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 [Deific Obedience] Velsharoon, the Necromancer
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LordofBones
Senior Scribe

704 Posts

Posted - 14 May 2016 :  11:47:00  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
VELSHAROON
Archmage of Necromancy, the Vaunted, Lord of the Forgotten Crypt, the Necromancer, the Lich-Lord, Lord of the Forsaken Crypt, Patron of Evil Liches
God of necromancy, necromancers, liches, lichdom, and undeath
Alignment NE
Realm Death's Embrace (Mungoth, third layer of Gehenna)
Domains Death, Evil, Knowledge, Magic, Rune
Subdomains Alchemy, Arcane, Daemon, Divine, Education, Memory, Rites, Thought, Undead, Wards
Favored Weapon Quarterstaff
Nationality Mulan
Centers of Worship Halruaa, Raurin, Soorenar, Thay, Western Heartlands (Battle of Bones, Field of the Dead, Skull Gorge)
Symbol Laughing lich skull wearing a silver crown superimposed on a black hexagon
Herald unknown
Divine Servitors unknown
Minions allips, apparitions, beheaded (all kinds), blast shadows, bodaks, bone collectives, bone storms, cadavers, charnel colossi, cinder ghouls, crawling hands (normal and giant), crypt things, daemons, demiliches, dream spectres, fenhounds, flesh constructs, fire phantoms, ghosts, ghouls, ghuls, graveknights, grave risen, haunts, liches, mohrgs, mummies, nightshades, phantasms, phantom armors, poltergeists, raveners, revenants, serpentirs, shadows (all types), skeleton champions, skeleton mages, skeletons (all types), skull lords, skulletons, umbral dragons, undead warlords, wights, winterwights, wraiths (all types), yugoloths (arcanaloths primarily), zombies (all types)
Sacred animal(s) scarab beetles, snakes
Sacred colour(s) black, royal purple purple, maroon, rust-red, gray, and bright and unnatural green
Obedience Observe a corpse of any type for one hour. Write down the necromantic principles behind the forms of animation that could be applied to the corpse as well as the possible types of undead creatures that could result on a scroll, then whisper a prayer to Velsharoon. Gain a +1 profane bonus to your caster level when casting necromancy spells.

Evangelist Boons

1. Necromancer's Boon (Sp) chill touch 3/day, stricken heart 2/day, or deathwine 1/day
2. Nycoptic Lore (Su) You have learned how to use your arcane powers to strengthen your necromancy spells. Three times per day, you can spontaneously apply metamagic feats to a necromancy spell you are casting by expending one use of your school powers for each each level adjustment of your applied feats.
3. Robe of the Lich (Su) You wreath yourself in black, smoky robes and gain the lich template for 1d6 rounds plus your Intelligence modifier. If you already are a lich, you gain the advanced template instead for the same duration.

Exalted Boons

1. Sovereign of Undeath (Sp) repair undead 3/day, desecrate 2/day or lesser animate dead 1/day
2. Might of Undeath (Su) When you channel negative energy to bolster undead, Velsharoon's power courses through them. Undead healed by your channeled energy gain the benefits of a simple template or variant undead template of the appropriate type of your choice for 1 round for every two caster levels.
3. Tyranny of Undeath (Su) Once per day, you can smite a single living creature with a blast of necromantic power that forces it to succeed at a Fortitude save (DC 19 plus your Wisdom modifier) or die. If your blast kills its intended target, then it rises as a skeletal champion or zombie lord (your choice) under your control within one round. The created undead does not count against your limit for creating and controlling undead, but you can only have one such creature under your control at any one time. If the target succeeds at its saving throw, it suffers 1d6 damage per exalted level.

Sentinel Boons

1. Fell Gift of the Grave (Sp) ray of enfeeblement 3/day, false life 2/day, or accursed glare 1/day
2. Velsharoon's Touch (Su) You can infuse your weapon with negative energy, bestowing the necrotic property upon it by expending 1 point from your arcane pool. If you do not have the arcane pool class feature, then you may bestow the necrotic property on your chosen weapon for one round per Hit Dice you have.
3. Armor of the Grave (Su) You can empower yourself with the strength of the grave and gain the graveknight template for 1d6 rounds plus your Constitution modifier. If you are already a graveknight, you gain the advanced template instead for the same duration, using your Charisma in place of Constitution.


NEW WEAPON PROPERTY

NECROTIC
Aura moderate necromancy; CL 8th; Weight —; Price +2 Bonus

DESCRIPTION

Upon command, a necrotic weapon is sheathed in deathly energies that deals an extra 1d6 points of negative energy damage on a successful hit. The negative energy does not harm the wielder, nor does it heal or harm undead. The effect remains until another command is given.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, and either enervation or inflict serious wounds; Cost +2 bonus

Source: Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore

Edited by - LordofBones on 13 Mar 2018 16:50:00

LordofBones
Senior Scribe

704 Posts

Posted - 15 May 2016 :  15:41:21  Show Profile Send LordofBones a Private Message  Reply with Quote
So, um...any feedback? I'm considering expanding this with the whole deity writeup template in Inner Sea Gods, including a write-up on Velsharoon's realm, servants, rules for players, and clerical duties and raiments.
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Wooly Rupert
Master of Mischief
Moderator

USA
31142 Posts

Posted - 15 May 2016 :  15:50:52  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
In general, I'm not a fan of the obedience concept, myself... The benefits are often good, but the flipside is that the obedience is frequently not something an adventurer can readily do. I get that it's showing dedication to the deity and all, but it also takes time away from going out and smiting stuff in the deity's name.

Generalities aside, the stuff you have here is thematically appropriate and well thought out.

