Powers Checks

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Wiccy of the Fraternity
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Post by Wiccy of the Fraternity »

I'm sure I can come up with a few more results for failed Powers Checks when I spend a little time thinking of some. That fighter is just screaming to become a vampire or some form of ghoul though ;)
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Post by Tobias Blackburn »

Wiccy of the Fraternity wrote:The character's skin is seared, scarred and cracked from the heat contained within his body and must make a Fort save (DC 15) every hour to avoid suffering further burns that inflict 1d6 points of damage upon him.
I don't think that the wizard would survive long in that state. He'd constantly need healing, he'd have a very difficult time getting the rest necessary to regain his spells, and as a wizard his Fort save is already abyssmally low.

Perhaps as a Vistani curse (one of Malacchio's goons burn down a barn full of Vistani after locking the door), but not as a Powers Check. The Dark Powers slowly bend their dolls in uncomfortable and painful ways. They don't shove a bundle of lit fire crackers between their legs! :shock:
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Post by Hell_Born »

Wiccy of the Fraternity wrote:I'm sure I can come up with a few more results for failed Powers Checks when I spend a little time thinking of some. That fighter is just screaming to become a vampire or some form of ghoul though ;)
That's what I thought, but decided a vampire/vampire spawn was too cliched, maybe a unique form of ghoul, or some other kind of undead? The Red Widow and the Werespider (from one of the 2nd ed monstrous compendium's) both drink blood, maybe he turns into somethhing like that?
Wiccy of the Fraternity wrote:The fire within the veins of the character is visible as red lines beneath the wizards skin. He must now take pains to conceal all his body or have all encounters begin as hostile.
That also seems overpowered, maybe reaction level drops by one? (from unfriendly to hostile, ect).
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Post by Shoon VII »

Wiccy of the Fraternity wrote:Let me see if I can think of something, I will use your example of the wizard killing many innocents as an opener.

The wizard's preferred weapon of choice in the killings was a fireball, from now on the wizard may cause flames to erupt from his hands 3 times per day as the Burning Hands spell (cast as a 1st level caster), however, the fire in his veins has caused his eyes to turn a fiery red, raising his Outcast Rating by 2 unless he takes pains in concealling them.
maybe this wizard is on his/her way to becoming an efreet or some other pyromaniacal monster?
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Post by Shoon VII »

the pyro mage could also become more vulnerable to cold attacks, maybe even suffering double damage from cold attacks?
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Post by Wiccy of the Fraternity »

The failed checks wit the pyomage are to eventually turn the character into a Pyre Elemental ;) Now for the final stage...

With a final unspeakably evil act the characters body is torn apart by the fiery conflagration growing within becoming a Pyre Elemental. The character is unable to speak any languages it could before but may still read (with difficulty). It retains all of its spell casting capabilities and class levels but may no longer obtain new spells. Instead of having to memorize spells it may cast spontaneously as idf she were a sorcerer, though at the same spells per day ratio of a wizard. The character loses any abilities gained from previously failed Powers Checks unless those powers and abilities are part of available to a Pyre Elemental.

Now for the fighter with a taste for blood.

First Powers Check: The fighter's taste for the blood of his victims grows, he must feast on their blood for at least a minute. This causes those who look upon this feasting to make a fear save. His gums recede around his teeth, causing his mouth to look almost monstrous, raising his OR by 1.

Second Powers Check: The fighter must now feast on at least half a pound of raw flesh from his victims (1 victim per battle is enough) as his mind becomes effected by his addiction. He believes that he is devouring the strength of those he has slain. His own hands become more claw-like, allowing him to make claw attacks (causing damage based upon his size) with these mutated appendages. His OR is increased by 2.

Third Powers Check: After failing his third check, the character's eyes become a putrid yellow in colour and require some disguise or suffer a further +1 OR modifier. He must now feast on a pound of flesh from each person he slays and gains sustenance from this raw flesh, cooked food begins to repulse him and he must make a Fort save (DC 20) whenever he feeds on regular food to avoid viomiting.

I'll come up with more soon for that character, but I want to do another one that is more general.

