as she stalked off in a rage. After all... she'd saved a life. If angels can fall, demons can rise, can't they?

Over the millenia, the struggle for good and evil has gone through it's subjective phases. Some days, the lines are extreemly black and white - but after years of study, one begins to see the hazy, fuzzy shades of grey, the broken-ness of the line. Moral quandries are sure to strike everyone at one point or another: Sacrifice one innocent to save the city, or save one innocent to lose the entire metropolis? Do the means justify the end?

On occasion, an arcane caster with an interest in philosophy, the desire to do the right thing, will try to find the finest point of the craft of Crusading: a cure for evil, simultaneously protecting Good. Thus, Abyssal Redeemers are born. No two Abyssal Redeemers are exactly the same... though it can be said that they all function on the same principle.

1) Only those who can weather the temptation to fall into evil truly have the strength to combat it. An Abyssal Redeemer resists the wiles of sin incarnate, and dominates them.

2) No mere mortal has the right to say "There are no second chances." An Abyssal Redeemer takes control of the sin incarnate, and uses it for good.

3) All sin has the cost of repentance. A dominated evil's pennance for it's sins is to save the innocent, punish the guilty, and serve in the name of it's former enemies.

Known for their darkly flavored magics, and their Incarnate Sins which they control, Abyssal Redeemers often find it best to work justice and protection from the shadows, unnoticed by most. After all, the instant a demon appears on the scene, every do-gooder in the city is going to be throwing smites around like nobody's business.

Adventures:
Characteristiscs:
Alignment:
Religion:
Background:
Races:
Other Classes:
Role:

Table A: the Abyssal Redeemer
Level BAB Fort Ref Will Special
--------------------------------------------------------------------
1 0 0 0 2 Safe Secrets, Inner Sins
2 1 0 0 3
3 1 1 1 3
4 2 1 1 4
5 2 1 1 4 Ritual of Dominaton (Lesser), Pennance
6 3 2 2 5
7 3 2 2 5
8 4 2 2 6 Empowered Domination
9 4 3 3 6
10 5 3 3 7 Ritual of Domination, Personal
11 5 3 3 7
12 6/1 4 4 8
13 6/1 4 4 8 Empowered Domination
14 7/2 4 4 9
15 7/2 5 5 9 Ritual of Domination, Greater
16 8/3 5 5 10
17 8/3 5 5 10
18 9/4 6 6 11 Empowered Domination
19 9/4 6 6 11
20 10/5 6 6 12 Ritual of Domination, Final


Table B: Abyssal Redeemer Spells Known
Level--Spells known of level: 0--1--2--3--4--5--6
1 4 - - - - - -
2 5 2* - - - - -
3 6 3 - - - - -
4 6 3 2* - - - -
5 6 4 3 - - - -
6 6 4 3 - - - -
7 6 4 4 2* - - -
8 6 4 4 3 - - -
9 6 4 4 3 - - -
10 6 4 4 4 2* - -
11 6 4 4 4 3 - -
12 6 4 4 4 3 - -
13 6 4 4 4 4 2* -
14 6 4 4 4 4 3 -
15 6 4 4 4 4 3 -
16 6 5 4 4 4 4 2*
17 6 5 5 4 4 4 3
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 4
20 6 5 5 5 5 5 4
*Provided the Abyssal Redeemer has a high
enough Charisma score to have a bonus spell
of this level.

Table C: Abyssal Redeemer Spells Per Day0 1st 2nd 3rd 4th 5th 6th
2 — — — — — —
3 0 — — — — —
3 1 — — — — —
3 2 0 — — — —
3 3 1 — — — —
3 3 2 — — — —
3 3 2 0 — — —
3 3 3 1 — — —
3 3 3 2 — — —
3 3 3 2 0 — —
3 3 3 3 1 — —
3 3 3 3 2 — —
3 3 3 3 2 0 —
4 3 3 3 3 1 —
4 4 3 3 3 2 —
4 4 4 3 3 2 0
4 4 4 4 3 3 1
4 4 4 4 4 3 2
4 4 4 4 4 4 3
4 4 4 4 4 4 4

Table D: Inner Sins, their Incarnates and Temptations
See Table C.

Game Rule Information
Abyssal Redeemers have the following game statistics.
Abilities: Charisma determines how powerful a spell an Abyssal Redeemer can cast, how many spells she can cast per day, and how hard those spells are to resist (see Spells, below.) Charisma, Dexterity, and Intelligence are important for many of the Abyssal Redeemer's skills.
Alignment: Any non-lawful, non-evil.
Hit Die: d4.

Class Skills: The Abyssal Redeemer's Class Skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana)(Int), Knowledge (Religion)(Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)
Skill Points at First Level: (4 + intelligence modifier)x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier.

Class Features
The following are the class features of the Abyssal Redeemer.
Weapon and Armor Proficiency: An Abyssal Redeemer is not proficient with any kind of armor or shield. An Abyssal Redeemer is proficient with the Dagger, Sickle, Quarterstaff, Javaline, Sling, Kukri, Rapier, Trident, Scythe, and Whip.

Spells: An Abyssal Redeemer casts arcane spells which are drawn from the Abyssal Redeemer spell list (see below). She can cast any spell she knows without preparing it ahead of time, the way a wizard or cleric must (see below).

To learn or cast a spell, an Abyssal Redeemer must have a Charisma score equal to at least 10+ the spell level (cha 10 for 0 level spells, also known as Temptations, cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an Abyssal Redeemer's spell is 10+ the spell level + the Abyssal Redeemer's Charisma modifier.

Like other spellcasters, an Abyssal Redeemer can cast only a certain number of spells each spell level per day. Her base daily spell alotment is given on table C: Abyssal Redeemer Spells Per Day. In addition, she recieves bonus spells per day if she has a high Charisma Score (See PHB table 1-1: Ability Modifiers and Bonus Spells, page 8).

The Abyssal Redeemer's spell selection is extreemly limited. An Abyssal Redeemer begins play knowing four Temptations, of your choice. At most new Abyssal Redeemer levels, she gains one or more new spells as indicated on table B: Abyssal Reaper Spells Known. (Unlike spells per day, the number of spells an Abyssal Redeemer knows is not affected by her Charisma score, the numbers on table B are fixed.)

Upon reaching 5th level and at every fifth Abyssal Redeemer level thereafter, an Abyssal Redeemer may opt to replace one of their Spells Known with a Cure spell of the appropriate level according to the Abyssal Redeemer spell list. Effectively, the Abyssal Redeemer 'forgets' her old, dark spell and gains in it's place the healing touch of the crusader's cause. An Abyssal Redeemer may swap only one spell at any given level.

