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 1or 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 characters control of voodoo energy, a form of negative

    energy, rather than from some innate ability of the character himself and that there arepossible (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 practitioneris 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 afailure.

    Upon failure, the player must roll on the Voodoo Energy Side Effects table below andapply 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

    Voodoo Energy Side Effects table by using half his caster

    level, rounded down, as either a bonus or penalty. In thisway, he may intentionally try to minimize the effects of

    the negative energy or embrace them fully. The choice to

    modify the roll on the table must be made before the diceare actually rolled.

    Voodoo Energy side effects may also take place with people that help in any feat that isconsidered a ritual feat and that needs more then one person in order to make the feat

    D20 Side Effect

    1 Aura of Unease

    2 Animal Terror

    3 Light Sensitivity

    4 Stench of Death

    5 Voices

    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 Loss16 Talons

    17 Spirit Level

    18 Spirit Seer

    19 Strength Loss

    20 Bad Voodoo

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    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 thatsomething 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. Youalso 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 suchanimals 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 veryyoung 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 adaylightspell. 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, re-roll.

    Stench of Death: Because of the amount of times you have spent trying to communewith 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 forthe 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 asif 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 Masters 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

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    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 theend 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 Charismaticrolls. 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 Masters 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 yourspirits 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 willcreate 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 willvanquish 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 magics negative energy

    drives you too debase acts that defy all normal conventions of society. It has been knownthat 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 secondtime this side effect is rolled, you may only eat flesh of humanoid corpses, normal food

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    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 consumptionof 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 60feet. This side effect may only be applied once to a character. If it is already in place, re-

    roll.

    Life Corruption: With small amounts of negative voodoo energy now flowing as easilythrough 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 torot 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 artcauses a momentary flashback of dark power, painfully ravaging your body and leaving it

    all but broken. A disfigurement of the Games Masters 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 additionaldisfigurements.

    Charisma Loss: The continued use of voodoo energy begins to have a destructive effectupon 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 thispoint on, you are considered to have gained a type of paranoia of the Game Masters

    choosing. The effects of paranoia are of the Game Masters 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 cultures customs. These superstitions canbe 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 PCs

    culture, such as:

    - Never speak for a full minute after hearing a dog or wolfs 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 doanything 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 anoffering for forgiveness.

    Constitution Loss: The continued use of voodoo energy begins to have a destructiveeffect 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 voodooenergy 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 talonbut 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 seespirits 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 colorescapes 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 isalready 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 ofStrength permanently every time you roll this effect.

    Bad Voodoo: For three days spirits of both evil and good alignments war around thevoodoo 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 grantstheir 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.