The character has his saliva ducts modified so that they exctrete a mild poison that induces sleep (Fort save DC 12 to avoid, sleep lasts 1d4 minutes). This poison effects his entire mouth, causing his gums, lips and tongue to swell, effecting his speech and facial proportions. Spells with a vocal component have an addition 10% chance of failure, charisma-based skills have their check DC's raised by 2 and his OR is increased by 1.
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Post by Hell_Born »

Do you mind if I just recap that Terror Track for the Pyromaniac Wiccy?

So lemme get this straight:

1: can cast Burning Hands as per a level 1 mage 3/day but gains +2 OR due to fiery red eyes (by that, do you mean the eyes are totally red- except the pupils- or are the bloodshot? If they're totally red then maybe they should glow like hot coals, meaning the character is immune to mundane darkness).

2: the character's caster level is raised by +1 when using spells which relate to fire, flame or heat, but if he gets angry he bursts into flames, taking no damage from the "flame-on" but items carried/worn must make a saving throw each round of suffer 1 point of fire damage and his OR is increased by +2. (So when do the flames wear off? I'm presuming when he calms down, when he's burning does he inflict fire damage in the melee or not, cause I'd assume he'd be able to burn victims.)

3: blood is now liquid fire, anyone who comes into contact must pass a Ref save or suffer 1D4 damage, veins are clearly visible as red lines in the skin. I don't think the save should halve it, it isn't that great an amount of damage. Also, the whole "people who see the red lines are immediately hostile, that's not the signature mark of any monster I recognize, maybe he takes double damage from cold attacks and can be damaged by holy water as though he were an undead or a fiend. (Maybe, by this stage, he's gotten so used to extreme heat that he gains a bonus to Fort saves made against extreme heat, like wandering around in Har'Akir.)

4: can breathe fire three times a day in a cone 15 feet long and 5 feet wide at the far end, all within this cone are struck for 1d6 points of flame damage, a successful Ref save halves this damage. I mentioned before that the damage per round thing is not right, maybe he reduces Con by 1/2 or suffers triple damage from cold attacks.

5: becomes a form of pyre elemental, I've got no problems with this, but tell; what's the difference between a Fire and a Pyre Elemental? I don't have the Ravenloft Monstrous Manuel.

I'm still interested in any and all powers checks you want to post, but I'm deeply grateful for the stuff you've already posted.
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Post by Hell_Born »

Tobias Blackburn, do you have any further suggestions for that wizard with the blood-sucking mouth in his hand? What effect might further powers checks have on him?
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Post by Wiccy of the Fraternity »

[quote="Hell_Born"1: can cast Burning Hands as per a level 1 mage 3/day but gains +2 OR due to fiery red eyes (by that, do you mean the eyes are totally red- except the pupils- or are the bloodshot? If they're totally red then maybe they should glow like hot coals, meaning the character is immune to mundane darkness).[/quote]

His eyes are just red, entirely red, but would not glow.
2: the character's caster level is raised by +1 when using spells which relate to fire, flame or heat, but if he gets angry he bursts into flames, taking no damage from the "flame-on" but items carried/worn must make a saving throw each round of suffer 1 point of fire damage and his OR is increased by +2. (So when do the flames wear off? I'm presuming when he calms down, when he's burning does he inflict fire damage in the melee or not, cause I'd assume he'd be able to burn victims.)
You presumes right, the flames calm when he does. Perhaps those n melee with him could suffer flame damage if he makes a barehanded attack, but not if he is using a weapon.
3: blood is now liquid fire, anyone who comes into contact must pass a Ref save or suffer 1D4 damage, veins are clearly visible as red lines in the skin. I don't think the save should halve it, it isn't that great an amount of damage. Also, the whole "people who see the red lines are immediately hostile, that's not the signature mark of any monster I recognize, maybe he takes double damage from cold attacks and can be damaged by holy water as though he were an undead or a fiend. (Maybe, by this stage, he's gotten so used to extreme heat that he gains a bonus to Fort saves made against extreme heat, like wandering around in Har'Akir.)
In retrospect I agree with not having the Ref save. The red veins beneath his skin are cumulative with the effects he has already gained, so perhaps moving initial reactions with him one point toward hostile? Double damage from cold is good, but not the holy water thing. He is becoming a force of nature, not some unholy creature. The Fort bonus against heat is good, perhaps a +2 bonus?
4: can breathe fire three times a day in a cone 15 feet long and 5 feet wide at the far end, all within this cone are struck for 1d6 points of flame damage, a successful Ref save halves this damage. I mentioned before that the damage per round thing is not right, maybe he reduces Con by 1/2 or suffers triple damage from cold attacks.
I think the damage rate is fine as it is, it isn't meant to be a powerful attack, but a dangerous one all the same beging able to strike many targets. I am also updating this so that any target immediately next to him (such as in melee) suffers 3d6 points of damage. Triple damage from cold? That might work ;).
5: becomes a form of pyre elemental, I've got no problems with this, but tell; what's the difference between a Fire and a Pyre Elemental? I don't have the Ravenloft Monstrous Manuel.
If you do not have access to the Pyre Elemental, have him become a standard Fire Elemental with the same size class as the wizards original race.
I'm still interested in any and all powers checks you want to post, but I'm deeply grateful for the stuff you've already posted.
So long as I keep coming up woith ideas, I will keep posting them :)
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Post by Hrtofdrkns »