As noted above, an Abyssal Redeemer need not prepare her spells in advance. She can cast any spell she knows at any time, given that she has the ability to do so and has not yet used up all the availible spell slots of that level for the day.

Safe Secrets:
Inner Sins: An Abyssal Redeemer begins play with 4 "Inner Sins," selected from table D - one for each potency of sin: Lesser, Personal, Greater, and Final. One Abyssal Redeemer may have a severe problem with Greed and a small problem with anger, whereas another Abyssal Redeemer has a very hard time keeping their cool (rage) and quite the easy time ignoring their greedy tendencies.

When confronted with one of their Inner Sins (say, Gluttony) an Abyssal Redeemer is given a will save to resist the temptation. Each Inner Sin has a DC dependant on it's category: Lesser sins have a difficulty class of the 5 + Abyssal Redeemer's class level. Personal Sins have a DC of 10 + the abyssal redeemer's class level, Greater Sins have a DC of 15 + the abyssal redeemer's class level, and Final Sins have a DC of 20 + the abyssal redeemer's class level.

If the Abyssal Redeemer fails their saving throw, they must partake of their Inner Sin as though under the effects of a compulsion. The Inner Sin gains a Potency of 1. Multiple fails against the sin stack: If an Abyssal Redeemer fails their saving throw against Greed 3 times, the sin has a potency of 3.

If the Abyssal Redeemer passes their saving throw, they gain a Resolve of +1. Multiple passes have cumulative effects: An Abyssal Redeemer who passes his saving throw against his Inner Sins three times has a Resolve of 3.

Resolve and Potency: Resolve and Potency are personal statistics that have no effect on normal play. However, they have a great effect on Rituals of Domination (See below.)

Pennance:
Ritual of Domination: When an Abyssal Redeemer reaches an appropriate level, their Trial has been completed and it is now time to confront their Inner Sin. While each trial has specific rules and requirements, they all share the following properties:

The Inner Sin which they are about to attempt to Dominate must be a sin that they have derived at least 1 point of Resolve from. That is to say, if an Abyssal Redeemer has never passed a Will Save to avoid their Personal Sin, they may not Solidify that sin, as it still holds great sway against them - even if they've reached level 10.

If the Abyssal Redeemer has passed at least one saving throw to avoid caving to the Inner Sin in question, the process of Solidifying that sin takes 24 hours. They may not Solidify any sin if they have not aquired at least one night's rest (enough rest for a wizard to have prepared their spells.) The Abyssal Redeemer may not recieve any assistance, magical or otherwise, from anyone else while Solidifying their Inner Sin. This trial is of insurmountable importance to the Abyssal Redeemer's tenets of qualification: "Only those who can resist the wiles of evil are qualified to combat it."

Solidifying a sin takes the essence of that sin and gives it physical, demonic form. When the Inner Sin is solidified, it becomes a Sin Incarnate (see table D to see which sins become which Sin Incarnates.) The actual ritual of domination may take place over the course of anywhere from five seconds to one week, but the process of actually solidifying the sin takes approximately one hour for Lesser sins, two hours for Personal sins, three hours for Greater sins and 12 hours for Final Sins. Solidifying a sin requires materials of at least 100gp per level of the Abyssal Redeemer. It is usually in bad taste to solidify a sin anywhere near an area of heavy civilian population.

Upon successfully solidifying a sin, the Abyssal Redeemer must then defeat it in combat. The Abyssal Redeemer may be assisted only by themselves (however, it IS acceptable to use previously dominated Incarnate Sins in this battle: They are as much a part of you as your spells, after all). Incarnate Sins will rarely kill the Abyssal Redeemer: Rather, their primary objective is to not be dominated, and this is usually accomplished through making the Abyssal Redeemer seccumb to the sin that has been solidified. That is to say, if an Abyssal Redeemer has solidified their sin of Greed, the Sin Incarnate is likely to tempt the Abyssal Redeemer with offers of power, wealth, and success. These temptations require saving throws, and are considered mind-affecting effects. An Abyssal Redeemer who seccumbs to their incarnate sins fails the trial and must wait a week to re-solidify the sin.

Finally, Potency and Resolve. When tempting an Abyssal Redeemer with their chosen form of sin during a Ritual of Domination, the DC for the saving throw to resist that Inner Sin is as normal but it is increased by the Potency rating of that sin. On that same note, an Abyssal Redeemer gains their Resolve as a bonus to the saving throws made to resist that temptation.

A Ritual of Domination ends if the deadline is not met (that is, no conclusion is reached within one week), if the Abyssal Redeemer fails two or more saving throws against the Sin's tempting, and is thus tempted, or if the Abyssal Redeemer successfully reduces the Sin Incarnate to 0 or less Hit Points. If the deadline is not met, or the Incarnate Sin successfuly tempts the Abyssal Redeemer, then the abyssal redeemer is forced to live with their inner sin longer still, and suffers the crushing despair of defeat (-1 Resolve.) If the Abyssal Redeemer defeats the Sin Incarnate within the designated time limit, and successfully resist all temptation, then they have successfully Dominated the sin and may call upon it to do their bidding using the Pennance ability.

Lesser: Lesser Rituals of Domination are held within a simple Circle of Domination. the Sin Incarnate cannot leave the area, but neither can the Abyssal Redeemer.
Personal: PErsonal Rituals of Domination must be held in an area close to the Abyssal Redeemer's heart (a hometown, or a school that the redeemer grew up going to and is quite fond of, ect.) and neither the Redeemer nor the Sin Incarnate are limited to the locale in which the sin was solidified. Personal Sins are likely to take advantage of the fact that they can now tempt the Redeemer through means that hit much closer to home: escaping the initial summoning ring and holding the Redeemer's parents hostage, for instance, to invoke rage.
Greater: Greater Sins have a much greater timespan to work with (one month, rather than one week.) As such, they are likely to flee initially, and need to be tracked down. They always fight on their own terms, requiring that the Abyssal Redeemer come to them and work with the disadvantage.
Final: Final Sins are the moment of ultimate enlightenment for the Abyssal Redeemer. Final Sins are their darkest secrets in incarnate forms. To dominate their Final Sin is to reach the finest point of redemption, to accomplish the greatest good imaginable within the very walls of one's own mind. Once a Final Sin has been solidified, there are only few possible outcomes. Either the sin is vanquished, the Abyssal Redeemer is killed or successfuly tempted, or the Final Sin completely escapes and unleashes it's taint on the world at large.
Empowered Domination: Upon reaching 8th level, 13th level, and 18th level, an Abyssal Redeemer's Dominations become more potent, stronger. The control that they have over their dominations increaces, their dominated Incarnate Sins become more deadly, more effective. Upongaining an Empowered Domination, the Abyssal Redeemer may select one of the following Empowerments:
Godspeed:
Funnel Touch Spell:
Strength of Justice:
Determination:
Die-hard:
Redeemer's Punishment:
Fearsome Sin:
EvilSqueegee

