Voodoo Priest Side Effects

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Voodoo Priest Feats
Voodoo feats are gained through the leveling in the Voodoo Priest class. Only classes with the ability to cast arcane spells (ex: mage, priest, warlock, and necromancer.) may choose to take a voodoo feat rather then one listed in WOW RPG, The Core Rulebook 1 or other publications and then only if they meet the listed prerequisites of each. Also those characters must follow the rules stated below. Voodoo feats differ only in that the power used comes from the character’s control of voodoo energy, a form of negative energy, rather than from some innate ability of the character himself and that there are possible (even probable) side effects to contend with. Unless stated otherwise, all voodoo feats are preformed as standard actions. In addition, a Voodoo Energy check must be made every time a voodoo feat is used, as the practitioner is concentrating hard to control the flow of voodoo spirits he must draw to his person in order to avoid undesired side effects. This is made at DC 10, with his caster level and Intelligence bonus being applied as positive modifiers. A roll of 1 is always deemed a failure. Upon failure, the player must roll on the Voodoo Energy Side Effects table below and apply the result to his character. Success will mean the character has safely resisted the effects of the negative voodoo energy flowing through his system – this time, at least. Regardless of whether the Voodoo Energy check is passed or not, the voodoo feat will still function as normal. A player may choose to modify the dice roll on the D20 Side Effect Voodoo Energy Side Effects table by using half his caster 1 Aura of Unease level, rounded down, as either a bonus or penalty. In this 2 Animal Terror way, he may intentionally try to minimize the effects of 3 Light Sensitivity the negative energy or embrace them fully. The choice to 4 Stench of Death modify the roll on the table must be made before the dice 5 Voices are actually rolled. 6 Soul Trap 7 Spirit Carrier 8 Cannibalism 9 Glowing Eyes 10 Life Corruption 11 Disfigurement 12 Charisma Loss 13 Paranoia 14 Superstitious 15 Constitution Loss 16 Talons 17 Spirit Level 18 Spirit Seer 19 Strength Loss 20 Bad Voodoo Voodoo Energy side effects may also take place with people that help in any feat that is considered a ritual feat and that needs more then one person in order to make the feat

work. Partisapents must roll a DC 10 Will Save, with his Intelligence bonus being applied as positive modifiers. A roll of 1 is always deemed a failure. Aura of Unease: A common a affliction of many trolls that practice the voodoo arts, any who come into prolonged contact with you will feel distinctly uneasy. It may be your overly dark but piercing eyes, an air of intimidating power or merely a general sense that something is ‘wrong’ that puts people on their guard. They are unlikely to deduce the nature of your voodoo art from this feeling unless they have come across this particular side effect in the past though it is likely it will affect any negotiations you attempt. You also gain a +2 circumstance bonus to any Intimidation checks. This side effect may only be applied to a character three times, each time they gain an extra +1 to Intimidate allowing a maximum of +4. If this effect is already in place three times, re-roll. Animal Terror: Very young children and mundane, non-magical animals will seek to avoid you at all costs and will attempt to remove themselves from your presence in the quickest way possible. If restrained in any way, their distress will be obvious, with kodos shying away and dogs barking, for example. It will be quite impossible to ride such animals as a mount (raptors are an excepting for they appear to have more respect to those with this side effect.). The first time this side effect is gained, animals and very young children will only attempt to avoid you if you move within five feet of them. This range increases by ten feat every time this side effect is rolled. This is no maximum radius for this effect. Light Sensitivity: Your eyesight becomes unusually sensitive to bright sources of light, to the point where they can actually cause physical pain. Form this point on, you will suffer a -1 penalty to attack rolls when in bright sunlight or within the radius of a daylight spell. However, you will also gain low light vision extending to a range of 60 feet if you did not already possess it. Existing low light vision will be extended by 60 feet. This side effect may only be applied once to a character. If it is already in place, reroll. Stench of Death: Because of the amount of times you have spent trying to commune with spirits a perpetual stench of corpses and disturbed graves constantly surrounds you, resisting all attempts to alleviate it. This may be masked by the use of ever more potent perfumes and musks though their application will, of course, be painfully obvious to any you meet. Such fragrances will cost 10gp per day every time this side effect is rolled for the stench of death gets progressively worse, should you choose to disquise it. A -1 circumstance penalty to Hide checks must also be applied every time this side effect is rolled for unless the character is in an environment that also permits the smell. Voices: You have been medaling with the spirits for far too long. The voodoo energy has changed your sense of hearing that now you constantly here a voice of a spirit, at first as if mere whispers in your ear. Voices of ‘evil’ spirits are easier to hear then others and they constantly will whisper evil desires in your ear. Neutral or good spirits can be hear also depending on the Game Master’s choosing. To ignore the spirits voice you bust make a DC 14 Will save and they will not bother you for the rest of the day. If this effect