I've always liked paths of darkness that turn you into a unique creature of the night, rather than the standard vampire or werewolf. I'm trying to dig up a path I made that eventually turned you into an undead creature that needed to feed on bone marrow(or mabey it was the calcium in bones, I can't remember). I'll post it when I find it.
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Post by Hell_Born »

[quoe=wiccy: I think the damage rate is fine as it is, it isn't meant to be a powerful attack, but a dangerous one all the same beging able to strike many targets. I am also updating this so that any target immediately next to him (such as in melee) suffers 3d6 points of damage. Triple damage from cold? That might work.).[/quote]

By damage I was referring to the fact you originally had it that the wizard needed to make a Fort save every hour or suffer 2D6 (?) damage, not the damage of the spell.

I'm not asking for the rules, just what are differences between a Pyre and a Fire Elemental? Behavioural patterns, feeding habits ect, that's what I'm asking.
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Post by Tobias Blackburn »

Hell_Born wrote:Tobias Blackburn, do you have any further suggestions for that wizard with the blood-sucking mouth in his hand? What effect might further powers checks have on him?
.

Hmm... let me see.

First of all, the hand should raise an OR by 3 if seen.

The ability to paralyze a target with his touch 3 times per day. His hand must not be covered, and he must make a will save or begin to drain the target dry.

The ability to heal himself through the hand, gaining 5 hp per Con point he drains, but never more than his maximum hitpoints. Unfortunately, he now takes damage from cure spells and heals from inflict spells. He becomes exceedingly pale, raising his OR by 1.

The character's touch is now capable of draining 1d4 Con points per round. The mouth begins to mew and whisper when it has not been feed for 24 hours. This raises his OR by 2 for anyone that witnesses it.

The character may use Detect Life (as detect undead but for living creatures) at will. This allows him to find his prey. He can do this by holding up his uncovered hand, concentrating, and listening to its noises. Should the character detect life, the hand will not stop making noise until it had drank 2 points of CON. In addition, the character must now drink 6 points of CON each night.

The character gains the monstrous humanoid type. He is also able to use his first ability (not spending the spell slot by sacrificing blood) by dealing 1 point of CON damage. The character gains a feral, hungry look, raising his OR by another 3. When faced with creatures who may provide him with blood, he must make a will save or attack them. He must now draink 8 CON points of blood per night.
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Post by Hell_Born »

Thanks Tobias, that's an excellent Track :D , the problem is that the first step is a little indistinct :( (specifically the whole need to feed and sacrifice drained blood to power spells), could you possibly clear that up and post it here? (I did put up a post asking you to clarify if I recall... no offense!) Also, that first upgrade you posted (can paralyze 3 times a day), is that part of the first powers check?

Apart from that, what would you call the creature that results from going all the way on this Terror Track? Cause it would make an excellent replacement for a vampire! (Can't wait to see the reactions on my players faces when I spring this twisted beauty on them :lol: )
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Post by Brandi »

Hell_Born wrote:Apart from that, what would you call the creature that results from going all the way on this Terror Track?
D.
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Post by Hell_Born »

Brandi wrote:
Hell_Born wrote:Apart from that, what would you call the creature that results from going all the way on this Terror Track?
D.
D? As in, Vampire Hunter D? Humorous answer, but Left Hand has a face and a personality, this creature just has a blood-sucking mouth in its right hand.
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