01-02-07, 07:30 PM
Abyssal Redeemer Spell List
0-level spells (aka 'Temptations')
Detect Magic - Detects spells and magic items within 60'.
Inflict Minor wounds - touch deals 1 damage.
Read Magic - Read scrolls and spellbooks.
Light - Object shines like a torch.
Detect Undead - reveals Undead within 60 ft.
Pass Without Trace - One subject/level leaves no tracks.
Daze - Humanoid creature of 4 HD or less loses next action.
Ghost Sound - Figment sounds.
Mage Hand - 5 pound telekenesis.
Arcane Mark - Inscribes a personal rune (visible or invisible.)

1st level spells
Protection from Evil - +2 to AC and saves, counter mind control, hedge out outsiders.
Mount - summons riding horse for 2 hours/level.
Unseen Servant - Invisible force obeys your commands.
Charm Person - make one person your friend.
Disguise Self - changes your appearance.
Cause Fear - One creature of 5 HD or less flees for 1d4 rounds.
Command - One subject obeys your command for one round.
Deathwatch - reveals how near death subjects are within 30'.
Inflict Light Wounds - deals 1d8 +1/level damage (max +5)

2nd level spells
Alter Self - Assume form of a similar creature.
Detect Thoughts - allows listening in on "Surface" thoughts
Silence - negates sound in a 15 foot radius.
Hold Person - Paralyzes one humanoid for 1 round/level.
Death Knell - kills dying creature, you gain 1d8 temporary hp, +2 to str, and +1 level.
Undetectable Alignment - conceals alignment for 24 hours.
Dispell Magic - Cancels spells and magical effects.
Speak with Dead - Corpse answers one question/two levels.
Contagion - infects subject with the chosen disease.
Summon Swarm - summons swarm of bats, rats, or spiders.
*Burst of Dark Wrath - deals 1d6/caster level (Max 8d6) to evil creatures within 10' radius

3rd level spells
Arcane Sight - Magic auras become visible to you.
Suggestion - Compels subject to follow stated course of action.
Gentle Repose - preserves one corpse.
Vampiric Touch - touch deals 1d6/two levels damage, caster gains damage as HP
Gaseous Form - Subject becomes insubstantial and can fly slowly.
Slow - one subject/level takes only one action/round, -2 to AC, -2 on attack rolls
Cure Serious Wounds - Cures 3d8 damage, +1/level(max +15)
Scrying - spies on subject from a distance
Inflict Critical Wounds - deals 4d8 damage +1/level (max +20)
MAsk Object - protects object from scrying.
Bestow Curse - -6 to an ability score, -4 on attack rolls, saves, and checks, or 50% chance of losing each action.

4th level spells
5th level spells
6th level spells

New Spell: Burst of Dark Wrath
Evocation(good)
ARd 2
COmponents: V, S, M
Target: 10' radius centered on single evil creature
Range: Medium (100' +10'/level)
Saving Throw: Will for 1/2 damage
SR: Yes

You evoke the wrath of justice the only way you know how: Dark and gritty. The target of your spell errupts into an explosion of temporary, black energy, bursting out for 10'. All evil creatures within the radius take 1d6 Good damage, +1d6 per caster level up to a maximum of 8d6. Since the spell is based on a will save, Evasion and similar abilities do not function against this spell.

Abyssal Redeemer Feats
Extraordinarily Empowered Domination
You have focused at overcoming a particular dandy of one of your old inner demons more than your others, and it shows.
Prerequisites: Empowered Domination class feature
Benefite: The Abyssal Redeemer who takes this feat automatically gains one extra Empowered Domination property to apply to one of his Dominated Incarnate Sins. This feat may not be taken multiple times.

Post-Martyr
Prerequisites: Abyssal Redeemer 1st
Benefites: Take one extra Inner Sin upon character creation. Part of your path from your darker days into the life of an Abyssal Redeemer was your own death, caused by your own sins. Driven by the urge to repent and make a difference with your powers, the forces that be have decided to give you a second chance. +4 bonus to any rolls to resist enchantment spells and effects from an evil source. Once per day, you may reroll a failed saving throw against an enchantment spell or effect from an evil source, and take the better of the two results.

Shoulder Angel
Prerequisites: Inner Sins class feature
Benefites: You have a rather strong sense of wrong and right. Whenever failing a saving throw against an Inner Sin's temptations would bring harm to one or more other people, you gain +2 on the saving throw to resist committing that sin.
EvilSqueegee

01-02-07, 07:30 PM
Incarnate Sins: The inner demons that must be concquered, and eventually the ones that manifest for each Abyssal Redeemer to be dominated - each a personal issue for the Abyssal Redeemer in question to overcome.

An Abyssal Redeemer, at first level, selects four Inner Sins: one Lesser, one Personal, one Greater, and one Final. The Abyssal Redeemer will eventually overcome these Inner Demons and force them into physical form: Incarnate Sins. These Incarnate Sins are then dominated, and serve as minions under the control of the Abyssal Redeemer.

Each Incarnate Sin is tied to several Inner Sins: the selection of Inner Sin effects the Incarnate Sin's skill list. Also effecting the Incarnate Sin's powers are the level at which the sin tied to the Incarnate Sin's form was adopted: Lesser through Final.

The manner in which the Incarnate Sin is effected by the level of Inner Sin it was selected through has yet to be determined.

Table: Inner Sin & Sin Incarnate SkillsComing soon.
Table: Inner Sin Level & Effects on Incarnate SinComing soon.
EvilSqueegee

01-02-07, 08:28 PM
This class idea has been boiling in the back of my head for weeks, and I think I've finally got the gist of how it should work layed out somewhat cleanly enough for myself to understand.

I've been looking for a class concept that doesn't limit the player to Roleplay as a restriction or drawback ("I'm sorry, you just killed an innocent - you have to atone") but actually encouraged roleplay as part of the class features - not roleplay as a bane to the player, but roleplay as an integral function of the class as it stands.

To this end, I took a classic archtype and twisted half of it 180'. Warrior for Good, Protection, Saving the Innocent and, naturally, smiting the evils of the world. But the Abyssal Redeemer takes a much more personal approach - as ex-cultists, or arcanely inclined beings with fiendish blood that wish to shake their evil heritage and start anew, they work with what they have. They use the force of evil, to do good deeds.