is rolled again the character will here another voice or a different alignment compared to his previous one. Ex: Juntook was already hearing the voice of an ‘evil’ spirit. Now he hears the voice of a ‘good’ spirit. A character can have this effect three times max, in the end having all three alignments. Once the character gains a voice he is also considered insane for he will be found talking out loud to the spirit in parts of the game making party members and NPCs suspicious of his sanity their for suffering a -2 to all Charismatic rolls. Note: You may try to speak to the spirits but they will not here you unless you use the voodoo feat, Spirit Voice (Voodoo). Soul Trap: Medaling with voodoo energy your very soul has been ripped out of your body and placed into a material object of the Game Master’s choosing. Be it a sword, ring, necklace, or gem your character becomes very protective of it and with right his soul is trapped in it. If the item should be broken or destroyed the character would die. But with that said the character is considered immortal and can not die even if his HP is brought down below -10, for he has no spirit to leave his body allowing him to be healed by other means. If it is already in place, re-roll. Spirit Carrier: Dealing with spirit is a dangerous thing especially the spirits of death and undeath, as you seek to inflict your voodoo curses on other, have all but eroded your spirits defenses against corruption, disease and infection. However, as you continue to transform through the constant flow of voodoo energy flooding through your system, such spirit of disease and plague cease to have any real effect upon you. The GM will create a spirit that will plague your body. You are now a carrier of this spirit. Whilst immune to its effects yourself (even from outside sources), anyone coming into contact with you runs the very real risk of being tormented by the spirit according to how the GM construct it to be (For example spirits please see below). The use of a banishing spell will vanquish this spirit but it will automatically return within 1d6 days. Subsequent rolls of this side effect will cause yet another spirit to be carried. Spirit example: Too-kus (Spirit of Crippling)
The target suffers penalties of attacks, damage, Reflex saves, jumping, and Strength. Effect: The creature can take only a partial action each turn for he is tormented a Too-kus spirit. Additionally, it suffers a -2 penalty to AC, melee attack rolls, melee damage rolls, and Reflex saves. The affected creature jumps half as far as normal. Additionally, the affected creature suffers a -1d6 penalty to Strength. Spirit lasts until creature makes a Will Save of DC20. If spirit is to be carried, character must have experienced spirit personally for 1d20 + characters ECL days.

Cannibalism: It is thought that the corrupting affects of voodoo magic’s negative energy drives you too debase acts that defy all normal conventions of society. It has been known that most Troll tribes have always been cannibalistic in their voodoo rituals making most normal Trolls expectable to this effect. You develop a highly unnatural desire to feast on the flesh of the dead, an abhorrent act to all but the most primitive of creatures. The first time this side effect is rolled, you must consume a small amount of flesh from a humanoid corpse at least once a day or suffer the cumulative but temporary loss of one Strength point each day you abstain. The second time this side effect is rolled, you may only eat flesh of humanoid corpses, normal food