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Diffan
Great Reader

USA
3492 Posts

Posted - 15 May 2016 :  17:31:55  Show Profile Send Diffan a Private Message  Reply with Quote
I'm assuming Pathfinder rules? If so, I'm not too familiar with them to provide much feedback mechanically. However it looks like a really cool concept.

4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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LordofBones
Senior Scribe

704 Posts

Posted - 20 May 2016 :  11:17:04  Show Profile Send LordofBones a Private Message  Reply with Quote
Thanks!

I'm contemplating a full-on expansion of this, following the Inner Sea Gods writeups. I'm fond of how the deities are presented in Golarion, so Velsharoon won't be a cackling moustache-twirler.
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LordofBones
Senior Scribe

704 Posts

Posted - 14 Mar 2018 :  02:00:57  Show Profile Send LordofBones a Private Message  Reply with Quote
UNIQUE SPELL RULES FOR FOLLOWERS OF VELSHAROON

ALCHEMIST

Assume undead form can be prepared as a 4th level spell.
Claw of velsharoon can be prepared as a 1st level spell
Greater claw of velsharoon can be prepared as a 5th level spell.

ANTIPALADIN
Assume undead form can be prepared as a 4th level spell.
Claw of velsharoon can be prepared as a 1st level spell.
Greater claw of velsharoon can be prepared as a 4th level spell.

CLERIC/ORACLE
Assume undead form can be prepared as a 6th level spell.
Claw of velsharoon can be prepared as a 1st level spell.
Greater assume undead form can be prepared as a 9th level spell.
Greater claw of velsharoon can be prepared as a 5th level spell.
Spectral hand can be prepared as a 2nd level spell.
Velsharoon’s death pact can be prepared as a 9th level spell.

MAGUS
Animate dead can be prepared as a 3rd level spell.
Assume undead form can be prepared as a 4th level spell.
Claw of velsharoon can be prepared as a 1st level spell.
Greater claw of velsharoon can be prepared as a 5th level spell.

SORCERER
Animate dead can be prepared as a 3rd level spell.
Assume undead form can be prepared as a 6th level spell.
Greater assume undead form can be prepared as an 9th level spell.
Greater claw of velsharoon can be prepared as a 5th level spell.
Velsharoon’s death pact can be prepared as an 9th level spell.

WIZARD
Animate dead can be prepared as a 3rd level spell. [necromancers only]
Assume undead form can be prepared as a 6th level spell. [necromancers only]
Greater assume undead form can be prepared as an 9th level spell. [necromancers only]
Greater claw of velsharoon can be prepared as a 5th level spell. [necromancers only]
Velsharoon’s death pact can be prepared as a 9th level spell. [necromancers only]

ASSUME UNDEAD FORM
School
necromancy and transmutation (polymorph); Level alchemist 6, antipaladin 4, magus 6, sorcerer/wizard 6 (Velsharoon)
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you wish to assume)
Range personal
Target you
Duration 1 minute/level

This spell functions as undead anatomy II save that unlike other spells of the polymorph subschool, you are allowed to assume the forms of undead that can be created through templates. However, you cannot create spawn even if the form you’ve taken has that ability.

ASSUME UNDEAD FORM, GREATER
School
necromancy and transmutation (polymorph); Level cleric/oracle 9, sorcerer/wizard 9 (Velsharoon)
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you wish to assume)
Range personal
Target you
Duration 1 minute/level

This spell functions as undead anatomy IV save that unlike other spells of the polymorph subschool, you are allowed to assume the forms of undead that can be created through templates. If you assume an incorporeal form, the duration is not changed. You otherwise obtain all that form’s special attacks, immunities, resistances and vulnerabilities. Any spawn you create are counted against the number of undead you can create through animate dead and similar spells.

CLAW OF VELSHAROON
School
necromancy [evil]; Level alchemist 1, antipaladin 1, cleric/oracle 1, magus 1, sorcerer/wizard 1 (Velsharoon)
Casting Time 1 standard action
Components V, S
Range touch
Targets one or more dismembered hands touched
Duration instantaneous
Saving Throw none; Spell Resistance no

You turn a dismembered hand into a crawling hand. The crawling hand can be made to follow you or stay in one area indefinitely. You can create one crawling hand per level, and the hand remains under your control indefinitely. Each crawling hand counts as 1 HD of undead against the normal limit of undead you can create and control.

CLAW OF VELSHAROON, GREATER
School
necromancy [evil]; Level antipaladin 4, alchemist 5, cleric/oracle 5, magus 5, sorcerer/wizard 5 (Velsharoon)

This spell functions as claw of velsharoon, except that you create giant crawling hands instead.

VELSHAROON’S DEATH PACT
School
necromancy; Level cleric/oracle 9, sorcerer/wizard 9 (Velsharoon)
Casting Time 1 standard action
Components V, S, M (seven drops of the caster’s blood and an onyx worth 10,000 gp cut into a hexagon)
Range personal
Target you
Duration 1 day/level
Saving Throw none (harmless); Spell Resistance no

You bind your soul to a place of your choice, usually a private sanctum or allied temple. Hereafter, if you are ever brought to 0 hit points or less, you are immediately recalled to the place you are bound to as though by word of recall. There, you gain the benefits of resurrection (if you are dead), have all negative or debilitating spell effects purged as though by greater dispel magic, and have severed or amputated body parts regenerated. You lose 2 points of Constitution for as long as the death pact is active and regain them when it is discharged.

If you are an undead creature, you are recalled to the location of your bound soul if you are targeted by an attack that would bring you to 0 hit points, and gain the benefits of a harm spell in addition to the spell’s other beneficial effects. You do not need to pay the blood material component unless you are capable of bleeding, such as through being a vampire.

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