That in and of itself is sure to intreague at least some of us who enjoy a good philosophy with which to base our character's psychology on. But it goes deeper than that. The character's Role Play concept, Personality, and strengths/weaknesses on a psychological level play a vital role in the mechanics of the class, and it's build. When the class first starts out, they get to pick four moral problems, or Inner Demons, to overcome throughout their character's growth.

Initially, these act as a hurdle in the way of their goals: For instance, a very greedy Abyssal Redeemer might be confronted with a hoard of treasure stolen from a king. Do they keep it for themselves, or apprehend the criminals and turn it in? Naturally, this involves some roleplay and some dice-rolling, but eventually, the Abyssal Redeemer is going to overcome their need to Indulge. When they do, Indulgence will become one of their Conquered Demons, and they then can give this sin an Incarnate form, as though they were actual demons that the Abyssal Redeemer has conquered, dominated, taken control of, and now uses in it's never-ending vigilante quest for good, and self-enlightenment through selflessness.

Therefore, to attain a particular combination of dominated minions (and the powers they grant, in turn) the player winds up with a loose outline of what weaknesses and strengths the Abyssal Redeemer will have as a character, and how they might change for the better over the course of the player's story arc.

Roleplay aside, the Abyssal Redeemer plays the role in the party of a casting unit: Not quite a nuker, but not quite an enchanter. Their spell lists include some explody things, some compulsion-suggestion toys, a healthy dose of fear and even a slight amount of healing at upper levels. The main strength of the Redeemer, however, is their Ritual of Domination.

The Ritual of Domination takes one day to complete. Once completed, they may perform a shortened version of the rite to achieve the same effects. Basically, the Abyssal Redeemer conquers it's own inner sins, and using their newfound inner strengths and desire to do good, forces their Incarnate Sins into a physical form. This "Minion" acts as a combative 'cohort' or 'special companion' that grows in power, slowly, with the Abyssal Redeemer. There are several minions to chose from at each level, and even beyond that the Abyssal Redeemer may customize their Minions' powers with the Empowered Domination class function.

Any comments/thoughts/suggestions/input? I realise this is really, really complex to begin with, but it all gels so well together in my head and I can't get rid of the idea XD

Progress: Got a rough draft writeup for the Spells mechanics of the class. The tables and casting style are modled after the Bard's casting style - however, the spell list will have a bit more punch to it as well as replacing the Bard's ability to swap out 0-level spells with the ability to drop any one spell known to "Know" a cure spell of the appropriate spell level according to the Abyssal Redeemer Spell List.

Oh, right. Got started on building the spell list, too.

Lemme know what ya think of it so far. I'll be going through and pulling external source spells into the list (Complete Arcane/Divine/PHB2, namely.)

Started working on the actual Sins Incarnate. Spell list, even the half of it that's done, needs some editing. It's too chaotic, less pattern-oriented. Need to fix that and organize spells by schools.

Got work started on the meat of the class: Dominations, Inner Sins, and the like.
benstundze

01-02-07, 09:03 PM
this is a vary intriguing class and sounds like it will have its share of fluff...
and about the class:
here is a good spot to get your Divine spells0-LEVEL CLERIC SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
2ND-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding M: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
5TH-LEVEL CLERIC SPELLS
Atonement F X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Commune X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow M: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift F: As many as eight subjects travel to another plane.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Scrying F: Spies on subject from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M: Lets you see all things as they really are.
Unhallow M: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
6TH-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8TH-LEVEL CLERIC SPELLS
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death M: Triggered rune slays nearby creatures.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
9TH-LEVEL CLERIC SPELLS
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round.
Miracle X: Requests a deity’s intercession.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection M: As resurrection, plus remains aren’t needed.
and arcane spellsSORCERER/WIZARD SPELLS
0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1ST-LEVEL SORCERER/WIZARD SPELLS
Abjur
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify M: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Ench
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
2ND-LEVEL SORCERER/WIZARD SPELLS
Abjur
Arcane Lock M: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantom Trap M: Makes item seem trapped.
Necro
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stEnch
that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
Alter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Div
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.
Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion: Compels subject to follow stated course of action.
Evoc
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
Blink: You randomly vanish and reappear for 1 round/level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin M: Ignore 10 points of damage per attack.
Conj
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Dimension Door: Teleports you short distance.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight for you.
Div
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying F: Spies on subject from a distance.
Ench
Charm Monster:Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Evoc
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Necro
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Trans
Enlarge Person, Mass: Enlarges several creatures.
Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
Polymorph: Gives one willing subject a new form.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.
5TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conj
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Major Creation: As minor creation, plus stone and metal.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V: Calls extraplanar creature to fight for you.
Teleport: Instantly transports you as far as 100 miles/level.
Wall of Stone: Creates a stone wall that can be shaped.
Div
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Ench
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
Cone of Cold: 1d6/level cold damage.
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force:Wall is immune to damage.
Illus
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Necro
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar F: Enables possession of another creature.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued.
Trans
Animal Growth: One animal/two levels doubles in size.
Baleful Polymorph: Transforms subject into harmless animal.
Fabricate: Transforms raw materials into finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Univ
Permanency X:Makes certain spells permanent.
6TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can’t approach you.
Conj
Acid Fog: Fog deals acid damage.
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Div
Analyze Dweomer F: Reveals magical aspects of subject.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
True Seeing M: Lets you see all things as they really are.
Ench
Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Evoc
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency F: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Illus
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of group of creatures.
Necro
Circle of Death M: Kills 1d4/level HD of creatures.
Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of Fear M: Triggered rune panics nearby creatures.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
Trans
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Control Water: Raises or lowers bodies of water.
Disintegrate:Makes one creature or object vanish.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Flesh to Stone: Turns subject creature into statue.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and build hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Stone to Flesh: Restores petrified creature.
Transformation M: You gain combat bonuses.
7TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Instant Summons M: Prepared object appears in your hand.
Mage’s Magnificent Mansion F: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift F: As many as eight subjects travel to another plane.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.
Div
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
Vision M X: As legend lore, but quicker and strenuous.
Ench
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Evoc
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Forcecage M: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Mage’s Sword F: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Illus
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum M X: Creates partially real double of a creature.
Necro
Control Undead: Undead don’t attack you while under your command.
Finger of Death: Kills one subject.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.
Trans
Control Weather: Changes weather in local area.
Ethereal Jaunt: You become ethereal for 1 round/level.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Univ
Limited Wish X: Alters reality—within spell limits.
8TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells M F: Confers +8 resistance bonus.
Conj
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Trap the Soul M F: Imprisons subject within gem.
Div
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
Antipathy: Object or location affected by spell repels certain creatures.
Binding M: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Sympathy F: Object or location attracts certain creatures.
Evoc
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Illus
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Necro
Clone M F: Duplicate awakens when original dies.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of Death M: Triggered rune slays nearby creatures.
Trans
Iron Body: Your body becomes living iron.
Polymorph Any Object: Changes any subject into anything else.
Temporal Stasis M: Puts subject into suspended animation.
9TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Conj
Gate X: Connects two planes for travel or summoning.
Refuge M: Alters item to transport its possessor to you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle M: Circle teleports any creature inside to designated spot.
Div
Foresight: “Sixth sense” warns of impending danger.
Ench
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.
Evoc
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illus
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.
Necro
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.
Trans
Etherealness: Travel to Ethereal Plane with companions.
Shapechange F: Transforms you into any creature, and change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.
Univ
Wish X: As limited wish, but with fewer limits.
just delete out the spells that don’t fit class flavor. im not the most incarnum familiar however so I cant help there.
Hope this helps
Good luck
ben
EvilSqueegee

