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Post by Scott on Dec 9, 2006 16:46:05 GMT -5
Since I'm currently running a cleric of Orcus, I'd like to customize him a bit, similar to some of the clerics in the World of Greyhawk. What powers would you give him, and would there be an experience point penalty? bonus to turn undead? Animate dead at a lower level or higher caster level? Summon undead? What else?
Scott
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on Dec 10, 2006 18:13:31 GMT -5
For the summon undead, probably just skeletons and zombies up to about 4th level or so. Maybe an automatic option to "go lich" at 20th level or above? At intermediate levels, maybe the ability to imbue their mace or staff with a negative aura that will cause death to one victim who fails to save, once or twice a day...? (Good idea, by the way!)
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Post by Scott on Dec 10, 2006 21:45:09 GMT -5
Since the Deom Lord of Undead doesn't strike me as an overly generous type, I would think it would be 3rd or 5th level before any of the sepcial abilities kicked in. I'm thinking definately a bonus to affecting undead, and animating dead. Maybe a darkness spell.
Scott
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Post by grodog on Dec 18, 2006 22:09:29 GMT -5
You might check the Clerics of Orcus from Necromancer Games' Rappan Athuk and Tomb of Abysthor modules.
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Post by Scott on Dec 18, 2006 22:25:59 GMT -5
I have. They're not bad for 3E, but they're far from customized. They have the nice and neat 3E formula approach. The 1E WoG Guide, where the clerics really were unique, is the feel I'm going for. Scott
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Post by geneweigel on Dec 21, 2006 11:50:39 GMT -5
In regards to a "cheap but powerful" power, how about something original regarding spreading "undeath" around that doesn't necessarily follow the "animate = control" formula?
Like an "animate and run" kind of ability that makes it not so much a boon to the cleric player but a boon to the the prince of the undead.
Example a room full of the defeated are summoned as undead that are hostile to all and then left behind. Not very tactical but chaotic.
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Post by Scott on Dec 21, 2006 13:20:43 GMT -5
Hey GW, nice to see you making the rounds. I like the 'if you play with fire, you could get burned' aspect of worshipping a demon. Maybe an animate dead spell granted by Orcus wouldn't be the normal pile of bones powered by negative energy and programmed by the caster, but a pile of bones possessed by one of the damned souls of the Abyss. Similar in most respects to the standard variety, but with the possibility of having an agenda other than the caster's.
Scott
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Post by grodog on Dec 24, 2006 8:33:08 GMT -5
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Post by Scott on Dec 24, 2006 9:48:16 GMT -5
Thanks Allan.
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Post by GRWelsh on Dec 25, 2006 19:56:35 GMT -5
I also like the 'if you play with fire, you could get burned' aspect of worshipping a demon. But I think this is already built in to the rules for evil clerics. If an evil cleric encounters undead, there is already a chance he won't be able to turn or dominate them. For an evil cleric at low levels, even skeletons and zombies are potential enemies, if the cleric fails his turning attempt.
One idea for customizing clerics of Orcus that I had with this theme in mind, is the power or special spells or a kind of alchemy (or combination of these) allowing such clerics to create greater versions of (free-willed) undead. Maybe there is are special spells or ritual a cleric can use to create ghouls, shadows or even vampires. After creating them, however, the cleric can try to turn them to his will. If he fails, they can potentially turn on him. This is 'playing with fire' if the evil cleric tries to create such undead at a level below what he is certain to turn or dominate them.
For example, perhaps an evil cleric of Orcus has access to an evil ritual that allows him to create shadows. Maybe in a ritual involving human sacrifice and waving torchlight, he can create a random number of shadows from the corpse(s) of the sacrifice. But if he tries to do this prior to reaching 6th level, it is not automatic that he will turn them to his will. Also, even if he can turn them to his will, it is a random number of 1-12 that are turned. If he creates six shadows in this ritual, and only turns two to his will, the other four shadows may immediately attack him and any other living being in the vicinity. This ritual may be similar to a spell that has a long casting time, during which the cleric can do nothing else but chant the words, wave his hands about and manipulate the spell componants. It may be costly, require a captive to sacrifice, and there may be chance for it to fail utterly (and nothing happens) -- perhaps based upon his level. Even if he succeeds in turning the newly created undead, he still has to make a reaction roll per the DMG: they are either neutral and ignore the evil cleric and his party, or are friendly and join him as servitors (at this point, the hostile reaction being already ruled out by the successful turning roll or T result). Only at 8th level or above are the shadows automatically brought into friendly status, and that is still only affects 1-12 (7-12 at 14th level or above). A lower level cleric attempting this ritual could acquire some powerful servitors -- but there is also an element of risk.
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Post by GRWelsh on Dec 25, 2006 20:05:37 GMT -5
Dark Ritual of the Shadows (Necromantic)
Level: 3 Range: 1" Duration: Permanent Area of Effect: Special Components: V, S, M Casting Time: 1-6 turns Saving Throw: None
Explanation/Description:
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Post by grodog on Dec 26, 2006 13:01:06 GMT -5
Great ideas, Gary! Good to see you around and about, btw
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Post by GRWelsh on Dec 26, 2006 19:17:24 GMT -5
Heh heh, thanks... Allan. I am the one playing the evil cleric, BTW.
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