causing you to retch uncontrollably. Failure to do so will result in the Strength loss described above, as well as the normal effects of starvation as described in Core Rulebook II. Strength points will be regained at the rate of one per day after consumption of corpse flesh has been resumed. Subsequent rolls will have no further effect and must be re-rolled. Glowing Eyes: Your eyes begin to glow with their own inner crimson light, easily noticeable except within strong, direct sunlight. You gain darkvision with a range of 60 feet from this side effect. If you already possessed darkvision, its range increases by 60 feet. This side effect may only be applied once to a character. If it is already in place, reroll. Life Corruption: With small amounts of negative voodoo energy now flowing as easily through your system as blood, you have become, in a sense, the very antithesis of life itself. The natural world will recoil from your passing with plant life withering and small animals snuffed out by your mere presence. From this point on, your touch will cause all natural plants and tiny creatures of less then one Hit Dice to die immediately and food to rot or turn sour. Subsequent rolls of this side effect will extend its radius by five each time. This side effect has no effect on larger forms of life or those of the undead, construct or outsider types. Disfigurement: A slip in concentration whilst controlling the voodoo energy of your art causes a momentary flashback of dark power, painfully ravaging your body and leaving it all but broken. A disfigurement of the Games Master’s choosing is applied immediately, be it a twisted limb, a pronounced limp (possibly reducing speed), a hunch or anything else he decides as suitable. Subsequent rolls of this side effect will cause additional disfigurements. Charisma Loss: The continued use of voodoo energy begins to have a destructive effect upon your body and mind, with dangerous and everlasting results. You lose one post of Charisma permanently every time you roll this effect. Paranoia: A close call with the ravaging forces of voodoo energy allows a glimpse, just an instant, into the spirit realms of the dead, dark realms into which mortals were never meant to set eyes on. All too aware of your own mortality, something snaps in your mind as terrifying pressures beyond all mental endurance press in from all sides. From this point on, you are considered to have gained a type of paranoia of the Game Masters choosing. The effects of paranoia are of the Game Master’s choosing. Superstitious: The power that flows through you makes you start to feel insecure about your ways of life causing your character to become highly superstitious. He is terrified of performing an action that is proscribed by his culture’s customs. These superstitions can be ignored by making a DC 13 Will save but they will occasionally inconvenience the character in play. Come up with a list of five or so appropriate superstitions for the PC’s culture, such as: - Never speak for a full minute after hearing a dog or wolf’s howl.

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Never accept a spell from a stranger without knowing his name. Always pays in silver and gold, never in copper. If you kill a spider you must whip your self seven times before you may do anything ordinary in your life. If you step on a persons shadow you are afraid you may have offended his spirit and so you must make it up by giving that character present of some sort as an offering for forgiveness.

Constitution Loss: The continued use of voodoo energy begins to have a destructive effect upon your body and mind, with dangerous and everlasting results. You lose one post of Constitution permanently every time you roll this effect. Talons: One of your hands twists and warps as you mishandle a small amount of voodoo energy in the use of a voodoo feat. It withers and reforms into the likeness of a talon or bony claw. From this point, your unarmed attacks cause 1d4 points of damage. This has no further games effects and you will still be able to manipulate objects and cast spells normally. A second roll of this side effect will cause your other hand to form into a talon but subsequent rolls after this must be re-rolled. Spirit Level: Pure, unrefined voodoo energy can have a crippling effect upon those who misuse it. During the use of a voodoo feat, its power ravages your body and mind, temporarily crippling you. You gain one spirit level immediately. This is temporary, however, and the spirit level will be regained one day later. If your character level drops to 0, you are slain, destroyed by the very power you sought to control. Spirit Seer: Voodoo energy has ever changed your sense of sight. You can now see spirits within your world as if they were normal beings, but at the loss of seeing in color. You now also see everything in black and white giving you -4 on a Spot check because it is hard to discern if things are of this world or the spirit world, not to mention color escapes you. If effect is rolled again spirits of the spirit world start to seem more real then the creatures of real world, forcing you to roll a Will save of DC 10 every day to convince yourself that you are still part of the real world. (Spot check still applies). If it is already in place two times, re-roll. Strength Loss: The continued use of voodoo energy begins to have a destructive effect upon your body and mind, with dangerous and everlasting results. You lose one post of Strength permanently every time you roll this effect. Bad Voodoo: For three days spirits of both evil and good alignments war around the voodoo priest. The good spirits protect the priest and his allies granting +4 natural armor bonus, damage reduction of 2/--, spell resistance 2 + caster level and fast healing of 2. The evil spirits cause a -4 to all attack rolls made by the caster and his allies and grants their attackers a + 2 to attack rolls. The voodoo priest also suffers a -2 to his Will save when using voodoo feats. Bonuses and penalties to allies and enemies are gained as long as they are within a 30ft radius of the voodoo priest. If it is already in place, re-roll.

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