01-02-07, 09:14 PM
this is a vary intriguing class and sounds like it will have its share of fluff...
and about the class:
here is a good spot to get your Divine spells

and arcane spells

just delete out the spells that don’t fit class flavor. im not the most incarnum familiar however so I cant help there.
Hope this helps
Good luck
ben

O.O;; That's quite the handy space-filler. I just wish it was as easy as combining the spells from cleric and wizard lists in the PHB >.< Thanks a bunch, though. :D
Spikes01k

01-02-07, 09:43 PM
Don't for get hit die
EvilSqueegee

01-02-07, 09:46 PM
Don't for get hit die
D'oh! *Adds that to the things that need filling out*

Thanks XD

DM: "Okay. House rules: Custom class availible for PC's, the Abyssal Redeemer. It's a roleplay-heavy class about ex-cultists or whatever that control demons to do good deeds."

PC: "Sweet! I'll roll one!"

DM: "Alright. Here's the rules."

PC: "Oh, dude, what HD do they get?"

DM: "...none. You must get only your con modifier in HP every level."

PC: :eek:
Lt_Murgen

01-03-07, 09:29 AM
This would make a good prestige class, not a base class.
megageek12

01-03-07, 10:42 AM
Seconded.
EvilSqueegee

01-03-07, 03:10 PM
This would make a good prestige class, not a base class.

Out of curiosity, what makes you say that? It'd be difficult to work the Inner Sins mechanic as a PrC, mostly because people don't magically just *Poof* have problems with greed, ect.

Also, not to mention, the class's progression into four seperate minions would be too cramped, too quickly gained, if I slapped it into a 10-level PrC. The Final Domination is a minion worthy of a level 20 character. Can't sling that around at level 15, it'd be too powerful. Not to mention, the class features list is only bare bones right now. There's more to come, I just haven't finalised how it's going to work in my head yet.
megageek12

01-03-07, 09:51 PM
Make it 10 level entry. Or a 15 level prestige class.
EvilSqueegee

01-03-07, 11:13 PM
Make it 10 level entry. Or a 15 level prestige class.

If I make it a level 10 entry, I then have to cram 4 minions into a 10-level spread. 15 level prestige class might work, however, that still confronts me with the logic behind the Inner Sins mechanics.
megageek12

01-04-07, 12:18 AM
He did not have the inner strength to do so before 5th level.
benstundze

01-04-07, 12:52 AM
dont DONT DONT!!!!!!!!!!!@!!!!!(dont you love c60...) DONT make this a prC there are to many prC's out there...DONT.....
ben
P.S. good work on the spell list
megageek12

01-04-07, 12:59 AM
Ummmm...
periscope

01-04-07, 01:02 AM
I think it would be a good base class, and has some originality, very rare. A prc is to cramped and most people (the ones I know at least) hate 15 level prcs (too wonky).

About the sins are you going to have them based on existing monsters or is each sin going to have the same stats for its type and just have their look customized by the redeemer (if existing monsters indulgence would could be a devourer)?
EvilSqueegee

01-04-07, 01:21 AM
He did not have the inner strength to do so before 5th level.

Only problem with this? Inner Sins effect the character from the beginning. It's not just a "Bam, big minions!" There are saving throws to resist the inner sins involved, ect. To me, mechanics reflect what's going on in the in-game world, not the other way around.

Example: A wizard casts Fireball at you. You get a reflex saving throw for half damage.

The reflex saving throw is there to give you the chance to move the heck out of the way of the explosion. Whether you pass or fail is based on your Reflexes, known as your total Reflex saving throw.

In this case, the mechanics are here to represent that the Abyssal Redeemer's path is not as easy as the paladin's. The paladin has a strict code of conduct to follow, yes, but an Abyssal Redeemer's sins are so tempting that they have to make a will save to resist them. Triumphs and failures eventually effect how difficult it is for the Abyssal Redeemer to eventually fully overcome their inner demons, during the Ritual of Domination.

Mechanically speaking, it makes MUCH more sense for someone to have to be rolling these throws from level 1. It also doesn't make much sense for them to suddenly have to start making saving throws at level 6 for things they didn't have to make saving throws for at level 5.

P.S. good work on the spell list
Thanks. IMO, it needs to be finished. It also needs a lot of refining, particularly the part that I've done so far.

I think it would be a good base class, and has some originality, very rare. A prc is to cramped and most people (the ones I know at least) hate 15 level prcs (too wonky).

Never even seen a WotC-published 15-level PrC, personally. It sounds like it was an idea that couldn't be fit into 5 or 10 levels, but the person was so stuck on the idea of a base class that they gave it simple requirements to get into at 6th level.

About the sins are you going to have them based on existing monsters or is each sin going to have the same stats for its type and just have their look customized by the redeemer (if existing monsters indulgence would could be a devourer)?

I plan on having custom-made baddies created from scratch. I'm not particularly sure how this is going to work - I wanted to keep customizability in mind while designing class mechanics and whatnot, so originally I had decided that there would be 4 levels of minions (Lesser, Personal, Greater, and Final) and two minions to chose from in each level. But now that I've somewhat solidified the actual Inner Sin mechanics and how they work with Sins Incarnate, I think I'm just going to devide the actual monsters into three or four groupings and have the level of the Domination used to overcome them effect their statistics somehow.

But in answer to your question more directly, I will be making new monsters from scratch to be used as minions, rather than using actual monsters from the MM's. Appearances will definitely vary from one Abyssal Redeemer to another, given that the Incarnate form of the sin is merely the physical manifestation of that Abyssal Redeemer's personal issues - but mechanically speaking, there will be various sins to select from, each tied to a particular stat block.
periscope

01-05-07, 04:58 AM
Why is ignorance a sin? I mean ignorance basically means that your encountering it for the first time so you have no idea what to do.

Well lets start with wrath

Wrath=burning hatred, wanting to cause misery and pain, a perversion of justice. Seems to me it would have strong melee attacks and a lot of them (maybe something with 1 bite, 2 claws, and a tail slap or sting). D8 at the least for all of them. I see DR since it should be so out of control it cant defend itself (-4 to ac due to permanent rage effect). Maybe fast healing or regeneration Possibly having flames or corrosives in its arsenal (maybe on the weapons or maybe a breath weapon). the ability to inflict rage on others and have them fight each other (everyone knows a big part of most sins is inflicting it on others, especially envy.). Few ranged attacks and spell like abilities, if any. Maybe an ability to stretch their limbs to grab someone running away (GET OVER HERE!). Climb or fly speed so it will always get to you. Scent or blindsight so you cant hide. Track might be good. Venom maybe? I dont see negative levels, that would be more lust, envy, or greed.
EvilSqueegee

01-05-07, 05:15 AM
Why is ignorance a sin? I mean ignorance basically means that your encountering it for the first time so you have no idea what to do.

Not by the defenition that struck me. Ignorance, as in the act of ignoring. Being uninformed, I'd think, would be better referred to as obliviousness, which as you say isn't a sin :)

However, "Ignoring" particular things (laws, advice, pleas, ect) is what I was aiming at.
[/quote]

Well lets start with wrath

Wrath=burning hatred, wanting to cause misery and pain, a perversion of justice. Seems to me it would have strong melee attacks and a lot of them (maybe something with 1 bite, 2 claws, and a tail slap or sting). D8 at the least for all of them. I see DR since it should be so out of control it cant defend itself (-4 to ac due to permanent rage effect). Maybe fast healing or regeneration Possibly having flames or corrosives in its arsenal (maybe on the weapons or maybe a breath weapon). the ability to inflict rage on others and have them fight each other (everyone knows a big part of most sins is inflicting it on others, especially envy.). Few ranged attacks and spell like abilities, if any. Maybe an ability to stretch their limbs to grab someone running away (GET OVER HERE!). Climb or fly speed so it will always get to you. Scent or blindsight so you cant hide. Track might be good. Venom maybe? I dont see negative levels, that would be more lust, envy, or greed.

I was envisioning the basic arsenal of dominated Sins incarnate to functionally serve the following perpouses:

1) the thing that dies easy, doesn't do damage... but is a skillmonkey (possibly a Knobold kind of thing)

2) the stealthy damage-dealer with a healthy side of mindgames (temptress, think succubus/rogue - this creature is already in the works, in the New Monster Request thread on the Monster's Lair board) that would also die easily

3) the high-survivability, low-damage, high-HP/AC/Saves/SR/fast-healing Large-sized beast of a physical demon with a Shield Other effect

4) No idea what to put in the fourth slot.

I was thinking, to avoid every Abyssal Redeemer's selection of available Dominated Sins being the same, that there should be slight variations of these four basic Dominated Sin archtypes availible to the Redeemer.

Furthermore, I also realised that it would be a lot more nifty to have all the archtypes availible at each of the four stages of minion-gain (5th, 10th, 15th, and 20th) but the power level of the minion would be greater as proportionate to the level it was gained at. To that end, I placed that idea into the mechanics with the way Inner Sins are set up; one Abyssal Redeemer may chose Greed as his final sin, making it harder to resist and also making it his fourth minion, whereas another Abyssal Redeemer might take Greed as his Personal Sin, making it the second minion he gains and much easier to dominate than if it had been a Final Sin.

The effect would basically be that rather than gaining the skillmonkey minion at level 5, I could take the high-survivability, tanklike Shield Other minion at level 5. To that end, my tank minion would be less potent in it's role compared to a Redeemer who took their Tank minion as a higher-level sin. Does that make any sense?
JagAgemo

01-05-07, 05:40 AM
sooo muuuuuuch reeeeeeading...:waits:

Great class; very custom, very complex (but you realy can't have one without the other)

there is only a few minor problems I can see:

most payable things that are naturally evil have racial HD or at least a LA. So I really wanted to play this class (with a cool evil race) I wouldn't finish it till I was epic.

why non-lawful? not being a big fan of law my self (neutral is the way to go) but I think you could getaway with a LN character.

and to you las question: yes, yes it does
periscope

01-05-07, 01:21 PM
Couldnt ignoring laws be omission or sloth?

Greed, lust, and envy I see as skill monkey (getting into doors, past traps, and into the vault/manipulating people/impersonating people as appropriate). Greed can also be the high damage sneaker (Think of how many people have been stabbed in the back over money).

Pride would probably be the damage soaker (I mean just think pride for a second "I AM INVINCIBLE")

Wrath is a damage dealer, no one is going to argue with that.

For, leveling, have it similar to the paladins mount or druids animal companion. Gain additional hit dice, BAB, ability score adjustments as appropriate, etc.

Id also go with a 7 sins deal strictly from the fact that more has been done on it (I have some links if you want to look just post request).
EvilSqueegee

01-05-07, 04:37 PM
sooo muuuuuuch reeeeeeading...:waits:

Great class; very custom, very complex (but you realy can't have one without the other)

Yeah, the bane of doing something not done before >.<

there is only a few minor problems I can see:

most payable things that are naturally evil have racial HD or at least a LA. So I really wanted to play this class (with a cool evil race) I wouldn't finish it till I was epic.

Well, the same goes for evil clerics, ect. Tieflings are used as the example in the flavor (And in the illustrations I'm drawing up) but they've got an LA of 1, meaning they don't get their Final Domination untill they're epic, either. It's not really an issue I can solve without lowering the level at which you get Final Domination, and 20-level classes that don't get anything for sticking through a full 20 levels always just call for "Dip into fighter for a level" kind of situations, which I wanted to avoid.

why non-lawful? not being a big fan of law my self (neutral is the way to go) but I think you could getaway with a LN character.

Non-lawful, based on the fact that you are running amuck channeling negative energy, for a good cause. That is to say, this character is likely to always be at odds with the paladin. You're controlling demons and dropping spells like Contagion, but you're doing so in the manner a Vigilante would. Chances are if the law found out you were dominating 'demons' you'd get locked away.

and to you las question: yes, yes it does

Whew. Just cause I understand what I want to say, or the concept I want to base the mechanic on... doesn't mean anyone else is gonna get it :P

Couldnt ignoring laws be omission or sloth?

Greed, lust, and envy I see as skill monkey (getting into doors, past traps, and into the vault/manipulating people/impersonating people as appropriate). Greed can also be the high damage sneaker (Think of how many people have been stabbed in the back over money).

Pride would probably be the damage soaker (I mean just think pride for a second "I AM INVINCIBLE")

Wrath is a damage dealer, no one is going to argue with that.

For, leveling, have it similar to the paladins mount or druids animal companion. Gain additional hit dice, BAB, ability score adjustments as appropriate, etc.

Id also go with a 7 sins deal strictly from the fact that more has been done on it (I have some links if you want to look just post request).

I can't deny the possability. If you got the links, feel free to drop 'em, seeming how it's relevant. Probably be a good idea to base some of the character in a widely-known concept/mythology anyways.
periscope

01-06-07, 03:20 AM
http://boards1.wizards.com/showthread.php?t=437446&page=4&pp=30

These are prcs people developed for each of the 7 sin and virtues along with a general knight of sin and knight of virtue. This should give you an idea for abilities.

Actually, maybe have all of them be humanoid looking (not necessarily humanoid). Check out Full Metal Alchemist that should give you some more ideas.
benstundze

01-06-07, 05:24 PM
Couldnt ignoring laws be omission or sloth?

Greed, lust, and envy I see as skill monkey (getting into doors, past traps, and into the vault/manipulating people/impersonating people as appropriate). Greed can also be the high damage sneaker (Think of how many people have been stabbed in the back over money).

arrogance would probably be the damage soaker (I mean just think arrogance for a second "I AM INVINCIBLE")

Wrath is a damage dealer, no one is going to argue with that.

For, leveling, have it similar to the paladins mount or druids animal companion. Gain additional hit dice, BAB, ability score adjustments as appropriate, etc.

Id also go with a 7 sins deal strictly from the fact that more has been done on it (I have some links if you want to look just post request).

pride isnt a sin......and if it is it waas only created by slave holders and peaple of the likes..........
EvilSqueegee

01-06-07, 06:42 PM
pride isnt a sin......and if it is it waas only created by slave holders and peaple of the likes..........

"Pride cometh before the fall" is written as it is for a reason. According to various religions, Pride is amongst the greatest sins.
periscope

01-06-07, 11:27 PM
There is a difference between pride and realizing self worth. Self worth or "Im proud of you" simply means confidence or you have made someone happy in a very good way. The Pride sin is "I won and YOUR ALL LOSERS! LOSER, LOSER, LOSER!" the I think Im better than anyone else attitude that tends to get you butt handed to you. The exclusory "dont bother with the commoners" mentality. The "your not in the country club" or "your poor for a reason you worthless slob" attitude. Heck even "women should be barefoot and pregnant cooking dinner" or the "children should be seen and not heard" mentality could be seen as a form of pride.

Maybe we should change the name to arrogance, people dont seem to confuse it as often
EvilSqueegee

01-08-07, 09:08 AM
There is a difference between pride and realizing self worth. Self worth or "Im proud of you" simply means confidence or you have made someone happy in a very good way. The Pride sin is "I won and YOUR ALL LOSERS! LOSER, LOSER, LOSER!" the I think Im better than anyone else attitude that tends to get you butt handed to you. The exclusory "dont bother with the commoners" mentality. The "your not in the country club" or "your poor for a reason you worthless slob" attitude. Heck even "women should be barefoot and pregnant cooking dinner" or the "children should be seen and not heard" mentality could be seen as a form of pride.

Maybe we should change the name to arrogance, people dont seem to confuse it as often

Makes sense.
benstundze

01-08-07, 03:00 PM
thanks
and I can help on spells per day chart. just tell me the spells they get at level 20.
ben
EvilSqueegee

01-09-07, 09:27 PM
thanks
and I can help on spells per day chart. just tell me the spells they get at level 20.
ben

The chart is going to be as the bard's, but I haven't had the time to work on this class due to real-life happenings and various occurances/projects.

Thanks for the help :)
benstundze

01-10-07, 12:09 AM
Abyssal Redeemer's spellperday chart
0 1st 2nd 3rd 4th 5th 6th
2 — — — — — —
3 0 — — — — —
3 1 — — — — —
3 2 0 — — — —
3 3 1 — — — —
3 3 2 — — — —
3 3 2 0 — — —
3 3 3 1 — — —
3 3 3 2 — — —
3 3 3 2 0 — —
3 3 3 3 1 — —
3 3 3 3 2 — —
3 3 3 3 2 0 —
4 3 3 3 3 1 —
4 4 3 3 3 2 —
4 4 4 3 3 2 0
4 4 4 4 3 3 1
4 4 4 4 4 3 2
4 4 4 4 4 4 3
4 4 4 4 4 4 4

required all of 60 seconds :P
ben
EvilSqueegee

01-10-07, 08:14 AM
Abyssal Redeemer's spellperday chart
0 1st 2nd 3rd 4th 5th 6th
2 — — — — — —
3 0 — — — — —
3 1 — — — — —
3 2 0 — — — —
3 3 1 — — — —
3 3 2 — — — —
3 3 2 0 — — —
3 3 3 1 — — —
3 3 3 2 — — —
3 3 3 2 0 — —
3 3 3 3 1 — —
3 3 3 3 2 — —
3 3 3 3 2 0 —
4 3 3 3 3 1 —
4 4 3 3 3 2 —
4 4 4 3 3 2 0
4 4 4 4 3 3 1
4 4 4 4 4 3 2
4 4 4 4 4 4 3
4 4 4 4 4 4 4

required all of 60 seconds :P
ben

Thanks a bunch! :D
periscope

01-11-07, 12:45 AM
How is rebellion a sin? Without rebellion, we all be saying 'ello govna'.

Murder is an act, the actual sin itself would be what would apply most (out of anger=wrath, for money=greed, cause your jealous and you want their life=envy, because they are upstaging you=pride)
EvilSqueegee

01-11-07, 03:23 AM
How is rebellion a sin? Without rebellion, we all be saying 'ello govna'.

Murder is an act, the actual sin itself would be what would apply most (out of anger=wrath, for money=greed, cause your jealous and you want their life=envy, because they are upstaging you=pride)

Rebellion would be the source for disobedience.

Murder is the very basis of what D&D bases it's alignment system on (Murdering innocents is evil.) So I assumed it was a safe choice for a sin. I could call it "Unnescessary Murder" but... well, that would just sound freaking lame :P
periscope

01-11-07, 09:34 AM
Disobedience is a good thing, its whats keeps you from following somebody mindlessly and finding your own way in the world.
EvilSqueegee

01-11-07, 05:56 PM
Disobedience is a good thing, its whats keeps you from following somebody mindlessly and finding your own way in the world.

It's also impossible to murder someone without disobeying the laws forbidding murder.
periscope

01-11-07, 06:48 PM
If there are such laws, there is always a loophole. Plus that would law-versus chaos not good versus evil.

Not killing cause the law says =lawful
Not killing cause you'll be punished=any
Not killing cause you dont want to=any non evil
benstundze

01-14-07, 04:34 PM
Incarnate Sins: The inner demons that must be concquered, and eventually the ones that manifest for each Abyssal Redeemer to be dominated - each a personal issue for the Abyssal Redeemer in question to overcome

Incarnate Sins (Lesser)
Incarnate Sin - Ignorance
Incarnate Sin - Rebellion

Incarnate Sins (Personal)
Incarnate Sin - Indulgence
Incarnate Sin - Selfishness

Incarnate Sins (Greater)
Incarnate Sin - Arrogance
Incarnate Sin - Murder

Incarnate Sins (Final)
Incarnate Sin - Pride
Incarnate Sin - Betrayal

greed (in final)
power
is betrayal a sin? maybe a diff word....

id switch arrogance with Rebellion and vic versa

and some more sins
envy as a lesser
infidelity as a personal
theft......
and im sure there are more...

make quests for the sins........ that would be good go to the adventure board you will get alot of help there :)
hope this helps
ben
periscope

01-14-07, 10:29 PM
I'd make all sins equal since all can lead to destruction, dissolution, and untold horrors. Instead the ones you select should be whats weakest and strongest for you noone else. I mean me for instance, I go no problem with greed (money seems to cause more problems than it solves) but I do get wrathful a lot. Pride was beaten out of me in high school, but I am extremely lustful.
EvilSqueegee

01-15-07, 10:40 AM
I'd make all sins equal since all can lead to destruction, dissolution, and untold horrors. Instead the ones you select should be whats weakest and strongest for you noone else. I mean me for instance, I go no problem with greed (money seems to cause more problems than it solves) but I do get wrathful a lot. Pride was beaten out of me in high school, but I am extremely lustful.

Yeah. I realised this after I had posted the Sin Incarnates post, and you'll notice the Inner Sins mechanic functions as you say it should.

My only problem now is I need a way to produce the same sins resulting in the same minions - Wrath being a big tank-type, and whatnot. But a Redeemer who selects Wrath as their Lesser sin will eventually wind up with a less powerful minion that someone who selects Wrath as, say.. their personal or final sin. The level at which the minion is attained should have an effect on that minion's power level, while still not belittling the usefulness of each of the other redeemer's minions. The Redeemer will only be able to have one minion out at a time, but they will be able to switch between minions if given some downtime.

The thing is, you shouldn't get the same minion at a given level: If you pick wrath as a lesser sin, then you get wrath as your sin incarnate at level 5. But if you pick it as a personal sin, you get it at level 10, and it will as such be more powerful than it would have been if you picked it up at level 5. I don't know how to handle this yet.

Make sense?
benstundze

01-15-07, 12:18 PM
Yeah. I realised this after I had posted the Sin Incarnates post, and you'll notice the Inner Sins mechanic functions as you say it should.

My only problem now is I need a way to produce the same sins resulting in the same minions - Wrath being a big tank-type, and whatnot. But a Redeemer who selects Wrath as their Lesser sin will eventually wind up with a less powerful minion that someone who selects Wrath as, say.. their personal or final sin. The level at which the minion is attained should have an effect on that minion's power level, while still not belittling the usefulness of each of the other redeemer's minions. The Redeemer will only be able to have one minion out at a time, but they will be able to switch between minions if given some downtime.

The thing is, you shouldn't get the same minion at a given level: If you pick wrath as a lesser sin, then you get wrath as your sin incarnate at level 5. But if you pick it as a personal sin, you get it at level 10, and it will as such be more powerful than it would have been if you picked it up at level 5. I don't know how to handle this yet.

Make sense?

yes it dose...
just type personal and final and lesser and all that and tell what happens when its in a sertean spot not hard and just 2 sentences for each is fine and it will be CLEAR.
ben
P.S. got to go
EvilSqueegee

01-15-07, 01:49 PM
yes it dose...
just type personal and final and lesser and all that and tell what happens when its in a sertean spot not hard and just 2 sentences for each is fine and it will be CLEAR.
ben
P.S. got to go

The thing I'm stumped on: What changes the Sin Incarnate based on it's status as an Inner Sin? That is to say, while I know I want a Wrath's incarnate sin to be more powerful if taken as a Personal than if taken as a Lesser, -what makes it more or less powerful-?

A few things have occured to me: Bonus HD or class levels are the first things that come to mind. But I'm not quite sure as to how bonus HD work with monsters in general, and while class levels are a simple solution I'm still faced with the problem of level adjustments. Not only that, but if they come into play with bonus HD or class levels, do these 'power boosts' scale with the Abyssal Redeemer's level?
benstundze

01-15-07, 03:23 PM
The thing I'm stumped on: What changes the Sin Incarnate based on it's status as an Inner Sin? That is to say, while I know I want a Wrath's incarnate sin to be more powerful if taken as a Personal than if taken as a Lesser, -what makes it more or less powerful-?

the personality of peaple . peaple are good at some things and bad at others (it can also be stat relted maby) or when the person is making a redeemer he makes his chart and places things in serten stages ... and put a limet for each stage

A few things have occured to me: Bonus HD or class levels are the first things that come to mind. But I'm not quite sure as to how bonus HD work with monsters in general, and while class levels are a simple solution I'm still faced with the problem of level adjustments. Not only that, but if they come into play with bonus HD or class levels, do these 'power boosts' scale with the Abyssal Redeemer's level?

uh id just make the bonuses simple like: +2 str and con.. or +10 to spot stuff like that. make 1 lvl do nothing and make 1 or 2 lvls negitive .... or somthing like that just ideas...

sorry bout the spelling to lazy to spell check XD
ben
benstundze

01-15-07, 03:34 PM
hit Quote and look how i did this. then fix your sig..................................... ........................................ ........................................ ........................................ ........................................ ........................................ ........................................ ........................................ ........................................ ........................................ ........................................ ........................................ ......................................